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Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play最新文献

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Games and the Metaverse 游戏和虚拟世界
Pejman Mirza-Babaei, R. Robinson, R. Mandryk, J. Pirker, Carissa Kang, Andrea Fletcher
The metaverse has become a topic of interest in both industry and academic settings. Research and development that focus on the ‘metaverse’ explore the immersive future of the internet, where distributed people from around the world can connect through virtual social environments. Unsurprisingly, the term has gained traction in the digital gaming realm as many related games and play research topics directly contribute to the metaverse. We propose to host a panel at CHI PLAY 2022 which will facilitate discussion amongst researchers in the field regarding the current landscape of the metaverse in game research, and opportunities and challenges to propel the future evolution of research in this area.
元宇宙已经成为工业界和学术界都感兴趣的话题。专注于“虚拟世界”的研究和开发探索了互联网的沉浸式未来,在那里,来自世界各地的人们可以通过虚拟社会环境进行联系。不出所料,这个术语在数字游戏领域获得了广泛的关注,因为许多相关游戏和玩法研究主题直接对虚拟世界做出了贡献。我们建议在CHI PLAY 2022上举办一个小组会议,以促进该领域研究人员就游戏研究中虚拟世界的现状以及推动该领域研究未来发展的机遇和挑战进行讨论。
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引用次数: 3
Fear Inducing Play in an AR Escape Room with Human and Robotic NPCs 与人类和机器人npc一起在AR密室中进行恐惧体验
Peter Madsen, Henning Pohl, T. Merritt
While the horror genre has been a staple in computer games on consoles and personal computers, there are surprisingly few examples of Augmented Reality (AR) horror games. Considering that AR experiences are valued for taking advantage of the physical environment to situate the experience and increase the sense of realism and immersion, there are surprisingly few examples of research that have examined factors that contribute to player experiences in horror games. We developed an AR horror experience in which players need to enter an escape room, solve puzzles and retrieve a teddy bear under the threat of being captured by an enemy NPC. We conducted a study in which players completed the task twice, once facing the enemy NPC in the form of a human-like janitor and another with a robot. Most players rated the human-like enemy as more intimidating than the robot. Players provided various explanations for game elements that contributed to their sense of fear and intimidation including the sound, relatability of the enemy, and scary atmosphere.
虽然恐怖题材一直是掌机和个人电脑游戏的主要内容,但令人惊讶的是,增强现实(AR)恐怖游戏的例子却很少。考虑到AR体验的价值在于利用物理环境来定位体验,增加真实感和沉浸感,但令人惊讶的是,很少有研究调查影响恐怖游戏玩家体验的因素。我们开发了一款AR恐怖体验,在其中玩家需要进入一个密室,解决谜题并在被敌人NPC捕获的威胁下找回一只泰迪熊。我们进行了一项研究,让玩家完成两次任务,一次面对人形看门人的敌人NPC,另一次面对机器人。大多数玩家认为人形敌人比机器人更令人生畏。玩家对声音、敌人的相关性和恐怖氛围等游戏元素做出了不同的解释。
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引用次数: 1
Understanding Emotional Experience in Video Games: A Psychophysiological Investigation 理解电子游戏中的情感体验:一项心理生理学调查
Yufei Cao
Players’ affective states during gameplay are hard to assess and distinguish due to the highly dynamic and uncertain nature of video games. While understanding the player's emotional experience is important for game design and gamified applications, the relationship between player emotion and game experience remains unknown. This project focuses on the identification of players’ dynamic affective states using sensing technology and the assessment of the interconnectedness between player characteristics, emotional experience, and game experience. In particular, this study investigates the effectiveness of using eye-tracking and other physiological signals to recognize players’ emotions triggered by different game events and the impact of individual differences on their emotional experiences. Combining objective physiological sensing technology with the investigation of individual characteristics, the outcomes of this research are expected to help better understand the complex player emotions in games and their link with player experience.
