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

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Does activity in computer game play have an impact on creative behaviour? 玩电脑游戏对创造性行为有影响吗?
Pub Date : 2013-09-23 DOI: 10.1109/IGIC.2013.6659169
Wilawan Inchamnan, Peta Wyeth, Daniel M. Johnson
This paper describes a behaviour analysis designed to measure the creative potential of computer game activities. The research approach applies a behavioural and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative components are measured by examining task motivation as well as domain-relevant and creativity-relevant skills factors. This paper focuses on how three puzzle games embody activity that might facilitate creative processes. The findings show that game playing activities significantly impact upon creative potential of computer games.
本文描述了一种行为分析,旨在衡量电脑游戏活动的创造潜力。该研究方法采用行为和语言协议来分析影响人们在玩益智类电脑游戏时所使用的创造性过程的因素。创造性成分是通过检查任务动机以及领域相关和创造性相关技能因素来衡量的。本文关注的是三种益智游戏是如何体现有助于创造过程的活动的。研究结果显示,游戏活动对电脑游戏的创造潜力有显著影响。
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引用次数: 5
A game concept using conflictive animations for learning programming 使用冲突动画学习编程的游戏概念
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659161
Andrés Moreno, E. Sutinen, C. I. Sedano
Learning programming with animations is not considered fun and does not engage all students in using them. On the other hand, games have potential to attract all cohorts of students and to make them learn, apparently effortless, while they are immersed in playing. Conflictive animations are those purposely created to have an error in them. To combine conflictive animations and games a list of heuristics is applied to an existing program animation tool to create the concept of an innovative educational game. The result combines the creation of conflictive animations by the students and the resolution of the conflicts by their peers on an online platform.
用动画学习编程并不有趣,也没有让所有学生都参与其中。另一方面,游戏有可能吸引所有学生群体,让他们在沉浸于游戏的同时毫不费力地学习。冲突动画是那些故意创造出错误的动画。为了将冲突动画和游戏结合起来,我们将一系列启发式方法应用于现有的程序动画工具,以创建创新教育游戏的概念。结果结合了学生创作的冲突动画和他们的同龄人在网络平台上解决冲突。
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引用次数: 2
picoCTF 2013 - Toaster Wars: When interactive storytelling game meets the largest computer security competition picoCTF 2013 -烤面包机大战:当互动故事游戏遇到最大的计算机安全竞赛
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659158
Kaiyang Zhang, Shihao Dong, Guoliang Zhu, Danielle Corporon, Tim McMullan, S. Barrera
Computer security competitions have become a great resource for students who are interested in computer science as a career. Most of these computer security competitions, commonly known as CTFs (Capture the Flag), are presented in a Jeopardy Board style of gameplay. This type of presentation only displays the problems and lacks a compelling storyline, interaction, or player immersion. A team of five graduate students (dubbed Team Osiris) from Carnegie Mellon University's Entertainment Technology Center worked with Carnegie Mellon's Hacking Club PPP to create `picoCTF,' a computer security competition to encourage U.S. middle school and high school student's interest in computer science. It was Team Osiris responsibility to add gamification to picoCTF; to push the game presentation beyond a static Jeopardy Board. Team Osiris created game design, art, animation, and programming around a fun, interactive story. The result of this effort was Toaster Wars, a CTF game experience. The competition took place from Apr. 26th to May 5th 2013, were almost 10,000 players participated. By adding gamification to picoCTF 2013 or Toaster Wars, players had a more immersive learning and competition experience.
计算机安全竞赛已经成为对计算机科学感兴趣的学生的重要资源。大多数计算机安全竞赛,通常被称为ctf(夺旗),呈现在危险棋盘风格的游戏玩法中。这种类型的呈现只呈现问题,缺乏引人注目的故事情节、互动或玩家沉浸感。来自卡内基梅隆大学娱乐技术中心的五名研究生组成的团队(被称为Osiris团队)与卡内基梅隆大学的黑客俱乐部PPP合作创建了“picoCTF”,这是一项计算机安全竞赛,旨在鼓励美国中学生和高中生对计算机科学的兴趣。将游戏化添加到picoCTF中是Osiris团队的责任;让游戏呈现超越静态的危险棋盘。Osiris团队围绕有趣的互动故事进行游戏设计、美术、动画和编程。这一努力的结果便是《Toaster Wars》,一款CTF游戏体验。比赛于2013年4月26日至5月5日举行,共有近万名选手参加。通过将游戏化添加到picoCTF 2013或Toaster Wars中,玩家可以获得更加身临其境的学习和竞争体验。
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引用次数: 11
Female game developers wanted Low pay, long hours, inflexible work environments 女性游戏开发者想要低工资、长时间、不灵活的工作环境
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659142
P. Sweetser, Peta Wyeth, Nicole McMahon, Daniel M. Johnson
Almost half of all game players are now women. However, women only represent a small proportion of game developers. There is a lack of previous research to suggest why women don't pursue careers in games and how we can attract more women to the industry. In this paper, we investigate the issues and barriers that prevent women from entering the games industry, as well as the solutions and steps that can be taken to attract more women to the industry. We draw on the lessons learned by the information technology industry and report on a program of events that was conducted at the Queensland University of Technology in 2011. These events provided some insight into the issues surrounding the lack of women in the games industry, as well as some initial steps that we can take as an industry to attract and support more female developers.
