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Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play最新文献

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Making Play Work 4D 制作游戏工作4D
Neha Kumar
The United Nations' Sustainable Development Goals, like other mechanisms for conceptualizing societal wellbeing, center problems that are of immediate and pervasive importance: gender equality, world hunger, global health, quality education, and more. These are challenges of global relevance to be examined, engaged, alleviated, and we have little time at hand to do so. What most frameworks for global and social change frequently sideline is the role that leisure, or play, might have in supporting these tremendous pursuits towards making the world a better place for all. Implicit in these tensions is the assumption that play is not high enough a priority, not low enough in Maslow's hierarchy of needs, and therefore not anywhere in the plans that researchers and practitioners of global, sustainable development tend to foreground. What then is play good for? How might it open us up to imagining new and different futures? In this talk, I will begin with my initial encounters with play and leisure, the path my early explorations took me on as I grappled with these questions that it raised, introducing the audience to the work of others that offered inspiration along the way. I will draw connections with research efforts in the CHI PLAY community, and conclude by raising questions for the audience to engage with around making play work 4D, or for development.
联合国的可持续发展目标,就像其他将社会福利概念化的机制一样,关注的是具有直接和普遍重要性的问题:性别平等、世界饥饿、全球健康、优质教育等等。这些都是与全球相关的挑战,需要加以审查、应对和缓解,而我们手头几乎没有时间这样做。大多数全球和社会变革框架经常忽略的是,休闲或游戏在支持这些为所有人创造更美好世界的巨大追求方面可能发挥的作用。在这些矛盾中隐含的假设是,玩耍的优先级不够高,在马斯洛需求层次中不够低,因此在全球可持续发展的研究人员和实践者倾向于前景的计划中没有任何地方。那么玩耍有什么好处呢?它会如何打开我们想象新的和不同的未来?在这次演讲中,我将从我最初与游戏和休闲的接触开始,从我早期的探索之路开始,当我努力解决这些问题时,我提出了这些问题,向听众介绍其他人的工作,这些工作一路上给了我灵感。我将与CHI PLAY社区的研究工作联系起来,最后提出问题,让观众参与其中,使游戏工作4D或发展。
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引用次数: 0
Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive Visualization 通过结合基于知识的数据抽象和交互式可视化来理解玩家模式
Nithesh Javvaji, C. Harteveld, M. S. El-Nasr
Digital games are often created with large virtual worlds and a high number of degrees of freedom for players. For analyzing patterns of play, it is imperative to consider all features affecting the gameplay, which leads to an explosion in data space. To address this problem, we propose an approach for knowledge-based data abstraction -- inspired by applications in medicine -- that uses interactive visualizations based on game telemetry data to study player patterns. The approach involves iterative knowledge-based abstraction of elements of player action sequences to condense the data space to a level interpretable by game designers and user researchers. We developed this approach as part of developing a puzzle game using an existing interactive visualization tool, and demonstrate its value for understanding this game's player patterns. Based on the lessons learned from this study, we present a general set of guidelines for knowledge-based data abstraction for other game genres and interactive visualization systems.
