**2. Related works**

Ubiquitous computing involves computers and technology that blend seamlessly into day to day living. Weiser described the concept in the article [8] in 1991.

*touch technology* for games allows the users to play on digital tabletops that provide both an embedded display and a computer to drive player interactions. Several people can thus sit around the table and play digital games together. This technology uses infrared LEDs and photodiodes, which are discretely mounted around the perimeter of the LCD. The principle of an infrared touch screen is the combination of an infrared (IR) LED and an IR-sensitive photodiode. As soon as there is an object or finger between the LED and the photodiode, the latter no longer detects the IR light from the LED. This information is the basis for the input detection. You can interact with them through multiple objects (including fingers). Some of

Interacting with Objects in Games Through RFID Technology

http://dx.doi.org/10.5772/53448

327

Identification technology such as *RFID* and *NFC* has been used to transmit the identity of an object using radio waves. In this way different types of interaction are allowed, such as touching which involves touching an object to a mobile device and enabling the user to per‐

**•** Scanning: the mobile device or other device is capable of scanning information and inter‐

**•** Approach&remove: [17] this is a style of interaction which allows us to control user inter‐ faces of a distributed nature by making a gesture with the mobile device. Interaction, as mentioned previously, may be absent or may simply consist of approaching the mobile

In this chapter we propose another kind of interaction, in which the mobile devices are sta‐

Some systems that use identification technology are described as following: Smart Playing Cards [26] is a game based on RFID; this technology is integrated in cards. Augmented toys are digitalized with RFID technology simulating the real world [18] [19]. Meta-Criket is a kit developed for augmenting objects [25]. Hengeveld described in [20] the value of designing intelligent interactive games and learning environments for young children with multiple disabilities to increase their language and communication skills. In [21] we can find a pro‐ posal that digitalizes toys to help deaf children to learn sign language. This system [24] fo‐ cuses on assessment and training for special children, allowing the user to store data through RFID cards data for processing daily and providing treatment advice. However, this project only focuses on monitoring the child and does not take into account activities to improve their intellectual ability. [22] describes a RFID musical table for children or people with disabilities. The table is designed for people who cannot navigate through menus or by using buttons on an iPod, and serves to enable them to select albums or songs from a music list from an iPod Touch. This system is very specific; it is more focused on entertainment. Logan Proxtalker [23] is a communication device which allows any user to communicate with symbols "PECS" System (Picture Exchange Communication), which is a device to re‐ trieve vocabulary stored in different labels in order to play actual words. These systems pro‐ vide entertainment and user interaction with the environment. The disadvantage is that are very specific and none of them has focused on the stimulation of the cognitive abilities of

tionary and the user used physical objects for interacting with the display.

the games implemented with touch technology for learning are:[11][12][13][14].

form the selected task. For example [15][16] show some projects using this technique.

acting with the system to provide a service to the user.

device to digitized objects.

people with intellectual disabilities.

The idea of a disappearing technology can clearly be applied to the trend in RFID technolo‐ gy development. In recent years, RFID technology was used in retail [2] and logistics [3]. Nowadays RFID Technology is becoming such an ubiquitous technology, it has led to a par‐ ticular interest in developing a system in smart spaces. The Internet of Things is similar to the Ubiquitous Computing paradigm, which was described by Kevin Ashton in 1999 [7]. This concept refers to the interconnection of everyday objects in a network. i.e., each object such as a table, a chair or a refrigerator may include integrated identification technology. In this way, the Internet evolves from traditional devices to real objects thanks to the use of technologies such as wireless sensors or RFID.

In this chapter we have focused on games as an educational tool for children's learning. A video game is a software programme created for entertainment and learning purposes in general. It is based on the interaction between one or more people and an electronic device that executes the game. Over the past decades, video games have become a mainstream form of entertainment and communication which are highly accepted and successful in the society. People like playing games for several reasons: as a pastime, as a personal challenge, to build skills, to interact with others, for fun, or as tool for learning. In recent years, the ad‐ vancement of technology has allowed designs to implement intuitive and new forms of in‐ teraction between the user and the console. Some of the devices used are: Kinect, Wii, Multi-Touch Technology, Virtual Reality, and Identification technologies such as RFID, NFC. The following describes in detail the devices and ways of interacting that there are between sys‐ tems and users.

