首页 > 最新文献

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

英文 中文
A crash course on serious games design and assessment: A case study 关于严肃游戏设计和评估的速成课程:一个案例研究
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659152
B. Kapralos, F. Haji, A. Dubrowski
The use of serious games in a wide variety of educational settings is gaining popularity, given their ability to engage and motivate learners - particularly the current generation, who have grown up regularly playing video games. However, despite the current “buzz” surrounding serious games, there are many bad examples; this has been attributed to developers supplanting game design without adequate attention to proper instructional design. Given the importance of instructional design, we have developed a tutorial (“minicourse”) that, combines “hands-on” activities and didactic instruction to emphasizes its role in the development and evaluation of serious games. By outlining the developmental process of several example serious games for health professions education, the tutorial also emphasizes the inherent interdisciplinary nature of serious games design and potential issues that may arise when an interdisciplinary team embarks on such a project. Here, we describe the tutorial by providing greater details regarding the “hands-on” activities, the material covered within the tutorial, and attendee perceptions regarding serious games before and after the tutorial. Our goal is to bring awareness to the importance of ensuring a balance between game design and instructional design when developing serious games.
在各种教育环境中使用严肃游戏正越来越受欢迎,因为它们能够吸引和激励学习者——尤其是现在这一代,他们从小就经常玩电子游戏。然而,尽管目前严肃游戏“风靡一时”,但仍有许多糟糕的例子;这是由于开发者在没有充分关注适当的教学设计的情况下取代了游戏设计。考虑到教学设计的重要性,我们开发了一个教程(“迷你课程”),它结合了“动手”活动和教学指导,以强调其在严肃游戏开发和评估中的作用。通过概述几个卫生专业教育严肃游戏的开发过程,本教程还强调了严肃游戏设计固有的跨学科性质,以及跨学科团队着手此类项目时可能出现的潜在问题。在这里,我们通过提供更多关于“动手”活动的细节来描述教程,教程中涉及的材料,以及参与者在教程前后对严肃游戏的看法。我们的目标是让人们意识到在开发严肃游戏时确保游戏设计和教学设计之间平衡的重要性。
{"title":"A crash course on serious games design and assessment: A case study","authors":"B. Kapralos, F. Haji, A. Dubrowski","doi":"10.1109/IGIC.2013.6659152","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659152","url":null,"abstract":"The use of serious games in a wide variety of educational settings is gaining popularity, given their ability to engage and motivate learners - particularly the current generation, who have grown up regularly playing video games. However, despite the current “buzz” surrounding serious games, there are many bad examples; this has been attributed to developers supplanting game design without adequate attention to proper instructional design. Given the importance of instructional design, we have developed a tutorial (“minicourse”) that, combines “hands-on” activities and didactic instruction to emphasizes its role in the development and evaluation of serious games. By outlining the developmental process of several example serious games for health professions education, the tutorial also emphasizes the inherent interdisciplinary nature of serious games design and potential issues that may arise when an interdisciplinary team embarks on such a project. Here, we describe the tutorial by providing greater details regarding the “hands-on” activities, the material covered within the tutorial, and attendee perceptions regarding serious games before and after the tutorial. Our goal is to bring awareness to the importance of ensuring a balance between game design and instructional design when developing serious games.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131403619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Making educational games that work in the classroom: A new approach for integrating STEM simulations 制作在课堂上有效的教育游戏:整合STEM模拟的新方法
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659151
A. Repenning, Ashok R. Basawapatna, M. Klymkowsky
The development of analytical skills is a central goal of the Next Generation Science Standards and foundational to subject mastery in STEM fields. Yet, significant barriers exist to students gaining such skills. Here we describe a new “gentle-slope” cyberlearning strategy that gradually introduces students to the authoring of scientific simulations via a Web-based modding approach called CyberMOD. Modding involves adding agents with predefined functionality to a simulation world to produce a unique combination whose behavior can then be visualized by running the simulation. This permits low barrier experimentation on the modded simulation, which is hoped to help students gain a deeper understanding of scientific phenomena that is the focus of the activity. Our research questions are: i) does this approach encourage students' interest in computational science and ii) does it enhance their analytical abilities, and iii) does it foster a deeper understanding of the processes modded? Here we take an in-depth look at what was created for the CyberMOD infrastructure and analyze the results of initial in-class studies as to the effectiveness of this strategy. The results support the premise that teachers can easily integrate CyberMOD into their in-class activities, that CyberMOD activities encourage creative student learning, and that the CyberMOD approach facilitates student understanding.