由于电子游戏的高度动态性和不确定性,玩家在游戏过程中的情感状态很难评估和区分。虽然理解玩家的情感体验对游戏设计和游戏化应用很重要,但玩家情感和游戏体验之间的关系仍然未知。本项目侧重于利用传感技术识别玩家的动态情感状态,并评估玩家特征、情感体验和游戏体验之间的相互联系。本研究特别探讨了利用眼动追踪等生理信号识别不同游戏事件触发的玩家情绪的有效性,以及个体差异对玩家情绪体验的影响。将客观生理感知技术与个体特征调查相结合,本研究的结果有望有助于更好地理解游戏中复杂的玩家情绪及其与玩家体验的联系。
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引用次数: 0
GamiDOC: A Tool for Designing and Evaluating Gamified Solutions GamiDOC:设计和评估游戏化解决方案的工具
Simone Bassanelli, A. Bucchiarone
Gamified solutions provide similar experiences and motivations as games do; in recent years, they have been increasingly used to motivate and engage users in several domains. Despite their wide use, the results after the use of gamified solutions are not always as good as expected. This can be due to several factors: there isn’t a standard procedure for gamification design, there’s a lack of methodological rigor and control over the data collection and data analysis. In this work, we present GamiDOC, a web-based solution to support designers during the software design, development and analysis through the use of a gamification design model and its review, a methods design control, an aid in the code generation, and an exhaustive list of standardized UX questionnaire according to the context of use.
游戏化解决方案提供与游戏相似的体验和动机;近年来,它们越来越多地用于激励和吸引几个领域的用户。尽管它们被广泛使用,但使用游戏化解决方案后的结果并不总是像预期的那样好。这可能是由以下几个因素造成的:游戏化设计没有标准程序,缺乏严谨的方法和对数据收集和数据分析的控制。在这项工作中,我们提出了GamiDOC,一个基于网络的解决方案,通过使用游戏化设计模型及其审查,方法设计控制,代码生成辅助,以及根据使用背景的标准化UX问卷的详尽列表,在软件设计,开发和分析期间支持设计师。
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引用次数: 3
More Than Just Gameplay: Making a Case for “Let’s Plays” in Education 不只是游戏玩法:阐述教育中的“让我们一起玩
Barbara Göbl, Suzana Jovicic, Natalie Denk, Simon Wimmer, Simone Kriglstein
In the following paper, we discuss the use of Let’s Play video production in formal educational settings. We outline previous findings regarding the diverse skill set addressed by actively creating Let’s Plays and discuss the methodology of StreamIT!, a project aiming to create teaching concepts and materials in order to playfully foster collaboration, digital literacy, communicative and creative skills in the classroom and inspire interest in technology. We outline our workshop procedure and discuss how Let’s Play video production may accommodate constructionist learning approaches. Finally, we present a first implementation of the playful workshop concept in two sessions in a fourth grade class in primary school. While the workshop was well received by students, some remaining practical hurdles are identified and addressed.
在下面的文章中,我们将讨论Let 's Play视频制作在正规教育环境中的使用。我们概述了通过积极创建Let 's Plays解决的各种技能集的先前发现,并讨论了StreamIT的方法!该项目旨在创造教学概念和材料,以有趣的方式培养课堂上的协作、数字素养、交流和创新技能,并激发对技术的兴趣。我们概述了我们的研讨会程序,并讨论了Let 's Play视频制作如何适应建构主义学习方法。最后,我们在小学四年级的两个课程中首次提出了游戏工作坊概念的实施。虽然讲习班受到学生们的欢迎,但仍发现并解决了一些实际障碍。
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引用次数: 0
Because the Night - Immersive Theatre for Digital Audiences:: Mapping the affordances of immersive theatre to digital interactions using game engines 因为数字观众的夜间沉浸式剧院:使用游戏引擎将沉浸式剧院的功能映射到数字交互中
Gerard T. Mulvany
Immersive theatre is a highly interactive format that raises the audience's agency over their experience, and, depending on their actions, provides each member with their own understanding of the overarching narrative that developed based on the spatial path they undertook. This theatre format challenges traditional theatre digitisation techniques as current archiving and reproduction methods cannot authentically replicate the affordances (or ‘actions possible’) that audiences have in the original performance. Theatres need to explore new methods of digitisation and archiving, to preserve past experiences and cater to an audience who will access content digitally. This report documents the design decisions and their impact for the interactive prototype digitisation and archival of the 2021 immersive-theatre production “Because the Night” for a digital audience. This interactive digital archive utilises game design and game engine technology to map and transfer the affordances of audiences from the original immersive theatre play to a digital platform, leveraging the game engine's innate affordances, including freedom of movement, spatialised audio, and user intractability. To deliver these research outcomes, the project captured 360-degree video of the performance, music, images of props, and 360-degree photographs of the set, all embedded into a game engine system to authentically preserve the immersive, interactive, and ambient experience of the original production. The resulting system was able to successfully map several of the performances original affordances, including environmental exploration, spatially emergent narratives, object inspection and exploration, and interactive environmental challenges. This document reports on three matters: the design process and decisions to authentically capture the affordances of the theatre production in a digital gameplay experience; the current status of this research project; and the proposed approach to testing the prototype with users.
