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2013 IEEE International Games Innovation Conference (IGIC)最新文献

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The effectiveness of intelligent tutoring on training in a video game 智能辅导在电子游戏训练中的有效性
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659157
E. Whitaker, E. Trewhitt, Matthew Holtsinger, C. Hale, Elizabeth S. Veinott, Christopher Argenta, R. Catrambone
In this paper we evaluate the effectiveness of intelligent tutoring approaches on mastery and learning in a serious 3D immersive game called Heuristica. Heuristica teaches students to recognize and mitigate cognitive biases using a set of scenarios on a space station to perform tasks such as diagnosing and repairing problems or observing and evaluating game characters performing tasks. The student is evaluated on interactions in the 3D environment and on answers to questions provided by text or audio. We tested two types of tailoring: a) Student Model guided gameplay based on performance and b) Student Model guided gameplay with added worked-out examples (WOEs) whenever the student displays specific misconceptions or bugs in reasoning. We expected that customizing a player's game experience based on his or her pre-test knowledge scores and in-game behavior would tailor the learning experience and improve the effectiveness of the training. Ninety-four participants played one of three versions of the game, and the experiment evaluated and compared the efficacy of the game using either a fixed-order version of the game (no tailoring) or either of the two tailoring approaches. Differences in the mastery scores captured during gameplay provided additional insight into these results. Implications for intelligent tutoring use in games are discussed.
在本文中,我们在一个名为启发式的严肃3D沉浸式游戏中评估了智能辅导方法对掌握和学习的有效性。启发式教学生识别和减轻认知偏差,使用空间站上的一系列场景来执行任务,如诊断和修复问题,或观察和评估游戏角色执行任务。学生在3D环境中的互动以及对文本或音频提供的问题的回答将被评估。我们测试了两种类型的裁剪:a)基于表现的学生模型引导游戏玩法;b)当学生在推理中表现出特定的误解或错误时,学生模型通过添加已完成的例子来引导游戏玩法。我们希望基于玩家在测试前的知识分数和游戏中的行为去定制他们的游戏体验,从而调整他们的学习体验并提高训练的有效性。94名参与者玩了三种版本的游戏,实验使用固定顺序的游戏版本(没有剪裁)或两种剪裁方法中的任何一种来评估和比较游戏的效果。在游戏过程中获得的精通分数的差异为这些结果提供了额外的见解。讨论了在游戏中使用智能辅导的含义。
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引用次数: 9
Establishing competitive domination cycles for peer-to-peer game combat 为点对点游戏战斗建立竞争性统治循环
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659129
Owen Makin, S. Bangay
Games require balance to be fair and enjoyable. In two player combat settings balance can be achieved by ensuring that both units are equally capable. The possibility of alliances changes the nature of balance when additional players are introduced. One approach to achieving balance is to use a domination loop between agents in a rock, scissors, paper style approach. This paper investigates whether such loops exist within the existing rules of game combat. Search processes within the attribute space of the game units are used to identify loops within an existing game architecture. A dominance metric is used to identify cycles where the victory is achieved by a clear threshold. Cycles with up to 5 players are demonstrated, although larger cycles require more effort to find. Use of models of game play and attribute space search are recommended as a mechanism for balancing games of this format.
游戏需要平衡才能公平和有趣。在两名玩家的战斗设置中,平衡可以通过确保两个单位都具有相同的能力来实现。当引入额外玩家时,联盟的可能性会改变平衡的本质。实现平衡的一种方法是使用“石头、剪刀、布”式的控制循环。本文研究了这种循环是否存在于现有的游戏战斗规则中。游戏单位属性空间中的搜索过程用于识别现有游戏架构中的循环。支配度指标用于识别通过明确阈值获得胜利的循环。最多可容纳5名玩家的循环被展示出来,尽管更大的循环需要更多的努力才能找到。建议使用游戏玩法模型和属性空间搜索作为平衡这种格式游戏的机制。
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引用次数: 1
Towards the design of a human-like FPS NPC using pheromone maps 利用费洛蒙地图设计一个类似人类的FPS NPC
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659132
Amir Yahyavi, Jonathan Tremblay, Clark Verbrugge, Bettina Kemme
Non-player characters (NPCs) in video games tend to be easily recognized by human players, reducing the sense of immersion and limiting the complexity of character interactions. In this paper we study various aspects of the NPCs performance and how it differs from human players. We provide categorization and metrics for quantifying some aspects of the NPCs performance and provide an in-depth analysis of the behavior of NPCs. We detail how movements, interactions, use of items, and relying on static decision-making schemes result in markedly different behaviors from humans in the popular FPS Quake III. In addition, we propose a framework relying on a special kind of influence map, a pheromone map, which can lead to a more adaptive human-like behavior. These maps can efficiently give a summary of the events in the game world, be adaptive in nature, and be effectively used in the decision making process of NPCs.
