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Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play最新文献

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Extended abstract for Canvas Obscura 扩展抽象的帆布暗箱
Sam Snodgrass, B. Goldberg, Ariel Evans, B. Packard, Cathy Lu, Jichen Zhu
Canvas Obscura is a survival-horror game where the player must locate objects within an ever-changing environment. Canvas Obscura pushes the boundaries of the survival-horror genre by including procedurally generated levels.
Canvas Obscura是一款生存恐怖游戏,玩家必须在不断变化的环境中定位物体。《Canvas Obscura》通过包含程序生成关卡而突破了生存恐怖类型的界限。
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引用次数: 0
Paradigms of games research in HCI: a review of 10 years of research at CHI HCI中的游戏研究范式:回顾CHI 10年的研究
M. Carter, J. Downs, Bjørn Nansen, Mitchell Harrop, M. Gibbs
In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their significance in the context of the inaugural CHI Play conference.
在本文中,我们认为人机交互领域的游戏和游戏研究可以有效地理解为存在于4种不同的研究范式中。我们提供了开发这些范式的基本原理,并在首届CHI Play会议的背景下讨论了它们的意义。
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引用次数: 65
The trial of galileo: a game of motion graphs 对伽利略的审判:一个动态图形的游戏
Ian Pommer, Michael N. Flaherty, Alicia Griesbach, Bryant Seiler, John Leitner, K. Patterson, Dylan Tepp, Brent Dingle
This paper presents a 2D game designed to assist students in better understanding motion graphs. In this game the player's character is not controlled by a joystick or control pad. Instead the game employs a unique interface enabling the player to control the actions of a character by creating a motion graph. The motion graph represents the desired position, velocity, or acceleration of the player's character over time. The graph must be fashioned to move the character through various puzzle environments. Through trial and error the player may achieve a better understanding of what motion graphs depict in the real world.
这篇论文提出了一个2D游戏,旨在帮助学生更好地理解运动图形。在这款游戏中,玩家的角色不是由操纵杆或控制板控制的。相反,这款游戏采用了独特的界面,让玩家能够通过创造动作图来控制角色的行动。运动图表示玩家角色随时间的期望位置、速度或加速度。图形必须能够让角色在不同的谜题环境中移动。通过反复试验,玩家可以更好地理解动态图在现实世界中所描绘的内容。
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引用次数: 2
CHI PLAY 2014: the bellman: subtle interactions in a linear narrative CHI PLAY 2014:服务员:线性叙事中的微妙互动
Daniel Harley, R. Lachman
This paper presents an Internet adaptation of a novella called The Bellman. The design is inspired by unconventional games, particularly with regard to how interaction affects a narrative. The Bellman explores how simple mechanics can be part of the storytelling, and can have an impact on the player's emotional response. The Bellman is available at www.thebellman.ca.
本文介绍了一个网络改编的中篇小说,叫做《行李员》。这款游戏的设计灵感来自非传统的游戏,特别是关于互动如何影响叙述。《Bellman》探讨了简单机制如何成为故事叙述的一部分,以及如何影响玩家的情感反应。可以在www.thebellman.ca上找到行李员。
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引用次数: 2
Understanding difficulty, your brain and challenge 理解困难,你的大脑和挑战
Rina R. Wehbe
My thesis proposes to use physiological measures with a focus on electroencephalography (EEG) to examine user-centered difficulty in games and user interfaces. The thesis specifically looks at both intended sources of difficulty and unintended sources of difficulty.
我的论文建议使用以脑电图(EEG)为重点的生理测量方法来检查游戏和用户界面中以用户为中心的难度。这篇论文特别关注了有意的困难来源和无意的困难来源。
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引用次数: 0
Shynosaurs: a game of attention dilemma 薛诺龙:注意力困境的游戏
Mélodie Vidal
Shynosaurs is a game designed to harvest the full range of the natural behaviour of the eyes. On one hand, players need to use their eyes to aim where they direct the mouse, click and drop characters into a safe zone (the cuties). This is the usual behaviour of the eyes, as sensors to gather information. On the other hand, players can choose to use their eyes to stare at and intimidate the enemies (the shynosaurs) in order to slow them down and send them away. This is also a natural behaviour of the eyes, which we sometimes use as means to win a battle of wills. The Shynosaurs game is developed with eye-tracking in mind and aims to embrace the delicate balance needed to use the eyes as both sensors and controllers.