沉浸式剧院是一种高度互动的形式,它提高了观众对他们的体验的代理,并且根据他们的行动,为每个成员提供他们自己对基于他们所承担的空间路径发展的总体叙事的理解。这种戏剧形式挑战了传统的戏剧数字化技术,因为目前的存档和复制方法无法真实地复制观众在原始表演中所看到的情景(或“可能的动作”)。剧院需要探索数字化和存档的新方法,以保存过去的经验,并迎合将以数字方式访问内容的观众。本报告记录了设计决策及其对2021年为数字观众制作的沉浸式剧院作品“因为夜晚”的交互式原型数字化和存档的影响。这个交互式数字档案利用游戏设计和游戏引擎技术来映射和转移观众从原始沉浸式戏剧到数字平台的能力,利用游戏引擎的先天能力,包括自由移动,空间化音频和用户的难处。为了实现这些研究成果,该项目拍摄了360度的表演视频、音乐、道具图像和360度的布景照片,所有这些都嵌入到游戏引擎系统中,以真实地保留原始制作的沉浸式、互动性和环境体验。由此产生的系统能够成功地映射出几个表演的原始提示,包括环境探索、空间突现叙事、物体检查和探索以及互动环境挑战。该文件报告了三件事:设计过程和决定在数字游戏体验中真实地捕捉戏剧制作的功能;本课题研究现状;并提出了对原型进行用户测试的方法。
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引用次数: 1
Playful Participatory Approaches with Educators Facilitating Environmental Awareness 有趣的参与方法与教育工作者促进环保意识
Tanay Vyas
Design of activities and learning resources for environmental awareness in formal learning spaces are known to reflect specific curriculum objectives. School teachers face several challenges in contextualizing these resources for students, who in turn are increasingly expected to become informed decision makers and develop action competence. Yet research towards shared spaces for teachers, students and designers to explore complexities of environment knowledge and issues remains insufficient. Our study looks at participatory research with school communities to explore tools and methods for co-creating educational activities for environmental awareness in peri-urban India. We aim to explore the challenges and opportunities in teacher practices through in-situ inquiry processes. We seek to understand how play within participatory approaches might allow exploration of teachers’ notions and practices of environmental awareness facilitation; and how we may design such approaches and interventions. In this PhD we seek to develop methods to engage teachers in design processes and develop a range of activity materials as cases.
在正式的学习空间中,环境意识活动和学习资源的设计反映了特定的课程目标。学校教师在为学生提供这些资源的过程中面临着一些挑战,而学生又越来越被期望成为知情的决策者并发展行动能力。然而,对于教师、学生和设计师探索环境知识和问题复杂性的共享空间研究仍然不足。我们的研究着眼于与学校社区的参与性研究,以探索在印度城郊共同创建环境意识教育活动的工具和方法。我们的目标是通过现场调查过程来探索教师实践中的挑战和机遇。我们试图了解参与式方法中的游戏如何允许探索教师的环境意识促进的概念和实践;以及我们如何设计这样的方法和干预措施。在这个博士学位课程中,我们寻求开发方法,让教师参与设计过程,并开发一系列活动材料作为案例。
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引用次数: 0
Towards an Initial Understanding of the Design of Playful Water Experiences Through Flotation 通过浮体对嬉戏水上体验设计的初步认识
Maria F. Montoya, Sarah Jane Pell
Human-Computer Interaction (HCI) researchers are increasingly captivated by water interactions and hence explored interactive devices to support aquatic activities in different settings (e.g., mixed realities in water parks). However, our understanding of the user experience in interacting with water and technology is still underdeveloped. To begin closing this gap, we explore flotation tanks as a water setting for playful interactive experiences. The goal of the associated somaesthetic design approach was to sensitize the body of the designer (the first author) by engaging with her experiences interacting with water and create meaningful interactions. This preliminary work presents four different user experiences that can facilitate play through a defamiliarization analysis of water interaction with the body mediated by technology. We offer HCI insights for design researchers interested in creating playful experiences in water settings, while also providing industry with initial strategies on how to enrich flotation tank sessions.