电子游戏中的非玩家角色(npc)往往很容易被人类玩家识别,从而降低了沉浸感并限制了角色互动的复杂性。在本文中,我们研究了npc表现的各个方面,以及它们与人类玩家的不同之处。我们提供了用于量化npc表现某些方面的分类和指标,并提供了对npc行为的深入分析。我们详细介绍了在流行的FPS《Quake III》中,移动、互动、道具的使用以及依赖静态决策方案是如何导致与人类截然不同的行为的。此外,我们提出了一个依赖于一种特殊影响图的框架,一种信息素图,它可以导致一种更具适应性的类人行为。这些地图可以有效地总结游戏世界中的事件,具有适应性,并有效地用于npc的决策过程。
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引用次数: 1
Digital health game on cervical health and its effect on american women's cervical cancer knowledge 数字健康游戏对宫颈健康的影响及其对美国女性宫颈癌知识的影响
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659134
R. Nirmal, Chang Yun, Martin Le, Patipol Paripoonnanonda, J. Yi
We develop a digital health game, a potential standalone and/or supplementary tool to conventional static educational tools such as pamphlets and videos, to investigate its feasibility and effectiveness in disseminating truth and dispelling myths about human-papillomavirus (HPV)/cervical cancer prevention and treatment to female population in US, both native and those of Asian descent (e.g. Vietnamese and Korean). To prevent any hindrance of the language barrier and deliver the information effectively, we add multilingual feature (English, Korean, and Vietnamese) to allow each user to play the game in her own native language. In addition, we design the game to provide the information interactively with added entertainment factor, allowing the users to get immersed more readily into the gameplay and learning experiences. Our results indicate that 97% of participants regarded the game providing perceptively significant amount of information about HPV and cervical cancer prevention and treatment. More importantly, about nine out of ten participants considered the game as more effective educational tool than the traditional methods. We conclude that our game succeeds as the educational tool to provide valid information about HPV/cervical cancer to the public either as a standalone tool or as a supplement to conventional ones.
我们开发了一款数字健康游戏,作为传统静态教育工具(如小册子和视频)的潜在独立和/或补充工具,以调查其在向美国女性人口传播人类乳头瘤病毒(HPV)/宫颈癌预防和治疗的真相和消除神话方面的可行性和有效性,包括本地和亚洲血统(例如越南和韩国)。为了避免任何语言障碍,有效地传递信息,我们增加了多语言功能(英语,韩语和越南语),让每个用户都可以用自己的母语玩游戏。此外,我们设计的游戏以互动的方式提供信息,并添加娱乐元素,让用户更容易沉浸在游戏玩法和学习体验中。我们的结果表明,97%的参与者认为这个游戏提供了大量关于HPV和宫颈癌预防和治疗的信息。更重要的是,大约90%的参与者认为游戏是比传统方法更有效的教育工具。我们的结论是,我们的游戏成功地作为教育工具向公众提供有关HPV/子宫颈癌的有效信息,无论是作为一个独立的工具还是作为传统工具的补充。
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引用次数: 3
AREEF Multi-player Underwater Augmented Reality experience AREEF多人水下增强现实体验
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659137
L. Oppermann, Lisa Blum, Junyeong Lee, Jung-Hyub Seo
This paper reports on AREEF, the world's first multi-player Under Water Augmented Reality (UWAR) experience. The underlying mission of this work was to bring computer games and entertainment applications from traditional settings into the water using Augmented Reality (AR) technology. We provide an application overview and present findings from our participatory design process that involved engineers and designers, as wells as end-users and water-park experts. The paper closes with a brief discussion of technical aspects that relate to Wi-Fi communication and computer vision tracking, and provides an outlook for future work.