数字游戏通常为玩家提供大型虚拟世界和高度自由度。为了分析游戏模式,我们必须考虑所有影响游戏玩法的功能,这将导致数据空间的爆炸。为了解决这个问题,我们提出了一种基于知识的数据抽象方法——受到医学应用的启发——使用基于游戏遥测数据的交互式可视化来研究玩家模式。该方法涉及对玩家动作序列元素的基于知识的迭代抽象,将数据空间压缩为游戏设计师和用户研究人员可解释的水平。我们将此方法作为使用现有交互式可视化工具开发益智游戏的一部分,并展示其对理解游戏玩家模式的价值。基于从这项研究中获得的经验教训,我们提出了一套适用于其他游戏类型和交互式可视化系统的基于知识的数据抽象指南。
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引用次数: 8
Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games 冰桨、二氧化碳入侵者和爆炸的行星:年轻学生如何将气候科学转化为严肃的游戏
G. M. Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, G. Puttick, C. Harteveld
In game-based curricula that leverage game design, students can learn creatively by transforming serious topics into video games (i.e., serious games). However, as these games remain mostly under-explored, we know little about how students design them and the extent to which they reflect content uptake. Here, we leverage a framework for serious games called Triadic Game Design (TGD) to analyze 391 games on climate science, which were designed by 8th-grade students with Scratch. Based on a large-scale TGD-based analysis, we provide an overview of design outcomes emerging from student games, and analyze how reality, meaning, and play are articulated in these games to reflect content uptake. Then, we ask two experts in game design and education to assess a subset of the 20 most representative games, to reflect on further design and pedagogical insights that may have not been captured by the large-scale analysis. Our results reveal a wide range of design outcomes, where Pong-like games teach players about the ice-albedo feedback loop, and CO2 molecules become targets to be shot in games like Space Invaders. Our work can serve as guidance and inspiration to help both researchers and educators evaluate student-designed games, as well as reason about how to use them as assessment tools in game-based constructionist curricula.
在利用游戏设计的基于游戏的课程中,学生可以通过将严肃主题转化为电子游戏(即严肃游戏)来创造性地学习。然而,由于这些游戏大部分仍未被开发,我们对学生如何设计它们以及它们在多大程度上反映了内容吸收情况知之甚少。在这里,我们利用一个名为Triadic Game Design (TGD)的严肃游戏框架来分析391个关于气候科学的游戏,这些游戏是由8年级的学生用Scratch设计的。基于大规模的基于tgd的分析,我们概述了学生游戏的设计成果,并分析了现实、意义和玩法如何在这些游戏中表达出来,以反映内容的吸收。然后,我们请两位游戏设计和教育方面的专家来评估20款最具代表性的游戏,以进一步反思大规模分析可能无法捕捉到的设计和教学见解。我们的研究结果揭示了广泛的设计结果,像乒乓这样的游戏教会玩家冰反照率反馈循环,二氧化碳分子成为像《太空入侵者》这样的游戏中的射击目标。我们的工作可以作为指导和启发,帮助研究人员和教育工作者评估学生设计的游戏,并解释如何在基于游戏的建构主义课程中使用它们作为评估工具。
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引用次数: 9
A Data-Driven, Player-Centric Approach to Evaluating Spatial Skill Training Games 评估空间技能训练游戏的数据驱动、以玩家为中心的方法
H. Wauck, B. Woodard, Ziang Xiao, T. Li, B. Bailey
Certain commercial games train spatial skills, a subset of cognitive skills used in school, the workplace, and everyday life. However, it is difficult to design spatial skill training games without knowing why some games are effective. In addition, existing game training studies do not analyze motivational factors for critical target populations. We conducted a study comparing spatial skill training effects and enjoyment for low spatial skill students on three training interventions: the computer game Homeworld Bound: Redux, digital spatial workbook exercises, and an active control group. We found no training effects for any intervention, but performance in certain game levels predicted spatial skill, and low spatial skill students enjoyed the game more than the workbook exercises. We provide three design recommendations for spatial skill training games based on our findings: use asymmetry for object manipulation tasks, require explicit 2D to 3D representation translation, and employ time pressure for navigation tasks.
