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Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play最新文献

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Enhancing Children Spatial Skills with Augmented Reality Serious Games 增强儿童空间技能与增强现实严肃游戏
S. Olim, Valentina Nisi, T. Romão
Augmented reality (AR) applications have shown to be extremely valuable for entertainment and educational purposes. AR experiences support the learning performance of scientific subjects by providing visualization of phenomena and abstract concepts. This process facilitates the transfer of 2D information into 3D mental models, a cognitive process essential in the Chemistry domain. In the pages that follow, we contribute to the design and development of two AR serious games that combine participatory design with human-computer interaction principles to introduce Periodic Table concepts to 9-13-year old children. We present initial findings regarding the children’s acceptance and satisfaction of the games, usability, engagement and overall feedback from our target audience. Although the overall assessment showed positive results in AR’s entertainment value and usability, a preliminary pilot test (N=7) using a mix-method approach identified the need for minor game-play interventions. We aim to optimize our games by continuing our research with our target audience, analyzing their feedback, making refinements and assessing the game’s learning effectiveness. Our purpose is to research and create guidelines for designing AR serious games to facilitate the learning of abstract concepts while supporting spatial skills. We also aim to change student perception of Chemistry as challenging and dull, and to motivate children to invest in this area.
增强现实(AR)应用已被证明在娱乐和教育方面极具价值。增强现实体验通过提供现象和抽象概念的可视化来支持科学科目的学习表现。这个过程有助于将二维信息转移到三维心理模型中,这是化学领域必不可少的认知过程。在接下来的页面中,我们将参与设计和开发两款AR严肃游戏,将参与式设计与人机交互原理相结合,向9-13岁的儿童介绍元素周期表的概念。我们提出了关于儿童对游戏的接受度和满意度、可用性、参与度以及目标用户的总体反馈的初步调查结果。尽管整体评估显示AR的娱乐价值和可用性取得了积极的结果,但使用混合方法进行的初步试点测试(N=7)确定了对小型游戏性干预的需求。我们的目标是通过继续研究目标用户,分析他们的反馈,进行改进并评估游戏的学习效果来优化游戏。我们的目的是研究和创建设计AR严肃游戏的指导方针,以促进抽象概念的学习,同时支持空间技能。我们还旨在改变学生对化学具有挑战性和枯燥的看法,并激励孩子们在这一领域进行投资。
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引用次数: 1
OGrES Welcome! Toward a Systematic Theory for Serious Game Design 食人魔欢迎!关于严肃游戏设计的系统理论
Nancy N. Blackburn, R. E. Cardona-Rivera
Despite the vast scholarship around serious games, there is still no consensus methodology for how to best go about designing them. This paper presents work-in-progress toward synthesizing an actionable, systematic serious game design theory. We introduce mIBO as a computational model to aid in thinking about game design processes and rationales, and OGrES as a method for defining the function of a serious game.
尽管关于严肃游戏有大量的学术研究,但关于如何最好地设计严肃游戏,仍然没有达成共识的方法论。本文提出了一种可操作的、系统的严肃游戏设计理论。我们将mIBO作为一种计算模型来帮助我们思考游戏设计过程和基本原理,而将OGrES作为一种定义严肃游戏功能的方法。
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引用次数: 0
Modeling Serious Games Design towards Engaging Children with Special Needs in Therapy 对有特殊需要的儿童进行治疗的严肃游戏设计建模
André Antunes, R. Madeira, Ilona Toth, C. Bernardo
One of the reasons why patients lose focus and interest in physiotherapy exercises is their repetitive nature. Frequently used techniques when trying to promote user engagement and motivation are the gamification of tasks and use of serious games. This paper conceptualizes a framework model to support the design of serious games for children with special needs and a computational platform that implements this concept. The model includes the definition of games based on levels and sequences of actions. The actions model therapeutic exercises. The platform allows the creation of game actions applicable for specific therapies. The setting of the game action scope, in relation to the intended therapies, allows the system to suggest specific actions, based on the patient profile and current needs. The platform allows for later viewing and analysis of recorded results and a comparative analysis of patients’ usage data and results is possible. Moreover, data and results can be shared and compared between clinics that use the platform. The paper ends with the presentation of a study based on a game designed following the platform model and being connected to it.