本文报道了世界上第一个多人水下增强现实(UWAR)体验——AREEF。这项工作的基本任务是使用增强现实(AR)技术将电脑游戏和娱乐应用程序从传统设置带入水中。我们提供了一个应用概述,并介绍了我们的参与式设计过程的发现,包括工程师和设计师,以及最终用户和水上乐园专家。本文最后简要讨论了与Wi-Fi通信和计算机视觉跟踪相关的技术方面,并对未来的工作进行了展望。
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引用次数: 24
Iterative design and development of the ‘World of Balance’ game: From ecosystem education to scientific discovery “平衡世界”游戏的迭代设计与开发:从生态系统教育到科学发现
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659135
Ilmi Yoon, Gary Ng, H. Rodrigues, Trang Nguyen, Jae H. Paik, Sanghyuk Yoon, Richard J. Williams, Neo D. Martinez
Advances in computer science are continuing to help expand a new subfield of ecology based on computational analyses of complex ecological networks where the nonlinear dynamics of many interacting species can be more realistically modeled and understood. Research has recently elucidated how the network structure of feeding relationships both generally stabilize complex ecosystems and also specifically predict effects of experimentally removing species. Still, further research is inhibited by the exponential increase of parameter space with the number of nonlinearly interacting species. Such increases prevent more thorough exploration and understanding of complex ecosystems. Here, we describe how intelligent interfaces for multiplayer games help researchers surpass these limitations. Our applications including a multiplayer online game, “World of Balance,” educates players about interdependence and non-linear population dynamics among species within ecosystems while helping to explore critically important parameter space in a scientifically productive manner. Our evaluation tests found that benefits of playing World of Balance on knowledge gain and learning significantly surpassed the benefits of reading scientific articles among undergraduates. Such work efficiently leverages multiple resources to expand education and research potential within critically important areas of ecology and sustainability science.
计算机科学的进步正在继续帮助扩展一个基于复杂生态网络的计算分析的生态学新分支领域,在这个领域中,许多相互作用的物种的非线性动力学可以更现实地建模和理解。最近的研究阐明了摄食关系的网络结构如何既能稳定复杂的生态系统,又能具体预测实验移除物种的影响。然而,随着非线性相互作用物种数量的增加,参数空间呈指数增长,阻碍了进一步的研究。这种增长阻碍了对复杂生态系统更彻底的探索和理解。在这里,我们描述了多人游戏的智能界面如何帮助研究人员超越这些限制。我们的应用程序包括一个多人在线游戏,“平衡世界”,教育玩家关于生态系统中物种之间的相互依存和非线性种群动态,同时帮助以科学有效的方式探索至关重要的参数空间。我们的评估测试发现,在大学生中,玩《平衡世界》对知识获取和学习的好处明显超过了阅读科学文章的好处。这些工作有效地利用了多种资源,扩大了生态学和可持续发展科学至关重要领域的教育和研究潜力。
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引用次数: 6
Emergent effects in massive agent swarms in real-time game environments 实时游戏环境中大量智能体群体的突发效应
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659128
Owen Knight, Tim Wilkin, S. Bangay
Computational efficiency and hence the scale of agent-based swarm simulations is bound by the nearest neighbour computation for each agent. This article proposes the use of GPU texture memory to implement lookup tables for a spatial partitioning based k-Nearest Neighbours algorithm. These improvements allow simulation of swarms of 220 agents at higher rates than the current best alternative algorithms. This approach is incorporated into an existing framework for simulating steering behaviours allowing for a complete implementation of massive agent swarm simulations, with per agent behaviour preferences, on a Graphics Processing Unit. These simulations have enabled an investigation of the emergent dynamics that occur when massive swarms interact with a choke point in their environment. Various modes of sustained dynamics with temporal and spatial coherence are identified when a critical mass of agents is simulated and some elementary properties are presented. The algorithms presented in this article enable researchers and content designers in games and movies to implement truly massive agent swarms in real time and thus provide a basis for further identification and analysis of the emergent dynamics in these swarms. This will improve not only the scale of swarms used in commercial games and movies but will also improve the reliability of swarm behaviour with respect to content design goals.
