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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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StarRescue: Transforming A Pong Game to Visually Convey the Concept of Turn-taking to Children with Autism StarRescue:改造乒乓游戏,以视觉方式向自闭症儿童传达轮流的概念
Yuxuan Huang, Yihe Wang, Tongxin Xiao, Rongqi Bei, Yuhang Zhao, Zhicong Lu, Xin Tong
Previous research has shown that children with autism face severe social collaboration challenges such as having issues with turn-taking, which is essential when developing social skills. However, few digital interventions have provided visual support for the development of turn-taking behaviour. To visually manifest the process of turn-taking, this research transformed a pong game into a two-player tablet game, i.e., StarRescue. In this paper, we introduce StarRescue’s game design decisions and preliminary findings gathered from semi-structured interviews with teachers and parents of pre-school children with high-functioning autism. The results demonstrated that StarRescue has the potential to help children with autism improve their social behaviors. Furthermore, this research shed light on future tablet game design to enhance turn-based collaboration for children with autism.
先前的研究表明,自闭症儿童面临着严重的社会协作挑战,比如在发展社交技能时至关重要的轮流问题。然而,很少有数字干预措施为轮替行为的发展提供视觉支持。为了从视觉上呈现轮转过程,本研究将一款乒乓游戏转变为双人平板游戏,如《StarRescue》。在本文中,我们将介绍StarRescue的游戏设计决策,以及通过对高功能自闭症学龄前儿童的教师和家长进行半结构化访谈而获得的初步发现。结果表明,StarRescue有可能帮助自闭症儿童改善他们的社会行为。此外,这项研究为未来的平板游戏设计提供了启示,以增强自闭症儿童的回合制合作。
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引用次数: 0
Disability and Play – What to consider beyond accessibility 残疾和游戏-无障碍之外的考虑
Katta Spiel
Accessibility has become a hot topic for games researchers in recent years. Increasing the base of players and creating increased functional accessibility to experiences have been on the forefront of efforts in that regard. In this Masterclass, I invite researchers to become familiar with models of disability governing different paradigms in the design of accessible technologies and how to enthusiastically create justice oriented access to games and playful experiences.
近年来,可访问性已成为游戏研究者的热门话题。在这方面,增加玩家基础和增加游戏体验的功能易用性是最重要的工作。在这堂大师课上,我邀请研究人员熟悉在无障碍技术设计中控制不同范式的残疾模型,以及如何热情地创造以正义为导向的游戏和有趣体验。
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引用次数: 1
Proposal for an Individually Adapted Video Viewing System Linked to the User’s Feeling of Fear 一个与用户的恐惧感觉相联系的单独适应的视频观看系统的建议
Reika Takeshita, Anna Yokokubo, G. Lopez
In recent years, watching movies and videos have become increasingly diverse. Some movie theaters offer aromas and vibrations in addition to sound and 2D/3D images that accompany the movie. However, most movies provide a single same experience to all the viewers. Another way to watch movies is through video distribution services that allow users to enjoy them anywhere without having to specify the location. In this study, we proposed to automatically modulate the video playback speed according to the user’s feeling of fear estimated from pulse-rate variability measured with a smartwatch. Ten subjects watched a 10-minutes horror short movie in the standard way and with feeling-controlled playback speed modulation. After each viewing, they answered an impression evaluation questionnaire. The responses revealed that the modulation of playback speed amplified subjects’ feeling of fear.
近年来,观看电影和视频变得越来越多样化。一些电影院除了提供声音和2D/3D影像外,还提供香味和震动。然而,大多数电影为所有观众提供的都是相同的体验。另一种观看电影的方式是通过视频分发服务,用户可以在任何地方观看电影,而不必指定地点。在这项研究中,我们提出根据用户的恐惧感觉来自动调节视频播放速度,这种恐惧感觉是通过智能手表测量的脉搏变异性来估计的。10名受试者以标准方式观看了一部10分钟的恐怖短片,并以感觉控制的回放速度调制。每次观看后,他们都要回答一份印象评估问卷。结果显示,播放速度的调节放大了被试的恐惧感。
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引用次数: 0
Designing a Smartphone Exergame for Children with Cerebral Palsy in the Home Environment 在家庭环境中为脑瘫儿童设计一个智能手机游戏
Max Alberts, Ellen A.M. de Ridder, Joris A.J. Lodewijks, T. V. Pinos Cisneros, K. Schoorl, A. A. Salah, B. Schouten
Children with cerebral palsy must perform daily exercise which is a tedious and energy consuming task. Exergames can make this routine more engaging, which can increase the compliance of the patient. This research explores the feasibility of an exergame device called the Squid Monster. The device is the result of a research through design process, and it is designed to be played on smartphones in the home environment. It operates on the smartphone's integrated sensors and two external squeeze sensors, making it accessible and cost-effective. We conceptualize how the design can be supported using a machine learning adaptive difficulty system, aiming to increase flow and therapeutic adherence of the device. Ultimately, guidelines are provided to designers for future work in this field.
