Joshua Juvrud, Magnus Johansson, Gustaf Gredebäck, Pär Nyström
{"title":"A deconstruction of expertise and performance through arcade games","authors":"Joshua Juvrud, Magnus Johansson, Gustaf Gredebäck, Pär Nyström","doi":"10.1109/tg.2024.3414664","DOIUrl":"https://doi.org/10.1109/tg.2024.3414664","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"52 1","pages":""},"PeriodicalIF":2.3,"publicationDate":"2024-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944754","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Savaglio, J. Brown, B. Kapralos, B. Franco-Arellano, A. LeSage, J. Arcand
{"title":"An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education","authors":"R. Savaglio, J. Brown, B. Kapralos, B. Franco-Arellano, A. LeSage, J. Arcand","doi":"10.1109/tg.2024.3414657","DOIUrl":"https://doi.org/10.1109/tg.2024.3414657","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"50 1","pages":""},"PeriodicalIF":2.3,"publicationDate":"2024-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Unravelling Player's Insights: A Comparative Analysis of Topic Modelling Techniques on Game Reviews and Video Game Developers' Perspectives","authors":"Xinge Tong, Ian Willcock, Yi Sun","doi":"10.1109/tg.2024.3411154","DOIUrl":"https://doi.org/10.1109/tg.2024.3411154","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"62 1","pages":""},"PeriodicalIF":2.3,"publicationDate":"2024-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Difficulty in social interaction is a key factor in the diagnostic criteria for autism. Although not fully understood, fluid human social interaction demands a complex exchange of verbal and nonverbal signals, which is disrupted in autistic individuals. Differences in gaze behavior, gross motor movement, and physiological responses related to arousal and attention have been observed repeatedly in autistic individuals, potentially impacting social interaction. Our prior work (Simmons et al., 2023) uses a fully immersive virtual reality video game custom-designed to examine the role of social presence through solo and cooperative versions of the game. We predicted that the inclusion of a virtual presence would impact the temporal execution of gaze behaviors and gross motor movements, as well as modulate physiological arousal and blink rate in autistic individuals differently than nonautistic controls. We found that the cooperative condition produced a larger number of differences in gaze behaviors and gross motor movements for autistic individuals. In addition, arousal and blink rate displayed differences during the cooperative condition. These findings demonstrate the specific effects of a virtual social presence on fundamental behaviors that comprise social interaction and can be measured and eventually manipulated in virtual reality.
社会交往困难是自闭症诊断标准中的一个关键因素。虽然还没有完全理解,但流畅的人类社会互动需要复杂的语言和非语言信号的交换,这在自闭症患者身上被破坏了。凝视行为、大肌肉运动和与觉醒和注意力相关的生理反应的差异在自闭症个体中被反复观察到,这可能会影响社会互动。我们之前的工作(Simmons et al., 2023)使用了一个完全沉浸式的虚拟现实视频游戏,通过游戏的单独和合作版本来检验社交存在的作用。我们预测,与非自闭症患者相比,虚拟存在会影响自闭症患者凝视行为和大运动的时间执行,以及调节生理唤醒和眨眼频率。我们发现,合作条件对自闭症个体的注视行为和大肌肉运动产生了较大的差异。此外,在合作条件下,唤醒和眨眼频率也存在差异。这些发现证明了虚拟社会存在对基本行为的特定影响,这些行为包括社会互动,可以在虚拟现实中测量和最终操纵。
{"title":"The Effects of Social Presence on Gaze, Movement, Arousal and Blink Rate in Autism: A Cooperative Virtual Reality Game-Based Approach","authors":"Trent Simmons;Joseph Snider;Leanne Chukoskie","doi":"10.1109/TG.2024.3410163","DOIUrl":"10.1109/TG.2024.3410163","url":null,"abstract":"Difficulty in social interaction is a key factor in the diagnostic criteria for autism. Although not fully understood, fluid human social interaction demands a complex exchange of verbal and nonverbal signals, which is disrupted in autistic individuals. Differences in gaze behavior, gross motor movement, and physiological responses related to arousal and attention have been observed repeatedly in autistic individuals, potentially impacting social interaction. Our prior work (Simmons et al., 2023) uses a fully immersive virtual reality video game custom-designed to examine the role of social presence through solo and cooperative versions of the game. We predicted that the inclusion of a virtual presence would impact the temporal execution of gaze behaviors and gross motor movements, as well as modulate physiological arousal and blink rate in autistic individuals differently than nonautistic controls. We found that the cooperative condition produced a larger number of differences in gaze behaviors and gross motor movements for autistic individuals. In addition, arousal and blink rate displayed differences during the cooperative condition. These findings demonstrate the specific effects of a virtual social presence on fundamental behaviors that comprise social interaction and can be measured and eventually manipulated in virtual reality.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"981-992"},"PeriodicalIF":1.7,"publicationDate":"2024-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141944757","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jakub Kowalski, Elliot Doe, Mark H. M. Winands, Daniel Górski, Dennis J. N. J. Soemers
