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Herbert: a motion-controlled mobile game 赫伯特:一个动作控制的手机游戏
A. Duff, Jun Ma, Shannon Sepelak, Alberto Uriarte, Wenjie Wu, Jichen Zhu
Smartphone games lack the hardware interface afforded by other gaming media like controllers for consoles, keyboard and mouse for PCs, joysticks and buttons on arcade cabinets, etc. As such, many popular games focus on puzzle mechanics using the touch screen interface, such as Angry Birds[1] or Cut the Rope[2]. We focused on skill-based, reactionary gameplay with an intuitive and unique control scheme in Herbert, where the player moves the character around the world by tilting the device and free oneself from traps by shaking the device. We did this in order to minimize on-screen GUI clutter found in other games such as OMG Pirates![3], Street Fighter IV[4] and Zombieville, USA[5] while retaining the challenge enjoyment, and intuitiveness of skill based gaming. The web version of the game can be played at: https://www.cs.drexel.edu/~amd435/Herbert_Web.html
智能手机游戏缺乏其他游戏媒体所提供的硬件界面,如主机控制器、pc键盘和鼠标、街机柜上的操纵杆和按钮等。因此,许多流行游戏专注于使用触屏界面的解谜机制,如《愤怒的小鸟》[1]或《割绳子》[2]。我们在《Herbert》中专注于基于技能的反动游戏玩法,并使用直观且独特的控制方案,玩家通过倾斜设备在世界各地移动角色,并通过摇动设备将自己从陷阱中解救出来。我们这么做是为了尽量减少像《OMG Pirates!》[3]、《街头霸王4》[4]和《僵尸村》(Zombieville, USA)[5],同时保留了基于技能的游戏的挑战乐趣和直观性。游戏的网页版本可以在:https://www.cs.drexel.edu/~amd435/Herbert_Web.html上玩
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引用次数: 1
TouchPoints: an exertion game with strategy TouchPoints:一款带有策略的运动游戏
Yasaman Hashemian, Ding Wang
Using video games in rehabilitation has proven the potential to provide patients with fun and motivating exercise systems. The main question therefore is how to design body-based video games to improve a rehabilitation experience. This work-in-progress paper introduces TouchPoints, a full body exertion experience designed for stretching exercises in rehabilitation centers as part of a series of short-duration design studies. Our concept is to provide patients with a scenario where a stretching exercise routine could be accomplished in a playful and pleasant way. Lo-fi prototypes were used to demonstrate the game- play and gather valuable feedback from users' experience, which later informed the design of the TouchPoints. In addition, we propose further user-centric developments for TouchPoints involving both rehabilitation patients and therapists on how to increase patients' motivation. This paper is intended to read alongside the game demo video.
在康复中使用视频游戏已经被证明有潜力为患者提供有趣和激励的运动系统。因此,主要问题是如何设计基于身体的电子游戏来改善康复体验。这篇正在进行的论文介绍了TouchPoints,这是一种为康复中心的伸展运动设计的全身运动体验,是一系列短期设计研究的一部分。我们的理念是为患者提供一个场景,在这里,伸展运动可以以一种有趣和愉快的方式完成。低保真原型被用来演示游戏玩法,并从用户体验中收集有价值的反馈,这些反馈后来被用于触点的设计。此外,我们建议进一步发展以用户为中心的接触点,涉及康复患者和治疗师如何增加患者的动机。本文将与游戏演示视频一起阅读。
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引用次数: 2
EyePlay: applications for gaze in games EyePlay:游戏中的凝视应用
J. Turner, Eduardo Velloso, Hans-Werner Gellersen, V. Sundstedt
What new challenges does the combination of games and eye-tracking present? The EyePlay workshop brings together researchers and industry specialists from the fields of eye-tracking and games to address this question. Eye-tracking been investigated extensively in a variety of domains in human-computer Interaction, but little attention has been given to its application for gaming. As eye-tracking technology is now an affordable commodity, its appeal as a sensing technology for games is set to become the driving force for novel methods of player-computer interaction and games evaluation. This workshop presents a forum for eye-based gaming research, with a focus on identifying the opportunities that eye-tracking brings to games design and research, on plotting the landscape of the work in this area, and on formalising a research agenda for EyePlay as a field. Possible topics are, but not limited to, novel interaction techniques and game mechanics, usability and evaluation, accessibility, learning, and serious games contexts.
