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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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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
TouchMate: Understanding the Design of Body Actuating Games using Physical Touch TouchMate:理解使用物理触摸的身体驱动游戏的设计
Shreyas Nisal, Rakesh Patibanda, Aryan Saini, Elise van den Hoven, F. Mueller
Body-actuating technologies such as Electrical Muscle Stimulation (EMS) can actuate multiple players simultaneously via physical touch. To investigate this opportunity, we designed a game called “Touchmate”. Here, one guesser and two suspects sit across with their legs hidden under a table. The guesser attaches a ground electrode from one EMS channel, and each suspect attaches one active electrode from the same channel on their forearms. When a suspect touches the guesser’s leg, their bodies complete the electrical circuit, actuating both their hands involuntarily via the EMS. The guesser’s goal is to determine who touched their leg. In this paper, we present the results from our initial study and articulate three player experience themes. Ultimately, we hope our work inspires game designers to create physical touch games using body-actuating technologies.
肌肉电刺激(EMS)等身体驱动技术可以通过物理触摸同时驱动多个玩家。为了研究这个机会,我们设计了一款名为《Touchmate》的游戏。在这里,一个猜者和两个嫌疑人面对面坐着,他们的腿藏在桌子下面。猜测者从一个EMS通道接上一个接地电极,每个嫌疑人在他们的前臂上接上一个来自同一通道的活性电极。当嫌疑人触摸猜者的腿时,他们的身体完成电路,通过EMS不由自主地驱动他们的双手。猜者的目标是确定谁摸了他们的腿。在本文中,我们将呈现我们最初的研究结果并阐述三个玩家体验主题。最终,我们希望我们的工作能够激励游戏设计师去创造使用身体驱动技术的物理触摸游戏。
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引用次数: 2
A Community-based Investigation of Competitive Cheating 基于社区的竞争作弊调查
Selina Y. Cho
Game cheating is the act of gaining an unfair advantage over one’s opponents. It is prevalent across many competitive games to the detriment of many players and developers, and has remained a significant problem despite efforts to eradicate it. Previous work has broadened our understanding of why players cheat but the social practices surrounding cheating have yet to be documented. This knowledge gap hinders researchers from comprehending the full extent of cheating necessary to scope relevant research in a meaningful way. The following dissertation serves to address this gap through exploratory studies that adopt a community perspective on cheating. The work so far involved mapping the governance mechanisms and examining the artefacts facilitating cheating. Building on these findings, I plan to explore the resource development process, and ultimately provide a framework tying the results together into an integrated structure. By documenting the social forces that shape and support cheating, scholars will be better informed when surveying the phenomenon in the future.
游戏作弊是一种获得不公平优势的行为。它普遍存在于许多竞技游戏中,损害了许多玩家和开发者的利益,尽管人们努力消除它,但它仍然是一个严重的问题。之前的研究拓宽了我们对玩家作弊原因的理解,但围绕作弊的社会实践尚未被记录下来。这种知识差距阻碍了研究人员以有意义的方式了解作弊的全部程度。下面的论文通过探索性研究来解决这一差距,采用社区对作弊的看法。到目前为止的工作包括绘制治理机制和检查促进作弊的工件。在这些发现的基础上,我计划探索资源开发过程,并最终提供一个框架,将结果结合到一个集成的结构中。通过记录塑造和支持作弊的社会力量,学者们将在未来调查这一现象时更好地了解情况。
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引用次数: 0
Grow Your Plant: A Plant-Based Game For Creating Awareness About Sustainability Behaviour by Using Renewable Energy 种植你的植物:一个基于植物的游戏,通过使用可再生能源来提高人们对可持续发展行为的认识
Raluca Chisalita, Markus Murtinger, Simone Kriglstein
Environmental sustainability has become more and more a very important topic that will also change our way of life in the near future. A question is how people can be influenced into becoming more aware of environmental sustainability. Since technology is considered a means to simplify people’s lives, it can also be used as a tool to support people’s awareness of these aspects. This paper investigates how we can use a mobile phone in combination with a solar panel as a wearable in a playful way to support people’s awareness of plant-based environments. For this purpose, the first version of a mobile game was developed with the goal that the players can not only learn what a plant needs to grow healthy but also learn about the sun as a renewable energy source.
