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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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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
Effective Industry Research Partnership 有效的行业研究伙伴关系
Jess Tompkins, Pejman Mirza-Babaei
Securing research funding through government-based agencies is getting more and more competitive. One viable alternative is to raise funding through industry collaborations. Beyond funding, there are also other benefits in establishing industry research partnership such as access to player data, or industry experts. However establishing and managing industry collaborations could be a complex process. In this masterclass, we share our collective experiences and lesson learnt from working at the intersection of academic and industry research with the goal to help our colleagues in establishing effective industry research partnership.
通过政府机构获得研究经费的竞争越来越激烈。一个可行的替代方案是通过行业合作筹集资金。除了资金,建立行业研究合作伙伴关系还有其他好处,比如可以获得玩家数据或行业专家。然而,建立和管理行业协作可能是一个复杂的过程。在这个大师班中,我们将分享我们在学术研究和产业研究的交叉领域的经验和教训,目的是帮助我们的同事建立有效的产业研究伙伴关系。
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引用次数: 0
“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
The Longest Walk: A Retrospective of Biographical Game Design 《最长的行走:传记式游戏设计回顾
Alexander James Tarvet
This paper discusses the design of an original biographical game that is of deep, personal relevance to the designer. The Longest Walk was designed and developed using documentary process and interrogated through Narrative Portraits to authentically convey my father's experience of living with depression and suicidal intent in an interactive experience with documentary quality. The game takes place on a walk over the Tay Road Bridge (Dundee, UK) – an infamous local landmark for those seeking to take their own life – and makes use of interview audio and point cloud data to strive for indexicality and as a method of expressive framing. This paper reflects on the interweaving of documentary practice with game design practice and serves as a demonstration of how a documentary-like quality can be achieved in games based on lived experiences.
本文讨论的是一款原创传记游戏的设计,它与设计师有着深刻的个人关联。《最长的路》的设计和开发采用了纪录片的方法,并通过叙事肖像的方式进行了审问,以一种具有纪录片质量的互动体验,真实地传达了我父亲与抑郁症和自杀意图一起生活的经历。游戏发生在Tay Road Bridge (Dundee, UK)上,这是一个臭名昭著的当地地标,对于那些寻求自杀的人来说,这是一个臭名昭著的地标。游戏利用采访音频和点云数据来争取索引性,并作为一种表达框架的方法。这篇论文反映了纪录片实践与游戏设计实践的交织,并展示了如何在基于生活经验的游戏中实现纪录片般的质量。
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引用次数: 0
CollectiAR: Computer Vision-Based Word Hunt for Children with Dyslexia 集合:计算机视觉为基础的单词搜索儿童阅读障碍
Danlu Fei, Ze-Feng Gao, Linping Yuan, Z. Wen
Children with dyslexia face extra challenges in reading and writing words. They need more learning exercises than children with typical development to acquire vocabulary, which is often repetitive and daunting. Research has shown that combining visuospatial information in practices helped children with dyslexia memorize words, especially the real-world physical context. Nevertheless, the existing word recognition and spelling training games for children with dyslexia were not able to leverage children’s immediate vicinity. Therefore, we designed an augmented reality mobile game, CollectiAR, that uses computer vision to identify objects in the player’s immediate vicinity and direct the player to learn words for these objects. Our formative study with two elementary school teachers and a first-grade pupil found that CollectiAR has the potential to be an integral part of teachers’ instructional design and an engaging way for pupils to practice vocabulary exercises. Our teacher participants suggested that CollectiAR provide interfaces for teachers to participate in the game content design and computer vision model correction.
患有阅读障碍的儿童在阅读和书写单词方面面临额外的挑战。与正常发育的儿童相比,他们需要更多的学习练习来获得词汇,这些练习往往是重复的,令人生畏的。研究表明,在练习中结合视觉空间信息有助于有阅读障碍的儿童记忆单词,尤其是现实世界的物理环境。然而,现有的单词识别和拼写训练游戏无法利用儿童的直接邻近。因此,我们设计了一款增强现实手机游戏《CollectiAR》,它使用计算机视觉来识别玩家附近的物体,并指导玩家学习这些物体的单词。我们对两名小学教师和一名一年级学生的形成性研究发现,CollectiAR有潜力成为教师教学设计的一个组成部分,并成为学生练习词汇练习的一种有吸引力的方式。我们的教师参与者建议CollectiAR为教师提供参与游戏内容设计和计算机视觉模型校正的接口。
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引用次数: 1
Towards a Definition of Sportification with Generative Power Beyond Sports “体育化”的定义与超越体育的生成力
R. V. van Delden, Rik de Sain, D. Postma, D. Reidsma
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引用次数: 0
LingoTowns: A Virtual World For Natural Language Annotation and Language Learning LingoTowns:一个自然语言标注和语言学习的虚拟世界
Chris Madge, Jussi Brightmore, Doruk Kicikoglu, Fatima Althani, R. Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio
In this paper we introduce LingoTowns, a new gwap platform targeting language learners. LingoTowns provides a unified experience integrating games for multiple aspects of lexical and grammatical experience in a single virtual world, whilst simultaneously collecting judgements. Both LingoTowns and its constituent games are designed to provide more engagement to the players/ learners than normal gwaps. The platform also incorporates knowledge tracing methods ensuring that the players’ progress in terms of understanding of grammatical concepts is tracked both at the individual game level and overall.