分析技能的发展是下一代科学标准的核心目标,也是STEM领域学科掌握的基础。然而,学生获得这些技能存在着重大障碍。在这里,我们描述了一种新的“缓坡”网络学习策略,通过一种名为CyberMOD的基于网络的建模方法,逐渐向学生介绍科学模拟的创作。Modding涉及将具有预定义功能的代理添加到模拟世界中,以生成一个独特的组合,然后可以通过运行模拟来可视化其行为。这样可以在模拟模型上进行低障碍的实验,希望能帮助学生对科学现象有更深入的了解,这也是活动的重点。我们的研究问题是:i)这种方法是否鼓励了学生对计算科学的兴趣? ii)它是否提高了他们的分析能力? iii)它是否促进了对建模过程的更深层次的理解?在这里,我们深入研究了为CyberMOD基础设施创建的内容,并分析了关于该策略有效性的初步课堂研究结果。研究结果支持以下假设:教师可以很容易地将CyberMOD整合到课堂活动中;CyberMOD活动鼓励学生的创造性学习;CyberMOD方法有助于学生的理解。
{"title":"Making educational games that work in the classroom: A new approach for integrating STEM simulations","authors":"A. Repenning, Ashok R. Basawapatna, M. Klymkowsky","doi":"10.1109/IGIC.2013.6659151","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659151","url":null,"abstract":"The development of analytical skills is a central goal of the Next Generation Science Standards and foundational to subject mastery in STEM fields. Yet, significant barriers exist to students gaining such skills. Here we describe a new “gentle-slope” cyberlearning strategy that gradually introduces students to the authoring of scientific simulations via a Web-based modding approach called CyberMOD. Modding involves adding agents with predefined functionality to a simulation world to produce a unique combination whose behavior can then be visualized by running the simulation. This permits low barrier experimentation on the modded simulation, which is hoped to help students gain a deeper understanding of scientific phenomena that is the focus of the activity. Our research questions are: i) does this approach encourage students' interest in computational science and ii) does it enhance their analytical abilities, and iii) does it foster a deeper understanding of the processes modded? Here we take an in-depth look at what was created for the CyberMOD infrastructure and analyze the results of initial in-class studies as to the effectiveness of this strategy. The results support the premise that teachers can easily integrate CyberMOD into their in-class activities, that CyberMOD activities encourage creative student learning, and that the CyberMOD approach facilitates student understanding.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131427665","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
TOTEM.Scout: A mobile tool for in-situ creation of location-based content 图腾。Scout:一个移动工具,用于在现场创建基于位置的内容
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659153
A. Jurgelionis, Richard Wetzel, Lisa Blum, L. Oppermann
This paper presents a user-study of the TOTEM.Scout mobile tool that has been developed for in-situ creation of location-based content for games and edutainment applications based on configurable data templates. It works in cooperation with the TOTEM.Designer web-based tool and enables convenient structuring, management and export of the created content to prepare arbitrary location-based experiences. We motivate the necessity of this tool as well as its architecture, and describe the layout, results and findings of the performed case study in a real context of use. The results provide insights into possible improvements in terms of user interface and the tool's functionality design, and suggest new features for data collection and management.