游戏和眼球追踪的结合带来了什么新挑战?EyePlay研讨会汇集了眼球追踪和游戏领域的研究人员和行业专家来解决这个问题。眼动追踪在人机交互的各个领域得到了广泛的研究,但在游戏领域的应用却很少。由于眼球追踪技术现在是一种平价商品,它作为游戏传感技术的吸引力将成为玩家-电脑交互和游戏评估新方法的驱动力。本次研讨会为基于眼睛的游戏研究提供了一个论坛,重点是识别眼球追踪为游戏设计和研究带来的机会,绘制这一领域的工作前景,并将EyePlay作为一个领域的研究议程正式化。可能的主题是,但不限于,新颖的交互技术和游戏机制,可用性和评估,可访问性,学习和严肃的游戏环境。
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引用次数: 30
Playing with emotions: sentiment design for public space 玩弄情感:公共空间的情感设计
E. Sun, M. Matthews, Geri Gay, M. Morris, Douglas M. Carmean
This design research explored ways to support emotional expression in interactive games played in a public, social setting. Affective gaming has incorporated emotional assessment to tailor feedback during gameplay, but as a result, distills complex emotional states into simple inputs. Our research focused not on measuring affect but on designing games to evoke emotional expression and sharing of personal experiences. This work centered on games in public spaces as a particularly rich area for exploration to influence other people. We present the design and initial play-testing results of four games that draw on a player's idiosyncratic experience and feelings as part of the game. These designs were based on internal paper prototyping sessions, naturalistic observation of the testing space and design and enactment sessions with researchers as participants and designers. Our design sessions indicate that image-based games are a rich element for these types of games, and the importance of ambiguity and disagreement amongst players to promote sharing of personal stories. Other design principles that emerged include affordances for short interactions, individual or multiple players, and forms of "cheating" as game play.
该设计研究探索了在公共社交环境中支持互动游戏中情感表达的方法。情感游戏在游戏过程中结合了情感评估来定制反馈,但其结果是将复杂的情感状态提炼成简单的输入。我们的研究重点不是衡量影响,而是设计能够唤起情感表达和分享个人体验的游戏。这项工作集中在公共空间的游戏,作为一个特别丰富的探索领域,以影响他人。我们展示了四款游戏的设计和最初的游戏测试结果,这些游戏将玩家的特殊体验和感受作为游戏的一部分。这些设计是基于内部的纸上原型会议,对测试空间的自然观察,以及由研究人员作为参与者和设计师进行的设计和制定会议。我们的设计会议表明,基于图像的游戏是这类游戏的丰富元素,玩家之间的歧义和分歧对于促进个人故事的分享很重要。其他出现的设计原则还包括短期互动、个人或多人参与以及游戏玩法中的“作弊”形式。
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引用次数: 3
Intangle: exploring interpersonal bodily interactions through sharing controllers 互动:通过共享控制器探索人与人之间的身体互动
J. Garner, Gavin Wood, S. Danilovic, Jessica Hammer, F. Mueller
Multi-player computer games are increasingly being designed to engage with interpersonal bodily interactions, however, their focus is often limited to facilitating direct body contact. In contrast, we propose that designers foster varying levels of body contact through the design of shared controller interactions to introduce new types of gameplay that affords players a more nuanced engagement with the concept of socially and personally mediated body-space in games. We explore this through our game intangle, where participants follow computer-generated vocal instructions on how to operate shared controllers that results inevitably into players weaving their bodies together. This game embeds strong social values in the gameplay such as collaboration, empathy and inclusivity.
多人电脑游戏越来越多地被设计成人与人之间的身体互动,然而,它们的重点往往局限于促进直接的身体接触。相反地,我们建议设计师通过设计共享的控制器交互来培养不同层次的身体接触,从而引入新的游戏玩法类型,让玩家能够更细致地融入游戏中的社交和个人身体空间概念。我们在游戏中探索了这一点,参与者遵循计算机生成的声音指令,如何操作共享控制器,这不可避免地导致玩家将他们的身体编织在一起。这款游戏在游戏玩法中嵌入了强大的社会价值,如合作、同理心和包容性。
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引用次数: 19
Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games 你在找谁?:基于注视的游戏中不同玩家表征关系对存在感的影响
M. Lankes, T. Mirlacher, Stefan Wagner, Wolfgang Hochleitner
In this paper, we investigate the influence of different loci of manipulation relations (position of the player's ability to assert control) on presence. Novel game input devices (such as Microsoft Kinect or PlayStation Move) contribute to presence, and allow a broad range of game interactions, such as using facial expressions, gaze or head movement. This increase of complexity has led to some interesting design challenges: in a typical game design the setup of the locus of manipulation is quite simple as there is only one. For instance, the player uses a gamepad to move a game character through an obstacle course. However, design decisions get more complicated, when a game design includes more than just one input device and a second locus of manipulation. Does the relation of the two loci of manipulation have an impact on the perceived presence? To address this topic we utilized eye tracking technology, and carried out a comparative study consisting of four scenarios based on a 2D platform game. Three scenarios are controlled using an eye tracking device and a gamepad. They differ in their relation between the player character and the avatar. The 4th scenario is solely controlled with the gamepad. Results revealed that the inclusion of gaze input to investigate this issue proved to be very effective. It was discovered that the relation between the loci of manipulation has a strong influence on the perceived presence and its sub-dimensions.