环境可持续性已经越来越成为一个非常重要的话题,在不久的将来也将改变我们的生活方式。一个问题是如何影响人们,使他们更加意识到环境的可持续性。由于技术被认为是一种简化人们生活的手段,它也可以作为一种工具来支持人们对这些方面的认识。本文研究了我们如何以一种有趣的方式将手机与太阳能电池板结合使用,以支持人们对植物性环境的认识。为此,开发了第一个手机游戏版本,其目标是玩家不仅可以了解植物健康生长所需的条件,还可以了解太阳作为可再生能源的情况。
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引用次数: 4
Independent Validation of the Video Game Dispositional Flow Scale With League of Legends Players 《英雄联盟》玩家的电子游戏性格流量表的独立验证
Nick von Felten, Florian Brühlmann, S. Perrig
Flow is a highly influential concept across many research domains. Because of the close links between enjoyment and flow, it is also a central concept in game research. Accordingly, many measurement instruments in the form of questionnaires have been developed to measure flow in video games. However, limited independent validation work has been carried out to date. In this project, we evaluated the recently developed Video Game Dispositional Flow Scale (VGDFS) in the context of League of Legends. An online survey posted on the online community reddit.com yielded a sample of N = 140. Confirmatory factor analysis did not support the originally proposed structure. Subsequent exploratory factor analysis resulted in inconclusive findings. Convergent validity with other questionnaires for the measurement of interest, enjoyment, and flow could be demonstrated in our data, although with unusually high correlations between the VGDFS and another flow measure. For divergent validity, correlations with questionnaires for the measurement of boredom and trait anxiety in the hypothesized direction could be found. Findings suggest that the VGDFS needs further evaluation in different video game contexts while also hinting at measurement problems possibly related to conceptual issues with flow.
心流在许多研究领域都是一个极具影响力的概念。由于乐趣和心流之间的密切联系,它也是游戏研究的核心概念。因此,人们开发了许多问卷形式的测量工具来测量电子游戏中的心流。然而,迄今为止进行了有限的独立验证工作。在这个项目中,我们在《英雄联盟》的背景下评估了最近开发的电子游戏性格流量表(VGDFS)。在线社区reddit.com上发布的一项在线调查得出了N = 140的样本。验证性因子分析不支持最初提出的结构。随后的探索性因素分析结果不确定。尽管VGDFS与另一种心流测量之间存在异常高的相关性,但我们的数据可以证明,在测量兴趣、享受和心流方面,与其他问卷的收敛效度是一致的。对于发散效度,无聊和特质焦虑的测量问卷在假设方向上存在相关性。研究结果表明,VGDFS需要在不同的电子游戏环境中进行进一步评估,同时也暗示了可能与心流概念问题相关的测量问题。
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引用次数: 0
Reflections on Rigor and Reproducibility: Moving Toward a Community Standard for the Description of Artifacts in Experimental Games Research 关于严谨性和可重复性的思考:朝着实验游戏研究中人工制品描述的社区标准前进
K. Gerling, M. Birk
Games research routinely employs custom-designed artifacts as research tools, but there is no standard for their description. To improve rigor and reproducibility of experimental games research within the CHI PLAY community, this piece of work argues for the development of a community standard for the description of games that are used as research tools, allowing authors to describe their interventions in a structured way, and making it easier for all of us to understand and reproduce each other’s work.