本文提出了一个图腾的用户研究。Scout移动工具,用于基于可配置数据模板的游戏和教育娱乐应用程序的基于位置的内容的原位创建。它与图腾图腾合作。设计基于web的工具,可以方便地构建、管理和导出创建的内容,以准备任意基于位置的体验。我们激发了这个工具及其架构的必要性,并描述了在实际使用环境中执行的案例研究的布局、结果和发现。结果提供了对用户界面和工具功能设计方面可能改进的见解,并提出了数据收集和管理的新特性。
{"title":"TOTEM.Scout: A mobile tool for in-situ creation of location-based content","authors":"A. Jurgelionis, Richard Wetzel, Lisa Blum, L. Oppermann","doi":"10.1109/IGIC.2013.6659153","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659153","url":null,"abstract":"This paper presents a user-study of the TOTEM.Scout mobile tool that has been developed for in-situ creation of location-based content for games and edutainment applications based on configurable data templates. It works in cooperation with the TOTEM.Designer web-based tool and enables convenient structuring, management and export of the created content to prepare arbitrary location-based experiences. We motivate the necessity of this tool as well as its architecture, and describe the layout, results and findings of the performed case study in a real context of use. The results provide insights into possible improvements in terms of user interface and the tool's functionality design, and suggest new features for data collection and management.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131723793","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Achieving dynamic AI difficulty by using reinforcement learning and fuzzy logic skill metering 利用强化学习和模糊逻辑技能计量实现动态AI难度
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659136
Peyman Massoudi, A. Fassihi
The most important functional requirement of a video game is to provide entertainment. Players can always be entertained if they face a challenge according to their own level of skills. While different players owned different levels of skills, the game should not be very hard or very easy for different players with varying levels of skills. Artificial intelligence provides a number of methods to adaptively tune the playing agents in the game with respect to human players. In this paper we propose a method in which reinforcement learning is used to make learning agents as well as a dynamic AI difficulty system based on fuzzy logic. To validate our approach we applied our method to an action tower defense game to show how a player can have better experiences while playing against agents who can learn to adapt their behavior to the skill level of the player.
电子游戏最重要的功能要求是提供娱乐。如果玩家能够根据自己的技能水平面对挑战,他们便能够从中获得乐趣。虽然不同的玩家拥有不同的技能水平,但游戏不应该对拥有不同技能水平的不同玩家来说太难或太容易。人工智能提供了许多方法来自适应地调整游戏中的游戏代理,以适应人类玩家。本文提出了一种基于强化学习的智能体生成方法,以及一种基于模糊逻辑的动态人工智能难度系统。为了验证我们的方法,我们将此方法应用于一款动作塔防游戏中,以展示玩家如何在与能够根据玩家的技能水平调整自己行为的代理进行游戏时获得更好的体验。
{"title":"Achieving dynamic AI difficulty by using reinforcement learning and fuzzy logic skill metering","authors":"Peyman Massoudi, A. Fassihi","doi":"10.1109/IGIC.2013.6659136","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659136","url":null,"abstract":"The most important functional requirement of a video game is to provide entertainment. Players can always be entertained if they face a challenge according to their own level of skills. While different players owned different levels of skills, the game should not be very hard or very easy for different players with varying levels of skills. Artificial intelligence provides a number of methods to adaptively tune the playing agents in the game with respect to human players. In this paper we propose a method in which reinforcement learning is used to make learning agents as well as a dynamic AI difficulty system based on fuzzy logic. To validate our approach we applied our method to an action tower defense game to show how a player can have better experiences while playing against agents who can learn to adapt their behavior to the skill level of the player.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122432632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Welcome note from the CE society president 行政长官协会会长欢迎辞
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659120
S. Mozar
I welcome you to the fifth International Games and Innovation Conference, which is hosted and funded by the Consumer Electronics Society. In recent years the application of consumer devices and technology has spread and influenced many fields. Games is one of these. Technology developed for home games have found application in many new fields. It is indeed interesting to see the high quality papers that are being presented annually at this conference.