本文介绍了一个面向语言学习者的新型gwap平台LingoTowns。LingoTowns提供了一个统一的体验,将多个方面的词汇和语法体验整合在一个虚拟世界中,同时收集判断。比起普通的gwaps, LingoTowns及其组成部分的游戏都旨在为玩家/学习者提供更多的粘性。该平台还结合了知识跟踪方法,确保玩家在理解语法概念方面的进展在个人游戏层面和整体上都得到跟踪。
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引用次数: 2
Wizard Gauntlets Adventure: Appraising the Cognitive Load in Gesture-based Environment 巫师挑战冒险:评估基于手势的环境中的认知负荷
Tom Vanbrabant, Thomas Gielis, Douwe Ravers, S. Roovers, Carl Walleghem, Sébastien Jacquemart
Wizard Gauntlets Adventure is a fantasy RPG game with unique glove shaped controllers. Our adventure begins when a small town is terrorised by an evil dragon. The player discovers magical wizard gauntlets that grant them special powers. These give the player the option to join either the light or dark side based on ethical decisions they make in the game. On their adventure, they face multiple enemies they must defeat in order to progress. The player must use fast and precise gestures to strike these foes. Two core mechanics of many videogames, especially ones that use tangible interaction, are immersion and cognitive load. This is because when playing videogames, the player wants to escape reality for a bit without being too overburdened that it takes them out of this world. With our game, we investigate the consequences different hand gestures have on these two mechanics. It is our goal to see whether these specific gestures add to the immersion and if some of these would not be too complex for the user’s cognitive capacity.
Wizard Gauntlets Adventure是一款奇幻RPG游戏,拥有独特的手套形控制器。我们的冒险开始时,一个小镇被一个邪恶的龙恐吓。玩家发现了赋予他们特殊力量的魔法手套。根据玩家在游戏中做出的道德决定,他们可以选择加入光明或黑暗阵营。在他们的冒险中,他们必须打败多个敌人才能前进。玩家必须使用快速而精确的手势来打击这些敌人。许多电子游戏的两个核心机制,特别是那些使用有形互动的游戏,就是沉浸感和认知负荷。这是因为当玩电子游戏时,玩家想要逃离现实,而不是因为负担过重而离开现实世界。在我们的游戏中,我们研究了不同手势对这两种机制的影响。我们的目标是看看这些特定的手势是否会增加沉浸感,以及其中一些手势是否对用户的认知能力来说不会太复杂。
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引用次数: 0
Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games 劝说游戏中行为改变策略的领域依赖关系的初步研究
Chinenye Ndulue, Marsha Melis, Rita Orji
Although persuasive strategies have been shown to be effective at promoting behaviour change across various domains of health and wellness, the domain dependency of the effectiveness of these strategies, when applied to persuasive games targeting different domains remains vague. In this preliminary study, we investigate the domain dependency of eight persuasive strategies implemented in two persuasive games. In a between-study of 31 participants, we investigated the perceived effectiveness of two similar persuasive games, implementing the same set of strategies but focusing on two different domains: healthy eating and smoking cessation, with only changes in their context to suit each domain. Our results revealed that although there was no overall significant difference in the overall effectiveness of the two interventions, seven of the persuasive strategies implemented were significantly effective for healthy eating while only two of them were significantly effective for smoking cessation. We also present discussions from participants' comments of how to improve these features for future game design.
尽管说服性策略已被证明在促进健康和健康的各个领域的行为改变方面是有效的,但当应用于针对不同领域的说服性游戏时,这些策略有效性的领域依赖性仍然很模糊。在本初步研究中,我们研究了在两个说服博弈中实施的八种说服策略的领域依赖关系。在一项有31名参与者的中间研究中,我们调查了两种类似的说服游戏的感知有效性,实施相同的策略,但关注两个不同的领域:健康饮食和戒烟,只改变了它们的背景以适应每个领域。我们的研究结果显示,尽管两种干预措施的总体有效性没有显著差异,但实施的劝导策略中有7种对健康饮食显著有效,而只有2种对戒烟显著有效。我们也将呈现参与者关于如何为未来的游戏设计改进这些功能的评论。
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引用次数: 0
“Come on, Guys, Let's Stick Together!”: Organizational Dynamics Emerging among Players in a First-Person Shooter Video Game “来吧,伙计们,让我们团结起来!”:第一人称射击电子游戏中玩家的组织动态
A. Boldi
The goal of this research is to study the organizational dynamics that are enacted by amateur players, streamers, and professionals in a multiplayer First-Person Shooter video game, namely Call of Duty: Warzone. These categories of players represent different “work-play” conditions, as they have different motives for playing. I assume that these players may enact different organizational behaviors to reach their objectives. To explore this hypothesis, I have been conducting a digital ethnography within an Italian gaming community since 2021, employing observations, semi-structured interviews and analysis of the communication exchanges occurring during the gaming sessions. In the literature, a cross-comparison between these players is currently missing. This work may then clarify how different “combinations of work and play” may affect players’ behaviors and organizational dynamics, as well as how they may be differently impacted by the design of the game.
本研究的目的是研究业余玩家、主播和专业玩家在多人第一人称射击电子游戏《使命召唤:战区》中的组织动态。这些类型的玩家代表不同的“工作-游戏”条件,因为他们有不同的游戏动机。我假设这些参与者可能会制定不同的组织行为来达到他们的目标。为了探索这一假设,自2021年以来,我一直在意大利游戏社区中进行数字人种学研究,采用观察、半结构化访谈和分析游戏期间发生的沟通交流。在文献中,这些玩家之间的交叉比较目前还缺失。这一工作将阐明不同的“工作与娱乐的组合”如何影响玩家的行为和组织动态,以及他们如何受到游戏设计的不同影响。
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引用次数: 0
期刊
Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
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