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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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Transforming Walden: From Literature to Game; Indie to Art; and Console to Education 改造瓦尔登湖:从文学到游戏从独立到艺术;与教育的慰藉
Tracy Fullerton
One of the most common pieces of wisdom given when designing a game is to know the audience you are targeting and to develop, test, and market almost exclusively to that audience. But what if your game and its user journey defies common wisdom? What if you design an indie game, for one audience; then bring that game to art venues and that very different audience; and then offer the game to teachers as an educational experience? What if your audience ranges from game-literate indie players, to literature lovers and educators, to art patrons, to middle and high school students? This has been the case for the award-winning “Walden, a game” project, which is now available on platforms ranging from PC's, to consoles, to Chromebooks and targeting each of these types of players. Maintaining the integrity of the vision of the original, open-world narrative while bringing the game to an ever-wider set of players is an accidental strategy that the Walden team has had to address as we work to expand and support access to this evergreen game experience that is based on the classic book by Henry David Thoreau. This talk will address the challenges of translating our player experience from the literary to the interactive, from indie audiences to art patrons, and from console players to classrooms within the constraints of an academic lab.
在设计游戏时,最常见的智慧之一就是了解你的目标用户,然后专门针对这些用户进行开发、测试和营销。但如果你的游戏和它的用户旅程不符合常识呢?如果你设计的是一款独立游戏,只针对一群用户;然后把游戏带到艺术场所,带给不同的观众;然后将游戏作为一种教育体验提供给教师?如果你的用户是精通游戏的独立玩家,文学爱好者和教育家,艺术赞助人,初中和高中学生,那该怎么办?屡获殊荣的“Walden, a game”项目便是如此,该项目现在可在PC、主机和chromebook等平台上使用,并瞄准这些类型的玩家。在保持原始开放世界叙事的完整性的同时,将游戏带给更广泛的玩家群体,这是Walden团队在努力扩展和支持基于Henry David Thoreau经典书籍的常绿游戏体验时不得不解决的一个偶然策略。本次演讲将讨论如何将玩家体验从文学转化为互动,从独立玩家转化为艺术赞助人,从主机玩家转化为学术实验室的课堂。
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引用次数: 0
Towards Situation Awareness and Attention Guidance in a Multiplayer Environment using Augmented Reality and Carcassonne 基于增强现实和卡尔卡松的多人游戏环境中的态势感知和注意力引导
D. Kadish, Arezoo Sarkheyli-Hägele, J. Font, Georg Hägele, D. Niehorster, Thomas Pederson
Augmented reality (AR) games are a rich environment for researching and testing computational systems that provide subtle user guidance and training. In particular computer systems that aim to augment a user’s situation awareness benefit from the range of sensors and computing power available in AR headsets. The main focus of this work-in-progress paper is the introduction of the concept of the individualized Situation Awareness-based Attention Guidance (SAAG) system used to increase humans’ situating awareness and the augmented reality version of the board game Carcassonne for validation and evaluation of SAAG. Furthermore, we present our initial work in developing the SAAG pipeline, the generation of game state encodings, the development and training of a game AI, and the design of situation modeling and eye-tracking processes.
增强现实(AR)游戏为研究和测试提供微妙用户指导和训练的计算系统提供了丰富的环境。特别是,旨在增强用户态势感知的计算机系统受益于AR头显中可用的传感器范围和计算能力。这篇正在进行的论文的主要重点是引入个性化的基于情境意识的注意力引导(SAAG)系统的概念,该系统用于提高人类的情境意识,并通过增强现实版的棋盘游戏《Carcassonne》来验证和评估SAAG。此外,我们还介绍了我们在开发SAAG管道、生成游戏状态编码、开发和训练游戏AI以及设计情境建模和眼球追踪过程方面的初步工作。
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引用次数: 1
The Art of Scientific Communication 科学交流的艺术
Rachel Kowert, Jessica Mccabe, Melissa Boone, Kelli Dunlap
Exploring the tools and strategies to better communicate scientific findings to broader audiences.
探索向更广泛的受众更好地传播科学发现的工具和策略。
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引用次数: 0
Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play 2022年游戏中的人机交互年度研讨会扩展摘要
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引用次数: 2
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Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
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