欢迎大家参加第五届国际游戏与创新大会,该会议由美国消费电子协会主办并资助。近年来,消费设备和技术的应用已经普及并影响了许多领域。游戏便是其中之一。为家庭游戏开发的技术在许多新领域得到了应用。看到每年在这个会议上发表的高质量论文确实很有趣。
{"title":"Welcome note from the CE society president","authors":"S. Mozar","doi":"10.1109/IGIC.2013.6659120","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659120","url":null,"abstract":"I welcome you to the fifth International Games and Innovation Conference, which is hosted and funded by the Consumer Electronics Society. In recent years the application of consumer devices and technology has spread and influenced many fields. Games is one of these. Technology developed for home games have found application in many new fields. It is indeed interesting to see the high quality papers that are being presented annually at this conference.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121192745","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Heuristica: Designing a serious game for improving decision making 启发式:设计一款严肃的游戏以提高决策能力
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659159
Gwen Mullinix, Oliver Gray, J. Colado, Elizabeth S. Veinott, James Leonard, E. Papautsky, Christopher Argenta, Marcia Clover, Steven Sickles, Edward Castronova, P. Todd, Travis L. Ross, Jared Lorince, Jared M. Hotaling, S. Mayell, C. Hale, E. Whitaker, R. Hoffman, Olivia Fox, J. Flach
This paper describes the design process and development of a 3D immersive serious game, Heuristica. The objective of this video game is to train players to improve their decision making by mitigating cognitive biases in an engaging and effective way. Heuristica is the result of three development and empirical evaluation cycles over 18 months. Several game features have been tested, and only those that improved learning while maintaining engagement have been retained in the latest version of the video game. These include reward, real time feedback, and game customization. Our development and playtesting process is summarized, and the implications for designing training are described.
本文描述了3D沉浸式严肃游戏《启发式》的设计过程和开发过程。这款电子游戏的目标是以一种吸引人且有效的方式,通过减轻认知偏差来训练玩家提高决策能力。启发式是三个开发和经验评估周期超过18个月的结果。我们已经测试了几个游戏功能,只有那些既能提高学习效果又能保持玩家粘性的功能才被保留在最新版本的游戏中。这包括奖励、实时反馈和游戏定制。本文总结了我们的开发和测试过程,并描述了训练设计的含义。
{"title":"Heuristica: Designing a serious game for improving decision making","authors":"Gwen Mullinix, Oliver Gray, J. Colado, Elizabeth S. Veinott, James Leonard, E. Papautsky, Christopher Argenta, Marcia Clover, Steven Sickles, Edward Castronova, P. Todd, Travis L. Ross, Jared Lorince, Jared M. Hotaling, S. Mayell, C. Hale, E. Whitaker, R. Hoffman, Olivia Fox, J. Flach","doi":"10.1109/IGIC.2013.6659159","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659159","url":null,"abstract":"This paper describes the design process and development of a 3D immersive serious game, Heuristica. The objective of this video game is to train players to improve their decision making by mitigating cognitive biases in an engaging and effective way. Heuristica is the result of three development and empirical evaluation cycles over 18 months. Several game features have been tested, and only those that improved learning while maintaining engagement have been retained in the latest version of the video game. These include reward, real time feedback, and game customization. Our development and playtesting process is summarized, and the implications for designing training are described.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128244752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
Modelling attribute dependencies in single unit game combat settings 在单个单位的游戏战斗设置中建模属性依赖
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659173
S. Bangay, Owen Makin
The relative strengths of individual units, described as attributes, determine the outcome during unit conflicts involving units in the armies of opponents in large strategy games. We describe a process for developing predictive models of the outcome for such conflicts where combat involves single unit adversaries where each unit is defined in terms of 4 fundamental attributes. These attributes: range, speed, health and damage are common to unit descriptions in many successful real-time strategy games. Our analysis process identifies three phases of game play with invariant properties that hold throughout each phase. We demonstrate the utility of this analysis by creating a model that predicts game outcomes. Predictions are validated against the game simulation. The game outcomes are explicitly related to the attributes of the two units involved, highlighting the significance and role of each attribute.