患者对物理治疗运动失去注意力和兴趣的原因之一是它们的重复性。在尝试提高用户粘性和动机时,经常使用的技巧是任务游戏化和使用严肃游戏。本文概念化了一个框架模型来支持为有特殊需要的儿童设计严肃游戏,以及一个实现这一概念的计算平台。该模型包括基于关卡和动作序列的游戏定义。动作模拟治疗练习。该平台允许创建适用于特定疗法的游戏动作。游戏行动范围的设置与预期的治疗方法有关,允许系统根据患者的情况和当前需求建议具体的行动。该平台允许以后查看和分析记录的结果,并可以对患者的使用数据和结果进行比较分析。此外,数据和结果可以在使用该平台的诊所之间共享和比较。本文以基于一款遵循平台模式并与之相连的游戏的研究作为结束。
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引用次数: 0
Viruscape: A Microscopic Adventure Game to Guide Conceptual Learning of SARS-CoV-2 Mechanisms 病毒景观:指导SARS-CoV-2机制概念性学习的微观冒险游戏
Tiange Wang, I-Yang Huang
This paper presents the pilot version of Viruscape, a novel adventure PC and console game designed to facilitate the conceptual learning of Coronavirus mechanisms and expand the civic science education toolkit. Medical illustration using 3D modeling and motion graphics software has long been a niche practice to help advance education, research, and practice in healthcare-related fields. In Viruscape, we leverage the unexploited potential of such software to create interactive virtual worlds and gameplay experience to promote a more systematic learning of human health concepts and advance medical literacy for the general public. Viruscape immerses players in a microscopic world through the “eyes” of viruses whose goal is to defeat the human immune system. We translate the relevant immunology mechanisms into game play mechanisms that players learn to master, while providing a unique and interactive gaming experience. Future development of the game could focus on involving diverse users and health experts in co-design or consultation sessions and customizing the game world to represent players’ real-world health condition. The concept of Viruscape can be used to further develop parallel episodes of the game that feature other human health mechanisms such as other types of infection, heart disease or cancer.
本文介绍了一款新型冒险PC和主机游戏virusscape的试点版本,旨在促进冠状病毒机制的概念学习,并扩展公民科学教育工具包。使用3D建模和动态图形软件的医学插图长期以来一直是一种利基实践,有助于推进医疗保健相关领域的教育、研究和实践。在virusscape中,我们利用这类软件的未开发潜力来创建交互式虚拟世界和游戏体验,以促进对人类健康概念的更系统的学习,并提高公众的医学素养。《病毒景观》通过病毒的“眼睛”让玩家沉浸在一个微观世界中,病毒的目标是打败人类的免疫系统。我们将相关的免疫学机制转化为玩家学习掌握的游戏机制,同时提供独特的互动游戏体验。游戏的未来发展可能会侧重于让不同的用户和健康专家参与共同设计或咨询会议,并定制游戏世界,以代表玩家的真实健康状况。病毒景观的概念可以用于进一步开发游戏的平行情节,突出其他人类健康机制,如其他类型的感染、心脏病或癌症。
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引用次数: 0
Sally&Molly: A Children’s Book with Real-Time Multiplayer Mobile Augmented Reality 萨利和莫莉:一本儿童读物与实时多人移动增强现实
Gabriel De Ioannes Becker, E. Hornecker
The book ’Sally&Molly’ is for children aged five to ten, a phase where children transition from a self-centered view of the world to social understanding. Via mobile AR we offer a second layer to the book and playful activities with it. We describe the design and design rationale, and explore cooperative real-time multiplayer mechanics for children in mobile AR.
《莎莉与莫莉》这本书是为5到10岁的孩子准备的,这个阶段孩子们从以自我为中心的世界观过渡到对社会的理解。通过移动增强现实,我们为书和有趣的活动提供了第二层。我们描述了设计和设计原理,并探讨了儿童在移动增强现实中的合作实时多人游戏机制。
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引用次数: 1
The Game of Video Game Objects: A Minimal Theory of when we see Pixels as Objects rather than Pictures 电子游戏对象的游戏:当我们将像素视为对象而非图像时的最小理论
Jesper Juul
While looking to the future, we have overlooked what is right before us. With new technology, haptics, rendering, virtual reality, we have spent much energy discussing immersion and presence, thinking sometimes about current technology, but often about hypothetical perfect experiences or future perfect technology. In this, we have forgotten something rather fundamental: How do we in the first place decide to see a group of pixels on a screen as an object to which we have access, rather than as a picture of an object? This paper explores this question through a playable essay. At first, we may think that we will identify anything interactive as an object, but the playable essay demonstrates that this is much more complex and pragmatic, and that this identification has three steps – identifying pixels as an object rather than a picture, reasoning about the object as a specific type of object (such as a ball), and identifying it as a real instance of a type of object (such as a calculator). I conclude that we identify objects not with a general list of properties (like “being interactive” or “physical”), but on implicit rules that we use depending on the type of object we are considering, and on what we are trying to do at a given time. I identify nine such tentative rules. Finally, there are many kinds of video game worlds, from the default 3D worlds of many game engines to social worlds. Examining the Unity3D engine used to create the game, I argue that game worlds are fundamentally not designed as bottom-up simulations of a world, but are deliberately implemented in human categories, and that we understand them as such. Within that frame, our relation to video game objects is pragmatic, and we will accept pixels as objects when it is helpful to our goals and plans.