*Kinect* is a motion sensing input device that is connected to the console and PC video. It al‐ lows the user to interact with the game through movement and voice. In order to function, it requires technologies such as sensors, multi-array microphone, RGB camera and an internal processor. Some existing games that incorporate this technology with learning games are: [4][5][6]. These games offer a new and attractive interaction technique based on movement and voice. However, the new interaction needs some getting used to, most especially for children who have either physical or cognitive disabilities, as it can be exhausting to play through movement. Another obstacle is the space requirement and the hardware, such as the camera, is more delicate and expensive. Another device developed to improve the inter‐ action between user and console is the *Wii Remote*, which is used as a handheld pointing de‐ vice and detects movement in three dimensions. This device incorporates technologies such as: accelerometers, Bluetooth...[21].The main problem is the need for battery.

In addition, there is *Virtual Reality* software using helmets, gloves and other simulators. In this way the user may feel more immersed in the game, and it is very engaging and motivat‐ ing, but the problem is the high cost of devices, and the difficulty in the use of certain devi‐ ces. Also, an additional person is required to control the players and devices [9][10]. *Multi-* *touch technology* for games allows the users to play on digital tabletops that provide both an embedded display and a computer to drive player interactions. Several people can thus sit around the table and play digital games together. This technology uses infrared LEDs and photodiodes, which are discretely mounted around the perimeter of the LCD. The principle of an infrared touch screen is the combination of an infrared (IR) LED and an IR-sensitive photodiode. As soon as there is an object or finger between the LED and the photodiode, the latter no longer detects the IR light from the LED. This information is the basis for the input detection. You can interact with them through multiple objects (including fingers). Some of the games implemented with touch technology for learning are:[11][12][13][14].

**2. Related works**

326 Radio Frequency Identification from System to Applications

tems and users.

Ubiquitous computing involves computers and technology that blend seamlessly into day to

The idea of a disappearing technology can clearly be applied to the trend in RFID technolo‐ gy development. In recent years, RFID technology was used in retail [2] and logistics [3]. Nowadays RFID Technology is becoming such an ubiquitous technology, it has led to a par‐ ticular interest in developing a system in smart spaces. The Internet of Things is similar to the Ubiquitous Computing paradigm, which was described by Kevin Ashton in 1999 [7]. This concept refers to the interconnection of everyday objects in a network. i.e., each object such as a table, a chair or a refrigerator may include integrated identification technology. In this way, the Internet evolves from traditional devices to real objects thanks to the use of

In this chapter we have focused on games as an educational tool for children's learning. A video game is a software programme created for entertainment and learning purposes in general. It is based on the interaction between one or more people and an electronic device that executes the game. Over the past decades, video games have become a mainstream form of entertainment and communication which are highly accepted and successful in the society. People like playing games for several reasons: as a pastime, as a personal challenge, to build skills, to interact with others, for fun, or as tool for learning. In recent years, the ad‐ vancement of technology has allowed designs to implement intuitive and new forms of in‐ teraction between the user and the console. Some of the devices used are: Kinect, Wii, Multi-Touch Technology, Virtual Reality, and Identification technologies such as RFID, NFC. The following describes in detail the devices and ways of interacting that there are between sys‐

*Kinect* is a motion sensing input device that is connected to the console and PC video. It al‐ lows the user to interact with the game through movement and voice. In order to function, it requires technologies such as sensors, multi-array microphone, RGB camera and an internal processor. Some existing games that incorporate this technology with learning games are: [4][5][6]. These games offer a new and attractive interaction technique based on movement and voice. However, the new interaction needs some getting used to, most especially for children who have either physical or cognitive disabilities, as it can be exhausting to play through movement. Another obstacle is the space requirement and the hardware, such as the camera, is more delicate and expensive. Another device developed to improve the inter‐ action between user and console is the *Wii Remote*, which is used as a handheld pointing de‐ vice and detects movement in three dimensions. This device incorporates technologies such

In addition, there is *Virtual Reality* software using helmets, gloves and other simulators. In this way the user may feel more immersed in the game, and it is very engaging and motivat‐ ing, but the problem is the high cost of devices, and the difficulty in the use of certain devi‐ ces. Also, an additional person is required to control the players and devices [9][10]. *Multi-*

as: accelerometers, Bluetooth...[21].The main problem is the need for battery.

day living. Weiser described the concept in the article [8] in 1991.

technologies such as wireless sensors or RFID.