现在几乎一半的游戏玩家是女性。然而,女性只占游戏开发者的一小部分。之前并没有研究表明女性为何不选择游戏行业,以及我们该如何吸引更多女性进入游戏行业。在本文中,我们将调查阻碍女性进入游戏行业的问题和障碍,以及能够吸引更多女性进入该行业的解决方案和步骤。我们借鉴了信息技术行业的经验教训,并报道了2011年在昆士兰科技大学开展的一系列活动。这些事件让我们深入了解了游戏行业中缺乏女性的问题,以及我们可以采取的一些初步措施,以吸引和支持更多女性开发者。
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引用次数: 3
Supporting research into sound and speech learning through a configurable computer game 支持通过可配置的电脑游戏进行声音和语音学习的研究
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659172
G. Kimball, Rodrigo Cano, Jingyi Feng, Lei Feng, E. Hampson, Evan Li, Michael G. Christel, L. Holt, Sung-joo Lim, Ran Liu, Matthew Lehet
Cognitive neuroscientists studying sound and speech learning have successfully used videogames as a research vehicle. Neuroscientists and game developers worked together to produce a game built to entice participants to longer periods of play, while enabling researchers to easily configure presentation parameters in support of future studies. A space-themed game polished through the use of shaders and a radial cannon shooting mechanic is detailed, along with lessons learned from iterative playtesting. A preliminary study indicates the game's effectiveness for implicit learning of sounds. The template by which this game can be tuned to explore language learning is presented, with suggestions for future investigations into the tradeoffs between learning transfer and game appeal.
研究声音和语言学习的认知神经科学家已经成功地将电子游戏作为研究工具。神经科学家和游戏开发者合作制作了一款游戏,旨在吸引参与者玩更长时间的游戏,同时使研究人员能够轻松地配置呈现参数,以支持未来的研究。这是一款通过使用着色器和径向大炮射击机制进行优化的太空主题游戏,以及从迭代游戏测试中获得的经验教训。一项初步研究表明,该游戏对声音的内隐学习是有效的。本文提出了这个游戏可以用来探索语言学习的模板,并对未来研究学习迁移和游戏吸引力之间的权衡提出了建议。
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引用次数: 7
Hierarchies of pervasive games by storyboarding 通过故事板分析普遍游戏的层次结构
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659165
O. Arnold, K. Jantke, Sebastian Spundflasch
Pervasive games form a problematic digital games category. On the one hand, they appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of game contents by direct access to reality. On the other hand, a larger number of pervasive games failed badly bearing abundant evidence for the need of better understanding the essentials of pervasive games and of the experiences in playing pervasively. Hierarchies of pervasive games reveal strengths and weaknesses of those games and allow for partially ordering pervasive games. Storyboarding is an appropriate technology for the representation of several essentials characterizing experiences of game play. ALIENS ON THE BUS is some novel pervasive game to illuminate the reach of the storyboarding approach to games classification.
普及游戏构成了一个有问题的数字游戏类别。一方面,它们对于学习和鼓励玩家参与健康的户外活动等目的似乎非常有希望。它们通过直接接触现实,拓宽了游戏内容的视野。另一方面,大量的普及游戏失败了,有足够的证据表明,我们需要更好地理解普及游戏的本质和普及游戏的体验。普遍性游戏的层次结构揭示了这些游戏的优势和劣势,并允许对普遍性游戏进行部分排序。故事板是一种合适的技术,用于表现游戏体验的几个要素。《公交车上的外星人》是一款新颖的游戏,它阐明了故事板方法对游戏分类的影响。
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引用次数: 4
Building HTML5 game features from cloud services Filling the gap between cloud services and real-life game features 基于云服务构建HTML5游戏功能填补了云服务与现实游戏功能之间的空白
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659145
German Lancioni
HTML5 game development is an upcoming trend that enables new technologies to interact in order to produce high quality games entirely based on the web. However, a fully functional web game requires layer upon layer of code to produce each particular game feature. This is because there are many development tools, but no specific solutions. The game developer ends up writing everything from the raw backend server to persist the game state to the end-user game features. Furthermore, the game developer needs to come up with several custom implementations to consume different providers to do things like user player login, game storage, social interaction, analytics, etc. This paper aims to present a practical solution that covers the gap between raw cloud services (the tool) and the high level functionality (the real-life game features) a game needs to be successfully built in less time (and at a lower cost) than the current solutions take.
