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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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You Should Have Stayed Home: How to Captivate an Audience in VR Theatre 你应该呆在家里:如何在VR剧院吸引观众
Gabriele Cimolino, T. Graham, Laura Levin, Michaelah Wales, Michael Wheeler
Several recent productions have explored how theatrical performances can be performed in virtual reality. Their audiences move around the show’s virtual world, interact with its set, and listen to live performers. These virtual reality performances suggest a new form of digital play that utilizes the audience’s embodiment in the world and participation in its story to immerse them in it. In this paper, we describe how audiences interacted with the virtual reality play You Should Have Stayed Home. We contribute a design space for audio-visual entertainment media, use it to contextualize virtual reality theatre, and discuss how the show’s use of virtual reality technologies shaped how audiences play it.
最近的几部作品探索了如何在虚拟现实中进行戏剧表演。他们的观众在节目的虚拟世界中走动,与布景互动,并聆听现场表演者的表演。这些虚拟现实表演提出了一种新的数字游戏形式,利用观众在世界中的化身和对故事的参与来使他们沉浸其中。在本文中,我们描述了观众如何与虚拟现实剧《你应该呆在家里》互动。我们为视听娱乐媒体提供了一个设计空间,用它来情境化虚拟现实戏剧,并讨论节目对虚拟现实技术的使用如何影响观众的观看方式。
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引用次数: 0
Googly Eyes: Displaying User's Eyes on a Head-Mounted Display for Improved Nonverbal Communication 谷歌眼:在头戴式显示器上显示用户的眼睛,以改善非语言交流
Evren Bozgeyikli, Victor Gomes
Virtual reality (VR) has been becoming increasingly prevalent in daily lives of humans in various settings. One of the concerns for this technology in becoming mainstream is the isolation caused by today's occlusive headsets. An aspect of isolation is related to restricted nonverbal communication between headset-wearing and outside users. To address this gap, we developed “Googly Eyes”, a system that acts for the outside users as a window into the eyes of the headset-wearing user. On a smartphone display that was attached to a FOVE head-mounted display (HMD), user's eye movements were visualized in real time using eye-tracking data. Our main goal is to increase social communication between HMD and non-HMD users, hence increase social presence; and increase enjoyment through improved communication. This paper includes the motivation, design rationale, and implementation details of the Googly Eyes along with preliminary results from a pilot study session and preliminary user studies with a small cohort.
虚拟现实(VR)在人们的日常生活中越来越普遍。这项技术成为主流的一个问题是由今天的闭塞头戴式耳机造成的隔离。隔离的一个方面与戴头戴式耳机和外部用户之间的非语言交流受到限制有关。为了解决这个问题,我们开发了“Googly Eyes”,这个系统为外部用户提供了一个进入耳机用户眼睛的窗口。在连接到FOVE头戴式显示器(HMD)的智能手机显示器上,使用眼动追踪数据实时可视化用户的眼球运动。我们的主要目标是增加HMD用户和非HMD用户之间的社交交流,从而增加社交存在感;并通过改善沟通来增加乐趣。本文包括Googly Eyes的动机、设计原理和实施细节,以及一个试点研究会议的初步结果和一个小队列的初步用户研究。
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引用次数: 0
The Spheres of Player Motivation: Understanding Players of Digital Games 玩家动机领域:理解数字游戏玩家
Corey Thomas Martin
Understanding player motivations is crucial for the games industry, as it empowers developers to improve how their games are designed. Each player is different and possesses their own motivations to play. Motivations can vary greatly, ranging from socializing with friends to the challenge of overcoming a difficult boss. Many studies have tried to quantify these desires into models to allow game developers to better understand what drives players to play their games. As the industry evolves, so too must these models in order to account for emerging motivations of play. This research will explore the development of a new typology, extending the outcomes of the last three decades of player motivation research.
