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2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)最新文献

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Addressing Spatio-Temporal Geogame Relocation Issues Using Design Evaluation Heuristics and Agent-based Simulation 利用设计评估启发式和基于主体的仿真解决时空地理游戏重新定位问题
Thomas Heinz, C. Schlieder
Geogames are location-based games played in outdoor environments. Educators often use them to stimulate learning experiences in the context of field trips. When played in a new geographic environment, the games have to be adapted in a process called game relocation. While experienced game designers create the game mechanics of a Geogame, its relocation is generally left to non-designers, especially educators. This paper studies problems that arise when users without game-design experience relocate a Geogame. We identify common error types based on the game design documentation and recorded player data of four Geogames. We describe limitations of the heuristics currently used to avoid typical design errors (e.g. excessive total playing time). We finally show how an agent-based simulation helps to explore the design options available in Geogame relocation.
地理游戏是指在户外环境中进行的基于位置的游戏。教育工作者经常在实地考察的背景下使用它们来激发学习经验。当在一个新的地理环境中进行游戏时,游戏必须在一个称为游戏重新定位的过程中进行调整。虽然经验丰富的游戏设计师创造了地理游戏的游戏机制,但其重新定位通常留给非设计师,尤其是教育工作者。本文研究了没有游戏设计经验的用户迁移地理游戏时出现的问题。我们根据游戏设计文件和四款地理游戏的记录玩家数据确定了常见的错误类型。我们描述了目前用于避免典型设计错误(例如过多的总游戏时间)的启发式的局限性。我们最后展示了基于代理的模拟如何帮助探索地理游戏重新定位中可用的设计选项。
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引用次数: 2
A product to gamify other products; implementing gamification in existing software 将其他产品游戏化的产品;在现有软件中实现游戏化
Adam Palmquist
Gamification is the incorporation of game elements in non-game contexts. Gamified products are created by including gamification as part of the original product design. However, how is it to implement gamification in already existing products? This paper investigates gamification designers' and developers' attitudes and opinions on implementing gamification for already existing software products. The data consist of interviews with a team of gamification developers and designers. This study shows that the practice of designing gamification for already existing software products differs from designing gamified software products from the beginning. This outcome indicates that there might be a need for a separation between “traditional” gamification - designing gamified software products from the beginning - and what can be referred to as generic gamification applied in existing software products.
游戏化是将游戏元素整合到非游戏环境中。游戏化产品是通过将游戏化作为原始产品设计的一部分而创造出来的。然而,如何在现有产品中实施游戏化?本文调查了游戏化设计人员和开发人员对现有软件产品实施游戏化的态度和意见。这些数据包括对游戏化开发者和设计师团队的采访。本研究表明,为已经存在的软件产品设计游戏化的实践不同于从一开始就设计游戏化的软件产品。这一结果表明,可能需要将“传统的”游戏化——从一开始就设计游戏化的软件产品——与可被称为应用于现有软件产品的通用游戏化区分开来。
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引用次数: 3
Scalebridge: Design and Evaluation of Adaptive Difficulty Proportional Reasoning Game for Children 比例桥:儿童自适应难度比例推理游戏的设计与评价
Liudmila Tahai, James R. Wallace, C. Eckhardt, Krzysztof Pietroszek
We present the design and evaluation of Scalebridge, an educational game that teaches children the mathematical skill of proportional reasoning. We also propose an adaptive level difficulty model that uses low-cost brain-computer interface device to modulate difficulty of the game based on the player's focus. We show that the game achieves the educational learning outcome of developing proportional reasoning skill both in the adaptive and in the non-adaptive version of game.
我们提出了Scalebridge的设计和评价,这是一个教育游戏,教孩子比例推理的数学技能。我们还提出了一种自适应关卡难度模型,该模型使用低成本的脑机接口设备根据玩家的注意力调整游戏难度。结果表明,在游戏的自适应版本和非自适应版本中,游戏都达到了培养比例推理技能的教育学习效果。
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引用次数: 4
Exergaming in VR: The Impact of Immersive Embodiment on Motivation, Performance, and Perceived Exertion VR中的运动:沉浸式体现对动机、表现和感知运动的影响
Felix Born, Sophie Abramowski, M. Masuch
Digital games which are controlled by physical movements - so-called exergames - have beneficial effects on the player's motivation to exercise. Since VR exergames can facilitate the potential impact on the player's motivation, we investigate the role of immersion and related constructs for a room-scale VR exergame. Thus, we developed four different versions of a digital exergame by manipulating the immersion (room-scale VR vs. common screen), perspective (first vs. third person) and tracking fidelity (HTC Vive Tracker vs. Microsoft Kinect). Our results of a study with 47 participants suggest that immersion and perspective in particular can significantly increase the player's presence, embodiment, motivation, and performance independent of the perceived exertion which was not affected by any condition. Our research gives novel insights which advantages modern room-scale VR systems can offer and how immersion influences the relationship between motivation, performance, and perceived exertion.