在本文中,我们研究了操纵关系的不同位点(玩家主张控制能力的位置)对存在感的影响。新颖的游戏输入设备(游戏邦注:如微软Kinect或PlayStation Move)有助于呈现,并允许广泛的游戏互动,如使用面部表情、凝视或头部运动。这种复杂性的增加带来了一些有趣的设计挑战:在典型的游戏设计中,操作轨迹的设置非常简单,因为只有一个。例如,玩家使用手柄移动游戏角色通过障碍路线。然而,当游戏设计包含不止一种输入设备和第二个操作点时,设计决策就会变得更加复杂。两个操作位点的关系是否对感知在场有影响?为了解决这个问题,我们利用眼动追踪技术,并基于一款2D平台游戏进行了四种场景的对比研究。使用眼动追踪设备和手柄控制三个场景。它们的区别在于玩家角色和虚拟角色之间的关系。第四个场景完全由手柄控制。结果表明,将注视输入纳入研究这一问题被证明是非常有效的。研究发现,操纵位点之间的关系对感知在场及其子维度有很强的影响。
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引用次数: 21
Screen ecologies, multi-gaming and designing for different registers of engagement 屏幕生态、多游戏和针对不同用户粘性的设计
M. Carter, Bjørn Nansen, M. Gibbs
In this paper, we propose the notion of screen ecologies and argue for its importance in the study of contemporary digital game play. We draw on findings from a range of studies to highlight the interplay between screen ecologies, game design, and registers of engagement. We discuss how game play is increasingly mediated by multiple screen configurations, and in turn, how the design of different games are suited to or appropriated within these different screen ecologies. From this analysis we propose a number of modalities of game-engagement that we argue will assist further HCI research into game design and player experience research.
在本文中,我们提出了屏幕生态学的概念,并论证了其在当代数字游戏玩法研究中的重要性。我们利用一系列研究结果来强调屏幕生态、游戏设计和用户粘性之间的相互作用。我们将讨论游戏玩法如何越来越多地受到多个屏幕配置的影响,以及不同游戏的设计如何适应这些不同的屏幕生态。根据这一分析,我们提出了一些游戏粘性的模式,我们认为这些模式将有助于HCI在游戏设计和玩家体验研究中的进一步研究。
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引用次数: 20
Reducing the negative effects of inconsistencies in networked games 减少网络游戏中不一致性的负面影响
Cheryl Savery, Nicholas Graham
Networking is a key component of digital games, with many featuring multiplayer modes and online components. The time required to transmit data over a network can lead to usability problems such as inconsistency between players' views of a virtual world, and race conditions when resolving players' actions. Implementing a good consistency maintenance scheme is therefore critical to gameplay. Sadly, problems with consistency remain a regular occurrence in multiplayer games, causing player game states to diverge. There is little guidance available on how these inconsistencies impact player experience, nor on how best to repair them when they arise. We investigate the effectiveness of different strategies for repairing inconsistencies, and show that the three most important factors affecting the detection of corrections are the player's locus of attention, the smoothness of the correction and the duration of the correction.
网络是数字游戏的关键组成部分,许多游戏都具有多人模式和在线组件。通过网络传输数据所需的时间可能会导致可用性问题,如玩家对虚拟世界的看法不一致,以及解决玩家行动时的竞争条件。因此,执行良好的一致性维护方案对玩法至关重要。可悲的是,一致性问题在多人游戏中经常出现,导致玩家的游戏状态出现分歧。关于这些不一致如何影响玩家体验,以及当它们出现时如何最好地修复它们的指导很少。我们调查了不同策略对纠正不一致的有效性,并表明影响纠正检测的三个最重要的因素是玩家的注意焦点、纠正的平滑度和纠正的持续时间。
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引用次数: 6
Taxi trouble: communication is key 出租车问题:沟通是关键
R. V. Bekkum, T.L.M. Brands, Soheil S. Jahanshahi, Aidan C. A. Mauricio, Joost J. E. Oorschot van, Fanny Lie, Ben A. Kybartas, Rafael Bidarra
We present the Android game Taxi Trouble, an interactive, competitive and collaborative multi-player game focusing on stimulating social interaction, effective communication and entertaining groups of four to eight people for a short timeframe.
我们推出了Android游戏《Taxi Trouble》,这是一款互动性、竞争性和合作性的多人游戏,专注于刺激社交互动、有效沟通,并在短时间内娱乐4至8人的团队。
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引用次数: 2
ASPECT sinking and floating: an interactive playable simulation for teaching buoyancy concepts ASPECT下沉和漂浮:一个教学浮力概念的交互式可玩模拟
S. Chen, D. Borland, Marc Russo, Ryan Grady, James Minogue
Traditional methods of teaching concepts relating to buoyancy (sinking and floating) to elementary students are often ineffective. With the development of new const-effective haptic controllers, we may be able to improve upon traditional teaching methods. Data was gathered during focus groups with both teachers and students to develop a list of misconceptions to target. In addition to targeting misconceptions, we use a Novint Falcon haptic force feedback controller to enable direct feeling of forces. To effectively merge the haptic controller into the system usability testing was performed. This paper presents the initial findings of our interactive playable simulation.
传统的小学生浮力(下沉和漂浮)概念教学方法往往是无效的。随着新型高效触觉控制器的开发,我们可以改进传统的教学方法。在与教师和学生的焦点小组中收集数据,以制定要针对的误解清单。除了针对误解之外,我们还使用Novint Falcon触觉力反馈控制器来直接感受力。为了有效地将触觉控制器融入系统,进行了可用性测试。本文介绍了我们的交互式可玩模拟的初步发现。
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引用次数: 2
期刊
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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