理解玩家的动机对于游戏产业来说至关重要,因为它能够帮助开发者改进游戏设计。每个玩家都是不同的,并且拥有自己的游戏动机。动机可以有很大的不同,从与朋友的社交到克服难处老板的挑战。许多研究试图将这些欲望量化为模型,以便游戏开发者更好地理解是什么驱使玩家玩他们的游戏。随着行业的发展,这些模式也必须发展,以解释新出现的游戏动机。这项研究将探索一种新类型的发展,扩展过去30年玩家动机研究的成果。
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引用次数: 0
Playing With Sound Beings: A Sonic Playfield 玩声音存在:一个声音的游戏场
Mariana Seiça, Licínio Roque, Pedro Martins, F. A. Cardoso
How would you play with a friend that you cannot see, you can only listen to? We present an auditory experience designed as a sound-only, touch-based journey through a playfield of sound beings. The sound beings are auditory entities living in community, evolving their sonic presence and behaviour through interactive exchanges with their surroundings. By combining multiple levels of reactivity and openness to interaction, we explore the notion of sonic dialogues established between the sound beings and each human participant who dwells in this space. The dialogic exchanges are conceived from the concept of musical phonemes, as linguistic pieces that are combined, merged, extended and synchronised with each interchange to produce an interactive, orchestral piece. With this experience, we intend to incite experimentation of a sonic playfield, as a generative sonic space to be uncovered and transformed through interaction.
你会怎么和一个看不见,只能听的朋友玩?我们将呈现一种听觉体验,将其设计为一种只有声音的、基于触摸的旅程,穿越声音生物的游戏场。声音生物是生活在社区中的听觉实体,通过与周围环境的互动交流来进化他们的声音存在和行为。通过结合多层次的反应性和开放性互动,我们探索了声音生物与居住在这个空间中的每个人类参与者之间建立声音对话的概念。对话交流是从音乐音素的概念中构思出来的,作为语言片段,每一次交流都被组合、合并、扩展和同步,以产生一个互动的管弦乐作品。有了这个经验,我们打算激发一个声音游戏场的实验,作为一个生成的声音空间,通过互动被发现和转化。
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引用次数: 2
Effects of Social Behaviours in Online Video Games on Team Trust 网络游戏社会行为对团队信任的影响
Jan-Willem van Rhenen, Carolina Centeio Jorge, Tiffany Matej Hrkalovic, Bernd Dudzik
In competitive multiplayer online video games, teamwork is of utmost importance, implying high levels of interdependence between the joint outcomes of players. When engaging in such interdependent interactions, humans rely on trust to facilitate coordination of their individual behaviours. However, online games often take place between teams of strangers, with individual members having little to no information about each other than what they observe throughout the interaction itself. A better understanding of the social behaviours that are used by players to form trust could not only facilitate richer gaming experiences, but could also lead to insights about team interactions. As such, this paper presents a first step towards understanding how and which types of in-game behaviour relate to trust formation. In particular, we investigate a) which in-game behaviour were relevant for trust formation (first part of the study) and b) how they relate to the reported player’s trust in their teammates (the second part of the study). The first part consisted of interviews with League of Legends players in order to create a taxonomy of in-game behaviours relevant for trust formation. As for the second part, we ran a small-scale pilot study where participants played the game and then answered a questionnaire to measure their trust in their teammates. Our preliminary results present a taxonomy of in-game behaviours which can be used to annotate the games regarding trust behaviours. Based on the pilot study, the list of behaviours could be extended as to improve the results. These findings can be used to research the role of trust formation in teamwork.
在竞争性多人在线电子游戏中,团队合作是最重要的,这意味着玩家的共同结果之间的高度相互依赖。在进行这种相互依赖的互动时,人类依靠信任来促进个人行为的协调。然而,网络游戏通常发生在一群陌生人之间,除了他们在整个互动过程中所观察到的信息外,每个成员对彼此几乎一无所知。更好地理解玩家用来形成信任的社交行为不仅能够促进更丰富的游戏体验,还能够帮助我们更好地理解团队互动。因此,本文为理解游戏内行为与信任形成之间的关系迈出了第一步。特别是,我们调查了a)哪些游戏内行为与信任形成相关(研究的第一部分),b)它们与所报告的玩家对队友的信任之间的关系(研究的第二部分)。第一部分包括对《英雄联盟》玩家的采访,以创建与信任形成相关的游戏内行为分类。至于第二部分,我们进行了一项小规模的试点研究,参与者先玩游戏,然后回答一份问卷,以衡量他们对队友的信任程度。我们的初步结果提出了一个游戏内行为的分类,可以用来注释关于信任行为的游戏。在初步研究的基础上,可以扩大行为清单,以改善结果。这些发现可以用来研究信任形成在团队合作中的作用。
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引用次数: 0
Investigating Social Emotional Learning at Primary School through Guided Interactive Storytelling 透过引导互动讲故事,探讨小学社会情绪学习
M. Schlauch, C. Sylla, M. Gil
The combination of narrative learning, creative engagement, and Social Emotional Learning seems to be a promising approach to explore different subjects in educational scenarios. Yet, the use of technology for viable classroom interventions still needs to be investigated. This work looks into the essential characteristics of an interactive digital learning arrangement (IDNLA) for guiding storytelling to support Social Emotional Learning in the classroom. We conducted a study with an IDNLA authoring tool, named Fantastinomio, which facilitates storytelling through the choice of pictures, and aimed at promoting awareness on emotions through guided storytelling. The study was conducted in a Portuguese elementary school with a class of fourth-graders during three classroom sessions. The Fantastinomio’s story library was entirely created by the children with their drawings, which functioned as story elements that were displayed as random image sequences, and acted as stimulus for creating a story. Here, we present and discuss children’s representations of emotions in their drawings and in the stories they they produced. The results of this study indicate that it is possible to guide storytelling for the purpose of Social Emotional Learning in a classroom context, and that the intervention was positively influenced by the fact that the children authored the Fantastinomio’s library. Thus, expressive authorship and open-ended design for authenticity acted as essential characteristics for guiding storytelling for meaningful Social Emotional Learning. In future work, we will conduct further studies with the Fantastinomio exploring narrative learning for various classroom settings and learning purposes.