Identification technology such as *RFID* and *NFC* has been used to transmit the identity of an object using radio waves. In this way different types of interaction are allowed, such as touching which involves touching an object to a mobile device and enabling the user to per‐ form the selected task. For example [15][16] show some projects using this technique.


In this chapter we propose another kind of interaction, in which the mobile devices are sta‐ tionary and the user used physical objects for interacting with the display.

Some systems that use identification technology are described as following: Smart Playing Cards [26] is a game based on RFID; this technology is integrated in cards. Augmented toys are digitalized with RFID technology simulating the real world [18] [19]. Meta-Criket is a kit developed for augmenting objects [25]. Hengeveld described in [20] the value of designing intelligent interactive games and learning environments for young children with multiple disabilities to increase their language and communication skills. In [21] we can find a pro‐ posal that digitalizes toys to help deaf children to learn sign language. This system [24] fo‐ cuses on assessment and training for special children, allowing the user to store data through RFID cards data for processing daily and providing treatment advice. However, this project only focuses on monitoring the child and does not take into account activities to improve their intellectual ability. [22] describes a RFID musical table for children or people with disabilities. The table is designed for people who cannot navigate through menus or by using buttons on an iPod, and serves to enable them to select albums or songs from a music list from an iPod Touch. This system is very specific; it is more focused on entertainment. Logan Proxtalker [23] is a communication device which allows any user to communicate with symbols "PECS" System (Picture Exchange Communication), which is a device to re‐ trieve vocabulary stored in different labels in order to play actual words. These systems pro‐ vide entertainment and user interaction with the environment. The disadvantage is that are very specific and none of them has focused on the stimulation of the cognitive abilities of people with intellectual disabilities.

The advantages offered by these devices and systems are numerous. They enhance positive attitudes in users. They feel more motivated and encouraged to learn. However, the systems present the following disadvantages:

Taking advantage of real physical objects and the benefits that new technologies offer us, we have designed a new way to interact with the system. It is based on physical objects that in‐

Interacting with Objects in Games Through RFID Technology

http://dx.doi.org/10.5772/53448

329

This kind of the system functions as follows: in the main game an interface is projected on the wall. Users with physical interfaces, i.e., the objects that integrate RFID tags, can interact with the main interface; this requires the mobile device that incorporates the RFID reader to interact with the main interface, which is necessary to bring objects to the mobile device (See

**Figure 1.** Digitized objects with RFID tags that communicate with the game's interface through the mobile device.

Due to the need to make a simple, accessible and intuitive system and considering the multi‐ ple technologies used to develop it, it was decided to follow an architecture based on three layers. The system infrastructure is divided in the following layers: Application Layer, Net‐ work Layer and Perception Layer. In the next section, we explain the latter in more detail

This layer is the intermediary between the user and the system. Its main function is to allow the user to easily interact with the system. In our case study, the games are designed for children and users with special needs and for this reason we must focus primarily on usabil‐ ity and accessibility of the system. The main requirements that have been followed for the

Designing simple interfaces so that users do not have to learn to use it, acquire new skills, or

tegrate RFID technology and allow us to interact with Graphics User Interfaces.

Figure 1).

(See Figure 2).

need help.

**3.1. Presentation layer**

development of this type of games are:


On the other hand, RFID technology has many benefits over other identification technolo‐ gies because it does not require line-of-sight alignment, tags can be identified simultaneous‐ ly, and the tags do not destroy the integrity or aesthetics of the original object. Due to the low cost of passive RFID tags and the fact that they operate without a battery, this technolo‐ gy is ideal for converting a real object in a physical interface capable of interacting with oth‐ er devices