游戏研究通常使用定制设计的人工制品作为研究工具,但它们的描述却没有标准。为了提高CHI PLAY社区中实验游戏研究的严谨性和可重复性,这篇文章主张开发一种社区标准,用于描述作为研究工具的游戏,允许作者以结构化的方式描述他们的干预措施,并使我们所有人都更容易理解和复制彼此的工作。
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引用次数: 3
To Lag or Not to Lag: Understanding and Compensating Latency in Video Games 延迟或不延迟:理解和补偿电子游戏中的延迟
David Halbhuber
Latency, the temporal delay between in- and output, is inherently part of the communication between humans and computers. In video games, high latency reduces player performance and experience. These adverse effects are particularly pronounced in fast-paced video games, such as first-person shooters. Previous work shines light on how latency affects video games and how to counteract latency in video games. However, there are still unknown aspects to latency and its compensation. Thus, in the first step, we investigate novel approaches to understand latency in video games, for example, the effects of long-term switching latency. In the second step, we propose new approaches to compensate for latency in video games. We present a novel avenue to latency compensation utilizing deep learning models predicting either internal game states or external user actions.
延迟,即输入和输出之间的时间延迟,是人与计算机之间通信的固有组成部分。在电子游戏中,高延迟会降低玩家的表现和体验。这些负面影响在快节奏的电子游戏中尤其明显,比如第一人称射击游戏。之前的研究重点是延迟如何影响电子游戏,以及如何抵消电子游戏中的延迟。然而,延迟及其补偿仍然存在未知的方面。因此,在第一步,我们研究新的方法来理解电子游戏中的延迟,例如,长期切换延迟的影响。在第二步中,我们提出了补偿电子游戏延迟的新方法。我们提出了一种利用深度学习模型预测内部游戏状态或外部用户行为的延迟补偿新途径。
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引用次数: 2
Save the Yummy Candyland: An Asymmetric Virtual Reality Game 拯救美味的糖果乐园:一个不对称的虚拟现实游戏
Emilie Maria Nybo Arendttorp, H. Winschiers-Theophilus, Helvi Itenge, Milo Marsfeldt Skovfoged
This preliminary study explored how to make otherwise passive bystanders into an integral part of a virtual reality (VR) experience using asymmetric game design. We present a fully implemented collaborative VR game, co-designed by Namibian school children. The team needs to solve puzzles, whereby one player, using a VR headset, enters the digital world of Candyland, communicating with the other teammates, who are using a printed puzzle book. Ten Namibian school children, split into three groups, evaluated the game. Both the children inside and outside of VR were excited and eager to play the game through, despite the game being too complex, with too little feedback and a number of design issues, which required much guidance from the researchers.
这项初步研究探讨了如何使用非对称游戏设计将原本被动的旁观者变成虚拟现实(VR)体验的组成部分。我们展示了一个完全实现的协作式VR游戏,由纳米比亚学校的孩子们共同设计。团队需要解决谜题,其中一名玩家使用VR耳机进入Candyland的数字世界,与使用印刷谜题书的其他队友交流。10名纳米比亚学生被分成三组,对游戏进行了评估。VR内外的孩子们都很兴奋,渴望玩完游戏,尽管游戏太复杂了,反馈太少了,还有很多设计问题,这需要研究人员的大量指导。
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引用次数: 1
Focus Cat: Designing Idle Games to Promote Intermittent Practice and On-Going Adherence of Breathing Exercise for ADHD 焦点猫:设计空闲游戏,以促进间歇练习和持续坚持呼吸练习多动症
Book Sadprasid, Aaron Tabor, E. Scheme, Scott Bateman
Adherence and frequency of play are well-established challenges for serious games that target breathing exercises, because exercises are most effective when practiced in short and frequent sessions. Researchers have recognized that elements of idle games ideally align with many therapeutic use cases because idle games have a frequently repeating gameplay cycle that draws people in for short play sessions. However, there is little research about how idle games can be used to motivate consistent, frequent practice of therapies like breathing exercises that are often recommended for chronic conditions like ADHD. This paper describes the design and implementation of a therapeutic idle game, Focus Cat. This game is designed to help people with ADHD incorporate breathing exercises into their symptom management routine. Our work demonstrates how the unique qualities of idle game design—including short, frequent gameplay sessions, simple mechanics that make mundane tasks engaging and mechanics that pull and push players into and out of active gameplay—can be used for ADHD breathing exercises to improve adherence and frequency of practice.