叙事学习、创造性参与和社会情感学习的结合似乎是一种很有前途的方法,可以在教育场景中探索不同的主题。然而,使用技术进行可行的课堂干预仍然需要调查。本研究探讨了交互式数字学习安排(IDNLA)的基本特征,以指导讲故事以支持课堂上的社会情感学习。我们使用IDNLA的创作工具Fantastinomio进行了一项研究,该工具通过选择图片来促进讲故事,并旨在通过引导讲故事来提高对情感的认识。这项研究是在葡萄牙的一所小学进行的,有一个四年级的班级,分三节课。Fantastinomio的故事库完全是由孩子们用他们的图画创造的,这些图画作为故事元素,以随机图像序列的形式显示,并作为创造故事的刺激因素。在这里,我们展示和讨论孩子们在他们的绘画和他们制作的故事中对情感的表现。本研究的结果表明,在课堂环境中,以社会情感学习为目的的讲故事指导是可能的,并且干预受到儿童创作幻想图书馆的事实的积极影响。因此,表达性作者和真实性的开放式设计是指导有意义的社会情感学习的讲故事的基本特征。在未来的工作中,我们将与Fantastinomio进行进一步的研究,探索各种课堂设置和学习目的的叙事学习。
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引用次数: 1
Towards Understanding the Design of Body-Actuated Play 对身体驱动游戏设计的理解
Rakesh Patibanda, Elise van den Hoven, F. Mueller
Bodily games often use players’ physiology as input to provide output via screen-based modalities. Game design researchers could extend the use of the body as input and output (I/O) by using body-actuating technologies such as Electrical Muscle Stimulation (EMS). EMS works by passing a small amount of electricity via electrodes attached to the player’s body, contracting their muscles to actuate involuntary body movements. Our work explores this bodily I/O by creating three "body-actuated play" systems ranging from single-player to social game experiences. Ultimately, by studying the associated user experiences of these systems, we will deduce a prescriptive design framework for designing bodily games in which humans can use their bodies as input and output.
身体游戏通常使用玩家的生理作为输入,通过基于屏幕的模式提供输出。游戏设计研究人员可以通过使用肌肉电刺激(EMS)等身体驱动技术来扩展身体作为输入和输出(I/O)的使用。EMS的工作原理是通过连接在玩家身体上的电极传递少量电流,收缩他们的肌肉来驱动不自主的身体运动。我们通过创造从单人游戏到社交游戏体验的三种“身体驱动游戏”系统来探索这种身体I/O。最终,通过研究这些系统的相关用户体验,我们将推断出设计人体游戏的规定性设计框架,在这些游戏中,人类可以使用自己的身体作为输入和输出。
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引用次数: 5
“E-WAFE” - A Full Body Embodied Social Exergame “E-WAFE”——一款全身体现的社交游戏
Alexandra Kalaitzidou, Nathalie Senechal, Paschalis Dimitriou, Krishnan Chandran, M. Mcginity
This paper presents and describes the technical implementation of a full body embodied social exergame called "Exercise - Water Air Fire Earth" or "E-WAFE" in short, developed by an interdisciplinary team of three students in the scope of a practical course module. The design decisions were aimed at creating immersive, longtime engaging gamification of exercise with social interaction, utilising new technologies and motivating people to exercise for physiological health as well as connecting people by indulging in social play. The networked, full body tracked (Virtual Reality headset, two controllers and three trackers) gameplay, involving exercises such as squatting and shadowboxing, implemented with a machine learning based approach, creates an immersive experience for currently two players.