在大型战略游戏中,个体单位的相对优势(即属性)决定了单位冲突的结果。我们描述了为此类冲突的结果开发预测模型的过程,其中战斗涉及单个单位的对手,其中每个单位由4个基本属性定义。这些属性:范围、速度、生命值和伤害是许多成功的即时战略游戏中常见的单位描述。我们的分析过程确定了游戏玩法的三个阶段,这些阶段具有贯穿每个阶段的不变属性。我们通过创建一个预测游戏结果的模型来展示这种分析的实用性。根据游戏模拟验证了预测结果。游戏结果明确地与所涉及的两个单位的属性相关,突出每个属性的重要性和作用。
{"title":"Modelling attribute dependencies in single unit game combat settings","authors":"S. Bangay, Owen Makin","doi":"10.1109/IGIC.2013.6659173","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659173","url":null,"abstract":"The relative strengths of individual units, described as attributes, determine the outcome during unit conflicts involving units in the armies of opponents in large strategy games. We describe a process for developing predictive models of the outcome for such conflicts where combat involves single unit adversaries where each unit is defined in terms of 4 fundamental attributes. These attributes: range, speed, health and damage are common to unit descriptions in many successful real-time strategy games. Our analysis process identifies three phases of game play with invariant properties that hold throughout each phase. We demonstrate the utility of this analysis by creating a model that predicts game outcomes. Predictions are validated against the game simulation. The game outcomes are explicitly related to the attributes of the two units involved, highlighting the significance and role of each attribute.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"147 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133537087","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
EmotionExpert: Facebook game for crowdsourcing annotations for emotion detection EmotionExpert:用于情感检测的众包注释Facebook游戏
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659167
Myriam Munezero, Tuomo Kakkonen, C. I. Sedano, E. Sutinen, C. Montero
The current paper explores the use of the social network platform Facebook, as a source of emotion annotated textual data as well as a source of annotators. The traditional approach of hiring experts to provide manually labeled (annotated) data for NLP research is time-consuming, tedious and expensive. Hence, crowdsourcing has emerged as a useful method for obtaining annotated data for natural language processing (NLP) research. We have developed a purposeful innovative Facebook game called EmotionExpert in order to collect human annotated textual data for emotion detection from text. The game provides a means to reach a large number of players, while making the annotation of emotional content of texts an enjoyable and social activity. The findings reported in this paper indicate that EmotionExpert is a useful resource for reaching a large number of people to produce reliable annotations.
目前的论文探讨了社交网络平台Facebook的使用,作为情感注释文本数据的来源以及注释者的来源。聘请专家为NLP研究提供人工标记(注释)数据的传统方法耗时、繁琐且昂贵。因此,众包已经成为自然语言处理(NLP)研究中获取注释数据的一种有用方法。我们开发了一款名为《EmotionExpert》的Facebook游戏,目的是收集人类标注的文本数据,以便从文本中进行情感检测。游戏提供了一种接触大量玩家的手段,同时使文本情感内容的注释成为一种有趣的社交活动。本文的研究结果表明,EmotionExpert是一个有用的资源,可以让大量的人产生可靠的注释。
{"title":"EmotionExpert: Facebook game for crowdsourcing annotations for emotion detection","authors":"Myriam Munezero, Tuomo Kakkonen, C. I. Sedano, E. Sutinen, C. Montero","doi":"10.1109/IGIC.2013.6659167","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659167","url":null,"abstract":"The current paper explores the use of the social network platform Facebook, as a source of emotion annotated textual data as well as a source of annotators. The traditional approach of hiring experts to provide manually labeled (annotated) data for NLP research is time-consuming, tedious and expensive. Hence, crowdsourcing has emerged as a useful method for obtaining annotated data for natural language processing (NLP) research. We have developed a purposeful innovative Facebook game called EmotionExpert in order to collect human annotated textual data for emotion detection from text. The game provides a means to reach a large number of players, while making the annotation of emotional content of texts an enjoyable and social activity. The findings reported in this paper indicate that EmotionExpert is a useful resource for reaching a large number of people to produce reliable annotations.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131793732","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
REAPSG: Work safety and health games for construction sector REAPSG:建筑行业的工作安全和健康游戏
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659140
Peter Leong, V. Goh
Games-based learning can increase the effectiveness of adult learning in various vocational domains such as Work Safety and Health (WSH). However, one of the key challenges in deploying games-based learning in a larger scale is the high costs of games development. Games development often requires specialized programming skills, and also content expertise from academic specialists. Our Rapid, Easy Authoring Platform for Serious Games (REAPSG) enables lecturers and trainers to create the games-based learning content on their own without the need for specialized programming skills.