对于以呼吸练习为目标的严肃游戏来说,坚持和频繁的游戏是公认的挑战,因为练习时间短、频率高的游戏效果最好。研究人员已经认识到,空闲游戏的元素与许多治疗用例是一致的,因为空闲游戏具有频繁重复的游戏周期,能够吸引人们进行短时间的游戏。然而,关于如何利用休闲游戏来激励持续、频繁地进行呼吸练习等治疗的研究很少,呼吸练习通常被推荐用于治疗多动症等慢性疾病。本文介绍了一款治疗性空闲游戏《焦点猫》的设计与实现。这个游戏旨在帮助患有多动症的人将呼吸练习纳入他们的症状管理常规。我们的工作证明了空闲游戏设计的独特品质——包括短而频繁的游戏环节,使平凡任务具有吸引力的简单机制,以及将玩家拉入和推入主动游戏玩法的机制——可以用于ADHD呼吸练习,以提高坚持度和练习频率。
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引用次数: 0
Cashflow Tracing: Detecting Online game bots leveraging financial analysis with Recurrent Neural Networks 现金流追踪:利用循环神经网络的财务分析来检测在线游戏机器人
Kyung Ho Park, Eunjo Lee, H. Kim
Since game bots and Gold Farmer Group (GFG) create critical damage toward the ecosystem of MMORPGs, game companies have struggled to detect bot characters with various methods. Primarily, previous researches identified GFGs by analyzing particular behavior patterns of bots, but these methods have become easier to be neutralized as bots started to mimic normal characters. Moreover, the spread of mobile MMORPGs decreased the diversity of character behavior; thus, classification of behavior patterns between bots and users becomes a more challenging task. To address this problem, we propose a bot detection method which is generally applicable toward modern MMORPGs in both PC and mobile environment. We focused on the analogy that bot characters and normal characters show different patterns of financial activities. As game bots are born to collect game assets for Real Money Trade (RMT), they show patterned changes in financial status to maximize its efficiency. On the other hand, normal characters take various types of financial activity as users play various in-game contents, not only accumulate the asset. Throughout the study, our series of analysis propose contributions as follow. First, we clarified financial sequences of game bots are different from normal characters; therefore, the sequential form of financial features precisely describes the financial pattern of characters. Second, we established a bot detection model with Recurrent Neural Networks (RNN) trained with the aforementioned financial sequences. With the real-world log data extracted from three PC games (Lineage, Aion, Blade and Soul), and one mobile game (Lineage M), we validated the proposed detection model effectively identifies game bots from normal users. Lastly, our detection model is widely applicable in both PC MMORPG and mobile MMORPG.
由于游戏bot和Gold Farmer Group (GFG)对mmorpg的生态系统造成了严重的破坏,游戏公司一直在努力用各种方法检测bot角色。之前的研究主要是通过分析机器人的特定行为模式来识别gfg,但随着机器人开始模仿正常角色,这些方法变得更容易被抵消。此外,移动mmorpg的普及降低了角色行为的多样性;因此,对机器人和用户之间的行为模式进行分类成为一项更具挑战性的任务。为了解决这个问题,我们提出了一种普遍适用于PC和移动环境下的现代mmorpg的机器人检测方法。我们重点研究了机器人字符和正常字符在金融活动中表现出不同模式的类比。由于游戏机器人的诞生是为了收集游戏资产进行真实货币交易(RMT),它们会显示出财务状况的模式变化,以最大化其效率。另一方面,普通角色会随着用户在游戏中玩各种内容而进行各种类型的金融活动,而不仅仅是积累资产。在整个研究过程中,我们的一系列分析提出了以下贡献。首先,我们明确了游戏bot的财务序列不同于普通角色;因此,金融特征的顺序形式准确地描述了金融特征的模式。其次,我们用上述金融序列训练的递归神经网络(RNN)建立了机器人检测模型。通过从三款PC游戏(《天堂》、《Aion》、《Blade》和《Soul》)以及一款手机游戏(《天堂M》)中提取的真实日志数据,我们验证了所提出的检测模型能够有效地从普通用户中识别游戏机器人。最后,我们的检测模型广泛适用于PC MMORPG和移动MMORPG。
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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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