《shynosauurs》是一款旨在收集眼睛所有自然行为的游戏。一方面,玩家需要用他们的眼睛瞄准他们的鼠标,点击并将角色放入安全区域。这是眼睛通常的行为,作为收集信息的传感器。另一方面,玩家可以选择用他们的眼睛盯着并恐吓敌人,以减缓他们的速度并将他们赶走。这也是眼睛的一种自然行为,我们有时用它来赢得意志的战斗。《Shynosaurs》是基于眼球追踪而开发的游戏,其目标是将眼睛同时用作传感器和控制器。
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引用次数: 19
Natural mapping and intuitive interaction in videogames 电子游戏中的自然映射和直观交互
Michael McEwan, A. Blackler, Daniel M. Johnson, Peta Wyeth
Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about their true potential for intuitive use. This paper proposes methods to leverage existing intuitive interaction theory for games research, specifically by examining different types of naturally mapped control interfaces for videogames using new measures for previous player experience. Three commercial control devices for a racing game were categorised using an existing typology, according to how the interface maps physical control inputs with the virtual gameplay actions. The devices were then used in a within-groups (n=64) experimental design aimed at measuring differences in intuitive use outcomes. Results from mixed design ANOVA are discussed, along with implications for the field.
电子游戏控制界面将继续超越其传统根源,随着设备鼓励更多自然形式的互动,其数量和普及程度也在不断增长。然而,人们对它们在直观应用方面的真正潜力知之甚少。本文提出了利用现有的直观交互理论进行游戏研究的方法,特别是通过使用新的方法来检测电子游戏的不同类型的自然映射控制界面。根据界面如何映射物理控制输入和虚拟游戏动作,我们使用现有的类型对一款赛车游戏的三种商业控制设备进行了分类。然后将这些装置用于组内(n=64)实验设计,旨在测量直观使用结果的差异。讨论了混合设计方差分析的结果,以及对该领域的影响。
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引用次数: 34
Using an invisible coach to help players achieve fitness goals in exergames while retaining immersion 使用隐形教练帮助玩家在保持沉浸感的同时达到健身目标
C. Richards
Two approaches to designing exergames exist: design a game with incidental exercise, or design an exercise program with an incidental game. We aim to combine the advantages of these approaches by developing an invisible coach that modifies gameplay in order to guide workouts while maintaining game immersion. This opens opportunities to guide players toward focused exercise goals, such as cycling at a desired intensity, or strengthening a weak muscle group, while allowing players to retain the sense of playing a game. We are investigating the design and efficacy of an invisible coach in the context of a novel strength training game.
设计运动游戏有两种方法:设计带有附带练习的游戏,或者设计带有附带游戏的锻炼计划。我们的目标是结合这些方法的优势,通过开发一个无形的教练,修改游戏玩法,以指导训练,同时保持游戏沉浸感。这就提供了引导玩家专注于运动目标的机会,例如以期望的强度骑自行车,或加强弱肌群,同时让玩家保持玩游戏的感觉。在一种新型的力量训练游戏中,我们正在研究隐形教练的设计和效果。
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引用次数: 5
Gingerman challenge: a persuasive game for promoting adequate sunlight exposure for office workers 金格曼挑战:一个有说服力的游戏,旨在促进办公室工作人员充足的阳光照射
Hajin Lim, Jaehyeon Park, B. Suh
In this paper, we present Gingerman Challenge, which is a persuasive mobile game designed to promote moderate sunlight exposure. The design goals of Gingerman Challenge are to help players to recognize the merits of sunlight exposure and to promote maintenance of healthy vitamin D levels. We aim to accomplish these goals by incorporating both casual gaming features and the design principles drawn from preliminary user interviews.
在本文中,我们提出了Gingerman挑战,这是一款旨在促进适度阳光照射的说服性手机游戏。Gingerman挑战的设计目标是帮助玩家认识到阳光照射的好处,并促进维持健康的维生素D水平。我们的目标是通过结合休闲游戏功能和从初步用户访谈中得出的设计原则来实现这些目标。
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引用次数: 0
Last tank rolling: exploring shared motion-based play to empower persons using wheelchairs 最后的坦克滚动:探索共享的基于动作的游戏,以授权使用轮椅的人
K. Gerling, L. Buttrick
This paper presents Last Tank Rolling, a collaborative motion-based military survival game in which players using wheelchairs are invited to apply their assistive device to control a tank. The game offers a strong in-game metaphor for the wheelchair, and invites joint physical interaction that encourages able-bodied players to perceive their peer as a competent collaborator. Ultimately, this project aims to explore the value of shared video game play as a means of empowering people with disabilities, and connecting players of all abilities to foster inclusion.
本文介绍了Last Tank Rolling,这是一款基于协同运动的军事生存游戏,在游戏中,使用轮椅的玩家被邀请使用他们的辅助设备来控制坦克。这款游戏在游戏中提供了一个强烈的轮椅隐喻,并邀请共同的身体互动,鼓励健全的玩家将他们的同伴视为称职的合作者。最终,该项目旨在探索共享电子游戏作为赋予残疾人权力的一种手段的价值,并将各种能力的玩家联系起来,以促进包容性。
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引用次数: 10
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Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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