基于游戏的学习可以提高成人在各种职业领域的学习效率,如工作安全与健康(WSH)。然而,在更大范围内部署基于游戏的学习的关键挑战之一是游戏开发的高成本。游戏开发通常需要专业的编程技能,以及来自学术专家的内容专业知识。我们的快速,简单的严肃游戏创作平台(REAPSG)使讲师和培训师能够自己创建基于游戏的学习内容,而无需专业的编程技能。
{"title":"REAPSG: Work safety and health games for construction sector","authors":"Peter Leong, V. Goh","doi":"10.1109/IGIC.2013.6659140","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659140","url":null,"abstract":"Games-based learning can increase the effectiveness of adult learning in various vocational domains such as Work Safety and Health (WSH). However, one of the key challenges in deploying games-based learning in a larger scale is the high costs of games development. Games development often requires specialized programming skills, and also content expertise from academic specialists. Our Rapid, Easy Authoring Platform for Serious Games (REAPSG) enables lecturers and trainers to create the games-based learning content on their own without the need for specialized programming skills.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"745 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122962908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
“We require more vespene gas” Learning about social conflict in computer games and simulations 学习电脑游戏和模拟中的社会冲突
Pub Date : 2013-11-11 DOI: 10.1109/IGIC.2013.6659133
Eduardo Marisca, L. Zhong
This paper explores how computer games and simulations can be used to stimulate the understanding of social and cultural conflicts as something inherently complex, and of various stakeholders' positions as contingent and contextual. We perform a close reading of a sample of games to discuss how they depict conflicts through simulations. Based on that, we extract a series of principles that can be helpful both to orient the design of games aimed at facilitating learning from conflict, and to facilitate the discussion and analysis of games by highlighting their strategies in depicting conflict.
本文探讨了如何利用电脑游戏和模拟来激发对社会和文化冲突的理解,将其视为固有的复杂事物,并将各种利益相关者的立场视为偶然和情境。我们仔细阅读一些游戏样本,讨论它们是如何通过模拟来描述冲突的。在此基础上,我们提取了一系列原则,这些原则既有助于引导游戏设计,促进从冲突中学习,也有助于通过强调描述冲突的策略来促进游戏的讨论和分析。
{"title":"“We require more vespene gas” Learning about social conflict in computer games and simulations","authors":"Eduardo Marisca, L. Zhong","doi":"10.1109/IGIC.2013.6659133","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659133","url":null,"abstract":"This paper explores how computer games and simulations can be used to stimulate the understanding of social and cultural conflicts as something inherently complex, and of various stakeholders' positions as contingent and contextual. We perform a close reading of a sample of games to discuss how they depict conflicts through simulations. Based on that, we extract a series of principles that can be helpful both to orient the design of games aimed at facilitating learning from conflict, and to facilitate the discussion and analysis of games by highlighting their strategies in depicting conflict.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"193 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115727146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
2013 IEEE International Games Innovation Conference (IGIC)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1