人机交互(HCI)研究人员越来越被水交互所吸引,因此探索了在不同环境下支持水上活动的交互设备(例如,水上公园的混合现实)。然而,我们对水与技术交互的用户体验的理解仍然不够充分。为了缩小这一差距,我们探索了漂浮罐作为有趣的互动体验的水设置。相关的躯体美学设计方法的目标是通过与水互动的体验,使设计师(第一作者)的身体变得敏感,并创造有意义的互动。这项初步工作提出了四种不同的用户体验,通过技术介导的水与身体互动的陌熟化分析,可以促进游戏。我们为有兴趣在水环境中创造有趣体验的设计研究人员提供HCI见解,同时也为行业提供如何丰富浮选槽会话的初步策略。
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引用次数: 6
From Augmented Reality Location-based Games To the Real-world Metaverse 从增强现实定位游戏到现实世界的虚拟世界
Jiangnan Xu
The real-world metaverse can provide users with a hybrid experience blending the physical with the virtual through augmented reality (AR) technologies. In academia, the research of the metaverse is in its infancy, with prior works focused on technological and computational aspects of the concept. Still, a firm understanding of the lived user experiences of hybrid spaces is a significant gap in the literature. Further, Location-based games (LBG) have been started to be viewed as proto-metaverse applications with the potential to transition into real-world metaverse applications; however, little work explores how developers and researchers may facilitate this change. This report presents my research proposal to address the two lacunae mentioned above. First, I discuss state-of-the-art and present my research agenda. This is followed by presenting some initial results from my previous studies and discussing my future work.
现实世界的虚拟世界可以通过增强现实(AR)技术为用户提供混合体验,将物理与虚拟融合在一起。在学术界,对元宇宙的研究还处于起步阶段,之前的工作主要集中在这个概念的技术和计算方面。尽管如此,对混合空间的生活用户体验的坚定理解是文献中的一个重大差距。此外,基于位置的游戏(LBG)已经开始被视为具有向现实世界的虚拟世界应用转变的潜力的原型虚拟世界应用;然而,很少有研究探索开发人员和研究人员如何促进这种变化。这篇报告提出了我的研究建议,以解决上述两个空白。首先,我将讨论最先进的技术并介绍我的研究议程。接下来是介绍我以前研究的一些初步结果,并讨论我未来的工作。
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引用次数: 1
“Survive the Party”: An Educational Game about Relationships and Consent. “派对生存”:一个关于关系和同意的教育游戏。
Tyree Cowell, Xinyu Yang, Ji-Hyung Song, Rachel Pehrsson
It is now an unfortunate, yet well-known, fact that approximately 1 in 5 women (∼18%) report lifetime exposure to sexual assault [7]. These statistics, among others, highlight the ever-present need for comprehensive sex education, particularly with regards to consent and relationship norms. Unfortunately, without cohesive or consistent implementation processes for sex education, a highly diverse “patchwork” of sex education laws and practices exist in the United States [3]. In response to these issues, our team decided to make a scenario-based video game to teach incoming college freshmen about common situations that may happen at a college party, and the best ways to handle those situations. ‘Survive the Party’ is a scenario-based experiential learning game where learners play as a ghost that is haunting a college party. The ghost floats around the party and ‘overhears’ various conversations between individuals of different backgrounds, genders, and sexual identities. At certain points in each scenario, the ghost can step in and make decisions about how the scenario should play out. In this paper, we will describe our background research, our targeted learning goals, the game itself, possible applications for our game in educational settings, and finally, opportunities for future work.
现在,一个不幸但众所周知的事实是,大约五分之一的女性(约18%)报告一生中遭受过性侵犯。这些统计数据,以及其他数据,突出了全面的性教育的必要性,特别是在同意和关系规范方面。不幸的是,在性教育的实施过程中,缺乏凝聚力和一致性,美国的性教育法律和实践存在着高度多样化的“拼凑”。为了应对这些问题,我们的团队决定制作一款基于场景的电子游戏,教即将入学的大学新生在大学聚会上可能发生的常见情况,以及处理这些情况的最佳方法。“生存派对”是一个基于场景的体验式学习游戏,学习者扮演一个萦绕在大学派对上的鬼魂。幽灵漂浮在派对周围,“偷听”不同背景、性别和性身份的人之间的各种对话。在每个场景的特定时刻,幽灵可以介入并决定场景应该如何进行。在本文中,我们将描述我们的背景研究,我们的目标学习目标,游戏本身,我们的游戏在教育环境中的可能应用,以及未来工作的机会。
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引用次数: 0
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Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
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