本文介绍并描述了一个由三名学生组成的跨学科团队在实践课程模块范围内开发的一款名为“运动-水-气-火-土”(简称“E-WAFE”)的全身性社交游戏的技术实现。设计决策旨在通过社交互动创造身临其境的、长期参与的运动游戏化,利用新技术,激励人们为生理健康而运动,并通过沉迷于社交游戏将人们联系起来。联网的全身追踪(虚拟现实耳机,两个控制器和三个追踪器)游戏玩法,包括深蹲和太极拳等练习,采用基于机器学习的方法,为目前的两名玩家创造了身临其境的体验。
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引用次数: 2
Self-Determination Theory — I Choose You!: The Limitations of Viewing Motivation in HCI Research Through the Lens of a Single Theory 自我决定理论——我选择你!:单一理论视角下HCI研究中观看动机的局限性
Susanne Poeller, Cody J. Phillips
We use a Pokémon allegory to illustrate that current approaches to applying Self-Determination Theory (SDT) are reinforcing bad practice. SDT is to motivation research in HCI what Pikachu is to Ash in the Pokémon animated series: important, reliable, and powerful. However, just like Pikachu has its weaknesses (i.e., ground-type Pokémon) and should not be sent into every single battle, SDT is not the right tool for every single research question. While motivation should be seen as a function of situation and person [8, 13], SDT does not account for interindividual differences in need strength. We note that important aspects of motivation as a construct (e.g., arousal, frustration, satiation) are currently neglected in HCI and advocate for more precision with the terminology (e.g., distinguishing motivation from volition, goals, abilities, and personality). Deepening our understanding of motivation can provide valuable insights to researchers in games and play. We also suggest alternative theories of motivation which can be adopted by games and play research.
我们用poksammon的寓言来说明目前应用自决理论(SDT)的方法正在强化不良实践。SDT之于HCI的动机研究,就像皮卡丘之于《口袋妖怪》动画系列中的阿什一样:重要、可靠、强大。然而,就像皮卡丘有它的弱点(例如,地面型的poksammon),不应该被派到每一场战斗中,SDT也不是每一个研究问题的正确工具。虽然动机应被视为情境和个人的函数[8,13],但SDT并不能解释需求强度的个体间差异。我们注意到动机作为一个结构的重要方面(例如,唤醒,挫折,满足)目前在HCI中被忽视,并主张更精确的术语(例如,将动机与意志,目标,能力和个性区分开来)。加深我们对动机的理解可以为游戏研究人员提供有价值的见解。我们还提出了可供游戏和玩法研究采用的其他动机理论。
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引用次数: 1
Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case Studies 基于INSPECT的玩家细分:揭示MMORPG和教育游戏案例研究中的系统行为差异
Zhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, Magy Seif El-Nasr
Visualization tools have aided game analytics in a multitude of ways. Yet, producing customized representations that focus on specific research questions remains an open challenge for the field, as ideal sweet spots between noisy and under-representative data are almost impossible to achieve with current automated or AI-driven approaches. Following a human-in-the-loop setup, we introduce the interactive visualization tool INSPECT that applies multiple configurable noise reduction, segmentation, and contrast functions in order to highlight systematic differences or points of interest within player behavior. With respect to self-directed learning among players in complex video games and the identification of erroneous decision making in educational games, we set up two case studies with domain experts using INSPECT that ascertained and interpreted crucial player decisions that led to optimal or inexpedient behavior.
可视化工具在许多方面帮助了游戏分析。然而,针对特定研究问题生成定制的表示仍然是该领域面临的一个挑战,因为目前的自动化或人工智能驱动的方法几乎不可能实现嘈杂和代表性不足数据之间的理想最佳点。在人在循环设置之后,我们介绍了交互式可视化工具INSPECT,它应用了多个可配置的降噪、分割和对比功能,以突出玩家行为中的系统差异或兴趣点。关于复杂电子游戏中玩家的自主学习和教育游戏中错误决策的识别,我们与领域专家使用INSPECT建立了两个案例研究,以确定和解释导致最佳或不适当行为的关键玩家决策。
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引用次数: 5
期刊
Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
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