HTML5游戏开发是一种即将到来的趋势,它让新技术能够相互作用,从而创造出完全基于网页的高质量游戏。然而,一款功能齐全的网页游戏需要一层又一层的代码来生成每个特定的游戏功能。这是因为有许多开发工具,但没有具体的解决方案。游戏开发者最终需要编写从原始后端服务器到最终用户游戏功能的所有内容。此外,游戏开发者还需要想出一些自定义的执行方法,以使用不同的提供商来完成用户玩家登录、游戏存储、社交互动和分析等任务。本文旨在提供一种实用的解决方案,涵盖原始云服务(工具)和高级功能(现实生活中的游戏功能)之间的差距,游戏需要在比当前解决方案更短的时间(和更低的成本)内成功构建。
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引用次数: 0
Welcome message from IEEE CE society VP of conferences 来自IEEE CE协会会议副主席的欢迎辞
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659123
S. Dukes
I welcome each of you to the 5th annual IEEE International Games Innovations Conference in Vancouver, British Columbia, Canada. We are delighted you chose to attend the IGIC 2013.
欢迎各位参加在加拿大不列颠哥伦比亚省温哥华举行的第五届IEEE国际游戏创新大会。我们很高兴您选择参加IGIC 2013。
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引用次数: 0
An evaluation of the impact of game genre on user experience in cloud gaming 云游戏中游戏类型对用户体验的影响评估
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659141
P. Quax, A. Beznosyk, Wouter Vanmontfort, Robin Marx, W. Lamotte
Cloud gaming, in which the processing power of a datacenter-based infrastructure is utilized versus local resources, is a popular topic in research. This technology is successfully applied by vendors to enable low-end hardware to deliver a similar gameplay experience to state of the art consoles. Many works in literature have focused on the quantitative aspects of the technology (i.e. delay measurements, visual quality determination etc), but the qualitative factors have not received a similar systematic treatment. Games are typically classified in terms of their gameplay into a distinct category or genre, including action, puzzle, strategy and racing games. In this work, a qualitative comparison of these genres is presented based on a common testing methodology which combines both objective (based on physiological measurements) and subjective (based on user evaluation) approaches. While in normal networked games, only multiplayer experiences are subject to the detrimental effect of delay, the nature of cloud gaming may result in an impact on singleplayer experiences as well. Results from this analysis hint at the fact that there is a similarity in delay-sensitiveness over the different genres in both singleplayer cloud gaming setups and traditional networked multiplayer games. More in particular, results show that action-oriented games are more sensitive to network delay in both setups when compared to other genres.
在云游戏中,基于数据中心的基础设施的处理能力与本地资源相比得到利用,这是研究中的一个热门话题。供应商成功地应用了这项技术,使低端硬件能够提供与最先进的主机类似的游戏体验。文献中的许多工作都集中在技术的定量方面(即延迟测量,视觉质量测定等),但定性因素没有得到类似的系统处理。游戏通常根据玩法划分为不同的类别或类型,包括动作游戏、益智游戏、策略游戏和赛车游戏。在这项工作中,基于一种结合了客观(基于生理测量)和主观(基于用户评价)方法的通用测试方法,对这些类型进行了定性比较。虽然在正常的网络游戏中,只有多人游戏才会受到延迟的不利影响,但云游戏的性质也可能对单人游戏体验产生影响。这一分析结果表明,在单人云游戏设置和传统网络多人游戏中,不同类型的延迟敏感性存在相似之处。更特别的是,结果显示,与其他类型相比,动作导向型游戏在两种设置下对网络延迟更敏感。
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引用次数: 30
Games are art: Video games as theatrical performance 游戏是艺术:电子游戏是戏剧表演
Pub Date : 2013-09-01 DOI: 10.1109/IGIC.2013.6659148
J. Parker
There have been many recent discussions concerning the status of video games as an art form. The converts naturally assert that they are, and others (some artists, judges, parents, and lawmakers) deny it. What is at stake is, in the worst case, the freedom to create and sell games, as the freedom of speech and artistic license arguments move into the media and the courts. Here the argument is made that video games are essentially theatrical performances with some few exceptions, and such performances are universally accepted as art.
最近有很多关于电子游戏作为一种艺术形式的讨论。皈依者自然会断言他们是,而其他人(一些艺术家、法官、父母和立法者)则否认这一点。在最糟糕的情况下,当言论自由和艺术许可争论进入媒体和法院时,最危险的是创造和销售游戏的自由。这里的论点是,除了少数例外,电子游戏本质上是戏剧表演,这种表演被普遍认为是艺术。
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引用次数: 3
期刊
2013 IEEE International Games Innovation Conference (IGIC)
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