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Introduction

The awkwardness of silence and boredom are inevitable in most relationships. Our group intends to utilize the Internet of Things to promote an engaging environment through gamification. The devices of the users will be connected through the internet as each person will control the other person’s score. The game will be centered around an object that each person is expected to imitate in a given time interval. The object will be programmed to demonstrate the motions to the users. As each player imitates the object, the other player will decide on whether the movement was sufficient for the actor to earn a point. If either player believes that they can’t do one of the moves, they can wave and the object will interpret the motion as a “skip” through a distance sensor.



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