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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
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
Playfully learning visual perspective taking skills with sifteo cubes 有趣地学习视觉透视与立方体的技巧
L. Geurts, V. Abeele, K. V. Keer, Ruben Isenborghs
In this paper we describe the design, development and testing of two computer games using Sifteo Cubes that help children to train their visual perspective taking (VPT) skills, i.e. the ability to see the world from another person's perspective. The challenge was to design an enjoyable and usable game that takes into account the huge variability in the perspective taking skills within the target group (preschoolers at the age of five, and older children with learning disabilities). Sifteo Cubes can be considered as digital or intelligent manipulatives that are often used in instruction. We advocate that these type tangible objects can help children performing VPT related tasks since they allow for actions in the real world that aid their thinking. Pre-test and post-test results revealed a short term learning effect on VPT skills after playing the two games.
在本文中,我们描述了使用Sifteo Cubes的两款电脑游戏的设计,开发和测试,这两款游戏可以帮助孩子们训练他们的视觉视角(VPT)技能,即从另一个人的角度看世界的能力。我们面临的挑战是设计出一款有趣且可用的游戏,同时考虑到目标群体(5岁的学龄前儿童和有学习障碍的大一点的儿童)在获取技能方面的巨大差异。Sifteo立方体可以被认为是经常用于教学的数字或智能操作工具。我们主张这些类型的有形物体可以帮助孩子完成与VPT相关的任务,因为它们允许在现实世界中帮助他们思考的动作。测试前和测试后的结果显示,玩这两个游戏后,VPT技能的短期学习效果。
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引用次数: 11
OHR
Zeno Menestrina, M. Bianchi, Adriano Siesser, Raul Masu, A. Conci
OHR is a puzzle and platform game, based on both classical mechanics and tangible interaction, powered by Unity3D and a custom-built hardware interface called Radiant Square (Radiant2). OHR tells the tale of Spark, an electronic life form, which wakes up in an electronic components dump, trying to exit from it. Players will help Spark to solve puzzles placed throughout the game world using the provided game elements, represented as physical electronic components, by placing them on the Radiant2. Thanks to both the game design and Radiant2 each puzzle can be solved in different ways, allowing the players to explore various solutions. A video presentation of OHR and Radiant2 can be found at: http://youtu.be/0Gh0tuTHAXk
《OHR》是一款谜题和平台游戏,基于经典机制和有形互动,由Unity3D和名为Radiant Square (Radiant2)的定制硬件界面提供支持。OHR讲述了一个电子生命形式Spark的故事,它在一个电子元件转储中醒来,试图从中退出。玩家将使用提供的游戏元素(表现为物理电子组件)帮助Spark解决整个游戏世界中的谜题,将它们放置在Radiant2上。由于游戏设计和《Radiant2》,每个谜题都可以用不同的方式解决,让玩家可以探索各种解决方案。OHR和Radiant2的视频演示可以在http://youtu.be/0Gh0tuTHAXk上找到
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引用次数: 1
IC-CRIME snapshots: training crime scene photographers using procedural content generation in games IC-CRIME快照:在游戏中使用程序内容生成训练犯罪现场摄影师
Julio César Bahamón, M. Litvinov, Phillip Wright, Roderick Gayle, K. Lippert, R. Young
Modern day crime scene investigation methods are continually being enhanced by the application of new technologies to improve the analysis and presentation of crime scene information, helping to solve and prosecute crimes. The IC-CRIME Snapshots system provides a games-based tool to help train forensic photographers in a virtual environment.
现代的犯罪现场调查方法不断得到改进,新技术的应用改善了犯罪现场信息的分析和呈现,有助于破案和起诉犯罪。IC-CRIME快照系统提供了一个基于游戏的工具,帮助在虚拟环境中训练法医摄影师。
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引用次数: 0
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
期刊
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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