脑瘫儿童必须进行日常锻炼,这是一项繁琐而耗费精力的工作。Exergames可以使这个程序更有吸引力,这可以增加患者的依从性。这项研究探索了一种名为Squid Monster的游戏设备的可行性。该设备是通过设计过程进行研究的结果,旨在在家庭环境中在智能手机上播放。它通过智能手机的集成传感器和两个外部挤压传感器运行,使其易于使用且成本低廉。我们概念化了如何使用机器学习自适应难度系统来支持设计,旨在增加设备的流量和治疗依从性。最后,为设计师在该领域的未来工作提供了指导方针。
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引用次数: 0
Playing Unbound: Towards a Radically Intersectional HCI 玩无束缚:走向一个彻底的交叉HCI
Johanna Brewer
This short essay is a call to action for digital games researchers to positively transform the future of HCI by meaningfully adopting an explicitly intersectional approach to our work as a scholarly community.
这篇短文旨在呼吁数字游戏研究人员积极改变HCI的未来,即作为一个学术团体,我们将采用明确的交叉方法进行工作。
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引用次数: 2
“Absolute or Relative?” – Exploring the Choice Between Leaderboard Types in an Image Tagging Task “绝对还是相对?”-在图像标记任务中探索排行榜类型之间的选择
Pascal Lessel, Maximilian Altmeyer, Marc Schubhan, Dennis Gudea, Antonio Krüger
Allowing users to customize gamification has been shown to be promising, but how much freedom and which types of options users should receive is still unclear. In this paper, focusing on low-effort customization, we considered giving users the choice between an absolute (seeing all opponents) and a relative (seeing opponents that are just below and above their own rank) leaderboard in the context of image tagging. Results of two studies showed that, although the task performance is not affected significantly, offering this choice is appreciated, and users’ preferences for the type of leaderboard are moderated by the number of opponents on it.
允许用户自定义游戏化已经被证明是有前途的,但用户应该获得多少自由和哪种类型的选择仍然不清楚。在本文中,我们专注于低难度定制,我们考虑在图像标记的背景下让用户在绝对排行榜(看到所有对手)和相对排行榜(看到略低于或高于自己排名的对手)之间进行选择。两项研究的结果表明,尽管任务表现并未受到显著影响,但提供这种选择是值得赞赏的,并且用户对排行榜类型的偏好会受到对手数量的影响。
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引用次数: 0
“It’s All in the Game” A board game to facilitate disease-related conversations between children with a chronic disease and their peers 这是一个棋盘游戏,促进患有慢性疾病的儿童和他们的同龄人之间的疾病相关的对话
Lieke Vermeulen, M. Birk, Scott Bateman, H. Schipper, S. Nijhof, Yuan Lu
Communication about chronic disease is challenging for affected children and their peers. However, peers play a crucial role in the quality of life, reduction of disease burden, and adherence to treatment regimens of children with chronic disease. Procedural rhetoric in games shows great promise to facilitate behaviour change leading to better communication between children with chronic diseases. We followed a user-centric design process to develop “It’s All in the Game”, exploring the value of procedural rhetoric to foster disease-related communication between children with cystic fibrosis—a chronic disease that affects the lungs and digestive system—and their peers. Our work contributes to game design by showing an avenue to shape communication between peers and children with a chronic disease to potentially reduce disease burden and increase their quality of life.
对受影响的儿童及其同龄人来说,关于慢性疾病的沟通具有挑战性。然而,同伴在慢性病儿童的生活质量、减轻疾病负担和坚持治疗方案方面发挥着至关重要的作用。游戏中的程序修辞很有可能促进行为改变,从而使患有慢性疾病的儿童之间更好地沟通。我们遵循以用户为中心的设计过程来开发“一切都在游戏中”,探索程序修辞的价值,以促进患有囊性纤维化(一种影响肺部和消化系统的慢性疾病)的儿童与他们的同龄人之间的疾病相关交流。我们的工作为游戏设计做出了贡献,展示了一种塑造同龄人和患有慢性疾病的儿童之间交流的途径,从而潜在地减少疾病负担,提高他们的生活质量。
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引用次数: 0
Towards an Educational Computing Career Exploration Game 迈向教育计算机职业探索游戏
Dominic Kao, Alejandra J. Magana, Olaoluwa Oyedokun, Akash Ravi
Professionals with programming abilities are in high demand, but despite this urgent need, there is a lack of student interest. Researchers argue that in order to increase interest in computing, students require more opportunities for early familiarization, an understanding of how computing can make contributions to society, greater exposure to programming, online self-learning, internships, more visible role models and exemplars, and greater connections to the real world. This project aims to create a game that allows players to perform tasks from three computing jobs (web development, game development, and data science). Using the game as a testbed, the first study will develop an understanding of how different game design decisions affect the career game’s effectiveness at engendering career-related and player-related outcomes. The second study will develop an understanding of how the career game as a whole influence career-related and player-related outcomes. The career game will be an informal learning environment that can be accessed by anyone with a desktop computer.