在展望未来的时候,我们忽略了眼前的事情。随着新技术,触觉,渲染,虚拟现实,我们花了很多精力讨论沉浸感和存在感,有时考虑当前的技术,但通常是假设的完美体验或未来的完美技术。在这一点上,我们已经忘记了一些相当基本的东西:我们首先是如何决定将屏幕上的一组像素视为我们可以访问的对象,而不是作为一个对象的图片?本文通过一篇可玩文章探讨了这个问题。一开始,我们可能会认为我们可以将任何互动的东西识别为对象,但可玩的文章表明,这是更复杂和实用的,这种识别有三个步骤-将像素识别为对象而不是图片,将对象推断为特定类型的对象(如球),并将其识别为对象类型的真实实例(如计算器)。我的结论是,我们识别对象时并不使用一般的属性列表(如“交互性”或“物理性”),而是使用隐式规则,这些规则取决于我们所考虑的对象类型,以及我们在给定时间内尝试做的事情。我列出了9条这样的暂定规则。最后,电子游戏世界有很多种,从许多游戏引擎的默认3D世界到社交世界。通过检查用于创造游戏的Unity3D引擎,我认为游戏世界并不是基于自下而上的世界模拟而设计的,而是基于人类类别而设计的。在这个框架内,我们与电子游戏对象的关系是务实的,当像素对我们的目标和计划有帮助时,我们会接受像素作为对象。
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引用次数: 3
Prisoner of Words: Lessons Learnt from Mobile Gamification of Lab Memory Experiments 单词的囚徒:从实验室记忆实验的手机游戏化中学到的经验教训
Passant El Agroudy, Pedram Khoshdani, Tilman Dingler, G. Ward, Paweł W. Woźniak, Albrecht Schmidt
Gamifying experiments in-the-wild showed promising opportunities in supporting participants’ engagement, increasing sample size and diversity, and saving lab and personnel resources needed for lab experiments. However, transforming memory lab experiments to mobile games is challenging as some standard game design guidelines jeopardize the validity of the experimental design. Our work draws attention to this trade-off by providing design guidelines for critical game elements, namely scoring systems and input methods. We distil those guidelines from a case study where we replicated a lab memory experiment via a mobile game apparatus and produced congruent psychological results. Our work sheds the light on the special challenges in gamifying memory experiments and encourages psychologists and game designers to investigate human memory in natural settings.
野外游戏化实验在支持参与者参与、增加样本量和多样性以及节省实验室实验所需的实验室和人力资源方面显示出有希望的机会。然而,将记忆实验室实验转移到手机游戏中是具有挑战性的,因为一些标准的游戏设计准则会危及实验设计的有效性。我们的工作通过提供关键游戏元素(即得分系统和输入法)的设计指南来关注这种权衡。我们从一个案例研究中提炼出这些指导方针,在这个案例中,我们通过手机游戏设备复制了一个实验室记忆实验,并产生了一致的心理结果。我们的工作揭示了游戏化记忆实验中的特殊挑战,并鼓励心理学家和游戏设计师在自然环境中研究人类记忆。
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引用次数: 0
Virtual Materiality: Realistic Clay Sculpting in VR 虚拟物质性:现实的粘土雕刻在VR
Joss Moo-Young, A. Hogue, Veronika Szkudlarek
Art is a creative, intuitive process which engages us on an emotional level. It involves experimentation, spontaneity, and play. Just as a painter may use the same brush with different mark-making techniques on the surface of their canvas, a clay sculptor may use one knife to scratch, texture, slice or create bas reliefs. To an artist, the tool and the medium as a whole are subject to spontaneous, nuanced decision making and use in multitudinous ways which are core to the art. In this work-in-progress paper, we hope to inspire renewed interest in intuitive digital art creation. We argue that the modern state-of-the-art 3D creation software fails to recreate the tactile feeling and complexity of the real-world tools because they treat their ‘tools’ as rigid operators. To explore ways to better accommodate the creative process, we present a Virtual Reality (VR) application, titled Virtual Materiality, that provides a set of digital sculpting tools that feel more like traditional analog tools. In this work, we generalize a ‘physical sculpting tool’, enabling users to deform our virtual clay in a more realistic, mass-conserving manner. Future work is planned to incorporate more interactions that one might expect with real clay, and to evaluate the efficacy of this new digital sculpting modality.