某些商业游戏训练空间技能,这是在学校、工作场所和日常生活中使用的认知技能的子集。然而,如果不知道某些游戏为何有效,就很难设计空间技能训练游戏。此外,现有的游戏训练研究没有分析关键目标人群的动机因素。我们进行了一项研究,比较了低空间技能学生在三种训练干预下的空间技能训练效果和享受程度:电脑游戏Homeworld Bound: Redux、数字空间练习册练习和积极对照组。我们发现任何干预都没有训练效果,但在某些游戏关卡中的表现可以预测空间技能,而空间技能较低的学生更喜欢游戏而不是练习本练习。基于我们的发现,我们为空间技能训练游戏提供了三个设计建议:在物体操作任务中使用不对称性,要求明确的2D到3D表示转换,以及在导航任务中使用时间压力。
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引用次数: 5
Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn Rehabilitation 传统,技术和治疗:为烧伤康复设计游戏式VR环境
Robert Cuthbert, Selen Turkay, R. Brown, Daniel M. Johnson, Roger Altizer, Mathilde R. Desselle
Burn injuries are a significant public health challenge with the known consequences and long term problems including pain, permanent scarring and psychological trauma. Current available rehabilitation equipment is rudimentary, resource-intensive and lacks a human-centered design approach. Immersive Virtual Reality technologies may provide aid in this area, with prior studies showing positive effects that this technology has on reducing patient's physical pain, psychological trauma and improving movement. This study recognises the need for customised, measurable and goal-directed rehabilitation for burn patients. By conducting two ideation design sessions with health workers (session 1), and burn survivors and their carers (session 2), this study highlights the participants' perspectives on VR for burn rehabilitation such as the importance of patient agency, heat and healthy scarring. This work contributes core themes from survivors and health professionals to the field of design and computer human interaction that could inform future iterations of VR burn rehabilitation applications.
烧伤是一项重大的公共卫生挑战,其已知后果和长期问题包括疼痛、永久性疤痕和心理创伤。目前可用的康复设备简陋,资源密集,缺乏以人为本的设计方法。沉浸式虚拟现实技术可以为这一领域提供帮助,之前的研究表明,该技术在减少患者的身体疼痛、心理创伤和改善运动方面具有积极作用。这项研究认识到烧伤患者需要定制的、可测量的和目标导向的康复。通过与卫生工作者(第1部分)和烧伤幸存者及其护理人员(第2部分)进行两次构思设计会议,本研究强调了参与者对烧伤康复VR的看法,如患者主体、热量和健康疤痕的重要性。这项工作将幸存者和卫生专业人员的核心主题贡献给了设计和人机交互领域,可以为VR烧伤康复应用的未来迭代提供信息。
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引用次数: 3
Predicting Game Difficulty and Churn Without Players 在没有玩家的情况下预测游戏难度和用户流失
Shaghayegh Roohi, Asko Relas, Jari Takatalo, Henri Heiskanen, Perttu Hämäläinen
We propose a novel simulation model that is able to predict the per-level churn and pass rates of Angry Birds Dream Blast, a popular mobile free-to-play game. Our primary contribution is to combine AI gameplay using Deep Reinforcement Learning (DRL) with a simulation of how the player population evolves over the levels. The AI players predict level difficulty, which is used to drive a player population model with simulated skill, persistence, and boredom. This allows us to model, e.g., how less persistent and skilled players are more sensitive to high difficulty, and how such players churn early, which makes the player population and the relation between difficulty and churn evolve level by level. Our work demonstrates that player behavior predictions produced by DRL gameplay can be significantly improved by even a very simple population-level simulation of individual player differences, without requiring costly retraining of agents or collecting new DRL gameplay data for each simulated player.