{"title":"Proof Number Based Monte-Carlo Tree Search","authors":"Jakub Kowalski, Elliot Doe, Mark H. M. Winands, Daniel Górski, Dennis J. N. J. Soemers","doi":"10.1109/tg.2024.3403750","DOIUrl":"https://doi.org/10.1109/tg.2024.3403750","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"8 1","pages":""},"PeriodicalIF":2.3,"publicationDate":"2024-05-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141151639","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In the evolving field of mixed-initiative game design, where procedural content generation plays a pivotal role, establishing a comprehensive approach that empowers nontechnical designers to actively shape content generation is essential. Recent developments in large language models (LLMs) significantly alter the landscape of automated text-based content generation. These models offer a significant advantage in mixed-initiative procedural level generation by providing designers with intuitive, natural language (NL) interfaces. The framework presented in this article interprets NL inputs, detailing level design constraints and optimization goals, to aid in the cooperative development of game levels for a strategy game aimed at environmental sustainability education. It enables designers to articulate their vision concerning the problem domain, goal metrics, and desired difficulty level through a textual description. By utilizing LLMs, the framework extracts semantic constraints and optimization objectives, which are then used to generate candidate game levels. The efficacy of these levels is assessed by game-playing agents trained through advanced deep reinforcement learning methods, ensuring alignment with the designer's original specifications. We further evaluate our framework with both experts and nonexperts in designing levels for our strategy game. Their detailed responses confirm that our framework effectively translates NL descriptions into playable game levels, accurately capturing the designers' intended objectives.
{"title":"Procedural Level Generation in Educational Games From Natural Language Instruction","authors":"Vikram Kumaran;Dan Carpenter;Jonathan Rowe;Bradford Mott;James Lester","doi":"10.1109/TG.2024.3392670","DOIUrl":"10.1109/TG.2024.3392670","url":null,"abstract":"In the evolving field of mixed-initiative game design, where procedural content generation plays a pivotal role, establishing a comprehensive approach that empowers nontechnical designers to actively shape content generation is essential. Recent developments in large language models (LLMs) significantly alter the landscape of automated text-based content generation. These models offer a significant advantage in mixed-initiative procedural level generation by providing designers with intuitive, natural language (NL) interfaces. The framework presented in this article interprets NL inputs, detailing level design constraints and optimization goals, to aid in the cooperative development of game levels for a strategy game aimed at environmental sustainability education. It enables designers to articulate their vision concerning the problem domain, goal metrics, and desired difficulty level through a textual description. By utilizing LLMs, the framework extracts semantic constraints and optimization objectives, which are then used to generate candidate game levels. The efficacy of these levels is assessed by game-playing agents trained through advanced deep reinforcement learning methods, ensuring alignment with the designer's original specifications. We further evaluate our framework with both experts and nonexperts in designing levels for our strategy game. Their detailed responses confirm that our framework effectively translates NL descriptions into playable game levels, accurately capturing the designers' intended objectives.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"937-946"},"PeriodicalIF":1.7,"publicationDate":"2024-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140803708","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces","authors":"Daniil Osudin, Alena Denisova, Christopher Child","doi":"10.1109/tg.2024.3386816","DOIUrl":"https://doi.org/10.1109/tg.2024.3386816","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"22 1","pages":""},"PeriodicalIF":2.3,"publicationDate":"2024-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140587455","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}