艺术是一种创造性的、直觉的过程,它在情感层面上吸引着我们。它包含了实验、自发性和游戏。就像画家可能会用同一把刷子在画布表面做不同的记号一样,泥塑雕塑家可能会用一把刀来划痕、纹理、切片或创作浮雕。对于艺术家来说,工具和媒介作为一个整体是自发的,微妙的决策,并以多种方式使用,这是艺术的核心。在这篇正在进行的论文中,我们希望激发人们对直观数字艺术创作的新兴趣。我们认为,现代最先进的3D创作软件无法重现真实世界工具的触感和复杂性,因为它们将“工具”视为严格的操作员。为了探索更好地适应创作过程的方法,我们提出了一个虚拟现实(VR)应用程序,名为虚拟物质性,它提供了一套更像传统模拟工具的数字雕刻工具。在这项工作中,我们推广了一种“物理雕刻工具”,使用户能够以更真实,更节约质量的方式变形我们的虚拟粘土。未来的工作计划纳入更多的互动,人们可能期望与真正的粘土,并评估这种新的数字雕刻方式的功效。
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引用次数: 2
A conversation with Rhianna Pratchett on Storytelling for Games 作者:Rhianna Pratchett
Rhianna Pratchett
In this keynote fireside chat, Rhianna Pratchett will talk about 23-year career as a writer and narrative designer; touching upon some of the challenges of her past projects and what they have taught her about creating compelling characters, and how to improve the ways in which interactive narrative is defined, integrated, and received.
在这次炉边谈话中,Rhianna Pratchett将讲述她作为作家和叙事设计师23年的职业生涯;谈到她过去项目中的一些挑战,以及这些挑战教会她如何创造引人注目的角色,以及如何改进互动叙事的定义、整合和接收方式。
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引用次数: 0
“Anyway,”: Two-player Defense Game via Voice Conversation “不管怎样”:通过语音对话的双人防御游戏
Minki Hong, Youngjun Choi, Sihun Cha
Conversation is a key element in maintaining social relationships. In contrast to soliloquy, conversation with other people gives various social effects to both speaker and listener. Most voice communication in games had been bound to achieving games goal, thus not fully facilitates social effects. Therefore, we tried to deliver the positive effects of the conversation by gamifying turn-taking communication. With “Anyway,” we present a two-player conversational defense game that uses voice conversation as an input. This game aims to encourage wholesome in-game conversation and to expand the boundary of the game’s use of voice interaction in game. In “Anyway,” players have to proceed with their talk to protect their partner from incoming waves. Spoken words from each player are converted to tetrapod breakwaters that only protect their playmate, which leads to a cooperative game experience. We conducted a preliminary user test and observed positive responses, especially in empathy and behavioral involvement.
交谈是维持社会关系的关键因素。与自言自语相比,与他人交谈对说话者和听话者都有各种各样的社会影响。大多数游戏中的语音交流都是为了实现游戏目标而存在的,并不能充分发挥社交效果。因此,我们试图通过游戏化轮流交流来传递对话的积极效果。在“无论如何”中,我们呈现了一个双人对话防御游戏,使用语音对话作为输入。这款游戏旨在鼓励有益的游戏内部对话,并扩大游戏中语音交互的使用范围。在“无论如何”中,玩家必须继续他们的谈话,以保护他们的伙伴免受袭来的海浪。每个玩家说的话都被转换成四足动物的防波堤,只保护他们的玩伴,这带来了合作的游戏体验。我们进行了初步的用户测试,并观察到积极的反应,特别是在移情和行为参与方面。
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引用次数: 1
期刊
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
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