我们提出了一种新的模拟模型,能够预测《愤怒的小鸟:梦幻爆炸》(一款流行的免费手机游戏)的每个关卡流失率和通过率。我们的主要贡献是将使用深度强化学习(DRL)的AI玩法与玩家群体如何在关卡中进化的模拟相结合。AI玩家可以预测关卡难度,这可以通过模拟技能、持久性和无聊程度来驱动玩家群体模型。这让我们能够建立模型,例如,不那么坚持和熟练的玩家如何对高难度更敏感,以及这些玩家如何更早地流失,这使得玩家数量以及难度和流失之间的关系逐级发展。我们的工作表明,即使是非常简单的个体玩家差异的人口水平模拟,也可以显著改善由DRL游戏玩法产生的玩家行为预测,而不需要昂贵的代理再训练或为每个模拟玩家收集新的DRL游戏玩法数据。
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引用次数: 20
Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR 剪影游戏:在VR中观察玩家的交互式单向镜像方法
A. Krekhov, Daniel Preuß, S. Cmentowski, J. Krüger
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other words, the head-mounted display creates a barrier between the player and the audience. We contribute an alternative watching approach consisting of two major components: a dynamic view frustum that renders the game scene from the current spectator position and a one-way mirror in front of the screen. This mirror, together with our silhouetting algorithm, allows seeing the player's reflection at the correct position in the virtual world. An exploratory survey emphasizes the overall positive experience of the viewers in our setup. In particular, the participants enjoyed their ability to explore the virtual surrounding via physical repositioning and to observe the blended player during object manipulations. Apart from requesting a larger screen, the participants expressed a strong need to interact with the player. Consequently, we suggest utilizing our technology as a foundation for novel playful experiences with the overarching goal to transform the passive spectator into a collocated player.
观看他人玩游戏是数字游戏的一个关键元素,也是游戏用户研究的一个重要方面。然而,观赏性在虚拟现实中并不受欢迎,因为这类游戏强烈依赖于玩家的存在感。换句话说,头戴式显示器在玩家和观众之间制造了障碍。我们提供了一种由两个主要组件组成的替代观看方法:从当前观众位置呈现游戏场景的动态视锥台和屏幕前的单向镜子。这面镜子,连同我们的剪影算法,可以让玩家在虚拟世界的正确位置看到自己的倒影。一项探索性调查强调了我们设置中观众的总体积极体验。特别是,参与者喜欢他们通过物理重新定位探索虚拟环境的能力,并在对象操作期间观察混合玩家。除了要求更大的屏幕外,参与者还表达了与玩家互动的强烈需求。因此,我们建议利用我们的技术作为新颖游戏体验的基础,将被动的观众转变为协同的玩家。
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引用次数: 7
Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More Transparency CHI PLAY的统计显著性检验:提高透明度的挑战和机遇
Jan B. Vornhagen, April Tyack, Elisa D. Mekler
Statistical Significance Testing -- or Null Hypothesis Significance Testing (NHST) -- is common to quantitative CHI PLAY research. Drawing from recent work in HCI and psychology promoting transparent statistics and the reduction of questionable research practices, we systematically review the reporting quality of 119 CHI PLAY papers using NHST (data and analysis plan at OSF.io). We find that over half of these papers employ NHST without specific statistical hypotheses or research questions, which may risk the proliferation of false positive findings. Moreover, we observe inconsistencies in the reporting of sample sizes and statistical tests. These issues reflect fundamental incompatibilities between NHST and the frequently exploratory work common to CHI PLAY. We discuss the complementary roles of exploratory and confirmatory research, and provide a template for more transparent research and reporting practices.
统计显著性检验或零假设显著性检验(NHST)在定量CHI PLAY研究中很常见。根据最近在HCI和心理学方面促进透明统计和减少可疑研究实践的工作,我们使用NHST系统地审查了119篇CHI PLAY论文的报告质量(数据和分析计划在OSF.io)。我们发现,这些论文中有一半以上采用了NHST,但没有具体的统计假设或研究问题,这可能会导致假阳性结果的扩散。此外,我们观察到样本量报告和统计检验不一致。这些问题反映了NHST与CHI PLAY常见的频繁探索性工作之间的根本不兼容。我们讨论了探索性研究和验证性研究的互补作用,并为更透明的研究和报告实践提供了一个模板。
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引用次数: 28
CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020 CHI PLAY '20:游戏中的人机交互年度研讨会,虚拟事件,加拿大,2020年11月2日至4日
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引用次数: 1
CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020 - Companion Volume / Extended Abstracts CHI PLAY '20:游戏中的人机交互年度研讨会,虚拟事件,加拿大,2020年11月2-4日-同伴卷/扩展摘要
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引用次数: 0
期刊
Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
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