基于智能体的群体仿真的计算效率和规模取决于每个智能体的最近邻计算。本文提出使用GPU纹理存储器来实现基于k-最近邻算法的空间分区查找表。这些改进允许以比当前最佳替代算法更高的速率模拟220个代理的群集。这种方法被整合到模拟转向行为的现有框架中,允许在图形处理单元上完整地实现大规模代理群模拟,每个代理行为偏好。这些模拟使人们能够研究当大量蜂群与环境中的阻塞点相互作用时发生的紧急动态。当模拟临界质量的介质时,确定了具有时间和空间相干性的持续动力学的各种模式,并给出了一些基本性质。本文提出的算法使游戏和电影中的研究人员和内容设计师能够实时执行真正大规模的代理群体,从而为进一步识别和分析这些群体中的突发动态提供基础。这不仅可以改善商业游戏和电影中使用的群体规模,还可以提高群体行为在内容设计目标方面的可靠性。
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引用次数: 2
Applied Games User Research: Industry panel 应用游戏用户研究:行业小组
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659166
Veronica Zammitto, Tom Lorusso, Michael S. Ambinder, Chris Hrennikoff
Video Games have become an omnipresent entertainment media and an established industry. Processes for optimizing game design have been developed, and the need for understanding players has increased. This panel engages into a rich discussion on Games User Research (GUR) which focuses on understanding gamers' experience. The panel dives-in on techniques and methods applied in the game industry and the impact of GUR data in the design process.
电子游戏已经成为无所不在的娱乐媒体和成熟的产业。优化游戏设计的过程已经开发出来,了解玩家的需求也在增加。这个小组就游戏用户研究(Games User Research, GUR)展开了丰富的讨论,重点是理解玩家的体验。该小组深入探讨了游戏行业中应用的技术和方法,以及GUR数据在设计过程中的影响。
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引用次数: 0
Digital game playing as storyboard interpretation 作为故事板解释的数字游戏
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659163
J. Fujima, K. Jantke, Sebastian Arnold
Storyboards are used as specifications of anticipated media experience. For the sake of performance or production of conventional media such as theater and film, storyboards are interpreted by actors who behave accordingly. Particular parts of the specification are technically implemented, for instance, by lighting technicians and cinematographers. Storyboards intended to anticipate technology enhanced experiences like in e-learning or game playing are interpreted by system developers aiming at implementations of systems allowing for the focused experiences. The implementation of storyboards is an ambiguous and error-prone process. If storyboards are directed graphs completely specifying the intended system behavior, one may drop the process of storyboard implementation and, instead, develop the game to become an interpreter running on the digital storyboard at playtime.
故事板用作预期媒体体验的规格说明。为了戏剧和电影等传统媒体的表演或制作,故事板由演员根据他们的行为进行解释。规范的特定部分在技术上实现,例如,由照明技术人员和电影摄影师。故事板旨在预测技术增强的体验,如电子学习或游戏体验,由系统开发人员解释,目标是实现允许集中体验的系统。故事板的实现是一个模糊且容易出错的过程。如果故事板是完全指定预期系统行为的定向图表,则可以放弃故事板实现的过程,而是将游戏开发成在游戏时间运行在数字故事板上的解释器。
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引用次数: 11
Collaboration and social interaction in Physical Education classes: Experience with the use of exergames 体育课中的合作与社会互动:运动游戏的使用经验
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659149
Mateus David Finco, Eliseo Reategui, Marlom Zotti Bittencourt, M. Zaro
Gaming is already a widespread activity in the world nowadays. With the novelty of Exergames, an alternative form of entertainment and exercise, new educational resources emerged especially for Physical Education classes. Within this perspective, in this study we present an experiment with the use of exergames in Physical Education classes in which we observed how organized practices with small groups of students can generate collaboration and companionship. The study considered mainly students who were not keen in taking part of the regular Physical Education classes, children and adolescents from eight to fourteen years old. Our research methodology followed a non-participant and participant observation approach. Students were observed for a period of five months in an Exergames Lab at the Brazilian-Israeli School located in Porto Alegre, Brazil. A total of 24 students, of both genders, participated in the experiment. Results showed that students were collaborative and helpful in the group work as well as more confident to practice sports and other physical activities with the exergames in small groups.
游戏在当今世界已经是一种广泛的活动。随着体育游戏这种娱乐和锻炼的新形式的出现,新的教育资源应运而生,特别是体育课。从这个角度来看,在本研究中,我们提出了一个在体育课中使用exergames的实验,在这个实验中,我们观察了小组学生的有组织的实践如何产生合作和友谊。这项研究的对象主要是那些不喜欢参加常规体育课程的学生,以及8至14岁的儿童和青少年。我们的研究方法采用非参与者和参与者观察方法。学生们在位于巴西阿雷格里港的巴西-以色列学校的游戏实验室进行了为期五个月的观察。共有24名男女学生参加了这项实验。结果表明,学生们在小组作业中表现出合作精神和乐于助人的精神,并且在小组游戏中更有信心进行体育运动和其他体育活动。
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引用次数: 0
期刊
2013 IEEE International Games Innovation Conference (IGIC)
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