由身体动作控制的数字游戏——所谓的运动游戏——对玩家锻炼的动机有有益的影响。由于VR游戏可以促进对玩家动机的潜在影响,我们研究了沉浸感和相关结构在房间级VR游戏中的作用。因此,我们通过控制沉浸感(房间级VR vs普通屏幕)、视角(第一人称vs第三人称)和追踪保真度(HTC Vive Tracker vs微软Kinect),开发了四种不同版本的数字游戏。我们对47名参与者的研究结果表明,沉浸感和视角可以显著提高玩家的存在感、体现感、动机和表现,而不受任何条件的影响。我们的研究提供了新的见解,现代房间级VR系统可以提供哪些优势,以及沉浸感如何影响动机、表现和感知努力之间的关系。
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引用次数: 22
Virtual Object Grasping in Augmented Reality: Drop Shadows for Improved Interaction 增强现实中的虚拟对象抓取:投影改善交互
Maadh Al Kalbani, Maite Frutos Pascual, Ian Williams
This paper presents the use of rendered visual cues as drop shadows and their impact on overall usability and accuracy of grasping interactions for Augmented Reality (AR). We report on two conditions; grasping with drop shadows and without drop shadows and analyse a total of 910 grasps. We report on the accuracy of Grasp Aperture (GAp), Grasp Displacement (GDisp), completion time and usability metrics from 30 participants. A comprehensive statistical analysis of the results is presented giving comparisons of the inclusion of drop shadows in AR grasping. Findings showed that the use of drop shadows increases usability of AR grasping while significantly decreasing task completion time. Furthermore drop shadows also significantly improve user's depth estimation of AR object position. However, this study also shows that using drop shadows does not improve user's object size estimation, which remains as a problematic element in grasping AR interaction literature.
本文介绍了渲染视觉线索作为投影的使用及其对增强现实(AR)抓取交互的整体可用性和准确性的影响。我们的报道有两个条件;有阴影和没有阴影的抓取,并分析总共910个抓取。我们报告了30名参与者的抓握孔径(GAp)、抓握位移(GDisp)、完成时间和可用性指标的准确性。对结果进行了全面的统计分析,给出了AR抓取中包含阴影的比较。研究结果表明,阴影的使用增加了AR抓取的可用性,同时显著减少了任务完成时间。此外,投影也显著提高了用户对AR物体位置的深度估计。然而,本研究还表明,使用投影并不能提高用户对物体大小的估计,这仍然是掌握AR交互文献中一个有问题的因素。
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引用次数: 0
Improving Visual Attention Guiding by Differentiation between Fine and Coarse Navigation 精细导航与粗导航区分提高视觉注意引导
Philipp Hein, Max Bernhagen, Angelika C. Bullinger-Hoffmann
Attention guiding improves human performance in search tasks in various applications. With the current generation of Head-Mounted-Displays, new designs for addressing new requirements like stereoscopic cues or a restricted field of view are needed. Besides the design of the navigation system itself, research for two-dimensional interfaces shows that a differentiation into coarse and fine navigation could improve performance. Scenarios with information in a 360° area around the user may especially profit from attention guiding techniques adapting to different navigation modes. To analyse potential performance improvements, two common guiding techniques for fine navigation were combined with an arrow for coarse navigation. Within a laboratory study, the effects of the combination of an arrow with the attention funnel and SWAVE techniques on search time and rotation overhead, as well as subjective preference, have been examined. Results show that the combination partially improves the performance of attention guiding techniques when considering objective and subjective parameters. As the findings are not generally applicable, more in-depth research on the combination of different designs for coarse navigation, as well as other factors of interest, like distraction caused by the attention guiding techniques, should be carried out.
注意力引导提高了人们在各种应用程序中搜索任务的表现。对于当前一代的头戴式显示器,需要新的设计来满足新的要求,如立体提示或受限的视野。除了导航系统本身的设计之外,对二维界面的研究表明,区分粗导航和细导航可以提高性能。用户周围360°范围内信息的场景可能特别受益于适应不同导航模式的注意力引导技术。为了分析潜在的性能改进,将两种常用的精细导航制导技术与用于粗导航的箭头相结合。在一项实验室研究中,研究了箭头与注意漏斗和波浪技术结合对搜索时间和旋转开销以及主观偏好的影响。结果表明,在考虑客观参数和主观参数的情况下,这种组合在一定程度上提高了注意力引导技术的性能。由于研究结果不具有普遍适用性,因此需要对不同设计的粗导航组合进行更深入的研究,以及其他感兴趣的因素,如注意引导技术引起的分心。
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引用次数: 0
[Copyright notice] (版权)
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引用次数: 0
期刊
2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
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