具有编程能力的专业人员需求量很大,但尽管需求迫切,学生对此却缺乏兴趣。研究人员认为,为了增加对计算机的兴趣,学生需要更多的早期熟悉机会,了解计算机如何为社会做出贡献,更多地接触编程,在线自学,实习,更多可见的榜样和榜样,以及与现实世界的更多联系。该项目旨在创造一款允许玩家执行三种计算工作(网页开发、游戏开发和数据科学)任务的游戏。第一项研究将以游戏为测试平台,了解不同的游戏设计决策如何影响职业游戏在产生职业相关和玩家相关结果方面的有效性。第二项研究将发展职业游戏作为一个整体如何影响职业相关和球员相关的结果的理解。职业游戏将是一个非正式的学习环境,任何人都可以用台式电脑访问。
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引用次数: 0
A Dataset to Investigate First-Person Shooter Players 调查第一人称射击玩家的数据集
David Halbhuber, Julian Höpfinger, V. Schwind, N. Henze
Datasets are multi-purpose research tools, enabling researchers to design, develop, and test solutions to classical computer sciences problems and novel research questions. In the gaming domain, however, there are few high-quality datasets providing both: (1) visual gameplay data and (2) additional information about the gameplay, such as user input. As a result, game researchers most of the time have to collect, process, and annotate gameplay data in time-consuming data collection studies themselves. We start closing this gap, by presenting a novel Counter-Strike: Global Offensive dataset. The contributed dataset is a collection of 12 high-skilled players playing Counter-Strike: Global Offensive. We showcase two deep learning-based examples using the presented dataset, demonstrating its versatility.
数据集是多用途的研究工具,使研究人员能够设计,开发和测试经典计算机科学问题和新颖研究问题的解决方案。然而,在游戏领域,很少有高质量的数据集同时提供:(1)视觉玩法数据和(2)关于玩法的附加信息,如用户输入。因此,游戏研究人员大部分时间都必须在耗时的数据收集研究中收集、处理和注释游戏玩法数据。我们通过呈现一个全新的《反恐精英:全球攻势》数据集来缩小这一差距。贡献的数据集是12名高技能玩家玩反恐精英:全球攻势的集合。我们使用所提供的数据集展示了两个基于深度学习的示例,展示了它的通用性。
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引用次数: 1
Investigating the Impact of Digital Game Immersion on Post-Work Recovery 调查数字游戏沉浸感对工作后恢复的影响
Jon Mella
Digital games have been demonstrated to promote recovery from daily work strain. However, prior research has not examined the role that player experience (PX) plays in post-work recovery despite the fact that theories in this area rely implicitly on PX concepts. Hence, this research seeks to understand how the experience of immersion shapes the recovery potential of digital games. An overview of the planned program of research, alongside the results of an initial mixed-methods survey study, are outlined here. The results suggest that immersion is broadly beneficial for recovery, though this is contingent on contextual factors, and that players actively optimise their immersion levels to maximise recovery. These findings, and those of future studies, will extend previous research by empirically testing the PX-based mechanisms by which games are assumed to promote recovery, as well as offering design implications for creators of serious games for recovery purposes.
数字游戏已被证明可以促进从日常工作压力中恢复过来。然而,之前的研究并没有检验玩家体验(PX)在工作后恢复中的作用,尽管这一领域的理论隐含地依赖于PX概念。因此,本研究旨在了解沉浸体验如何影响数字游戏的恢复潜力。这里概述了计划的研究方案,以及初步混合方法调查研究的结果。结果表明,沉浸感对恢复非常有益,尽管这取决于情境因素,玩家会主动优化沉浸感水平以最大化恢复。这些发现,以及未来的研究,将扩展之前的研究,通过经验测试基于px的机制,游戏被认为可以促进恢复,并为严肃游戏的创造者提供恢复目的的设计启示。
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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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