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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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Germ Destroyer - A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms 细菌破坏者-一个游戏化的系统,以增加在共用浴室洗手的时间
Maximilian Altmeyer, Pascal Lessel, Marc Schubhan, Vladislav Hnatovskiy, A. Krüger
Washing hands is important for public health as it prevents spreading germs to other people. One of the most important factors in cleaning hands is the hand washing duration. However, people mostly do not wash their hands for a long enough time leading to infections and diseases for themselves and others. To counter this, we present "Germ Destroyer", a system consisting of a sensing device which can be mounted on the water tap and a mobile application providing gameful feedback to encourage users to meet the recommended duration. In the mobile application, users kill germs and collect points by washing their hands. Through a laboratory study (N=14) and a 10-day in-the-wild study (363 hand washing sessions), we found that Germ Destroyer enhances the enjoyment of hand washing, reduces the perceived hand washing duration, almost doubles the actual hand washing duration, and has the potential to reduce the risk of infection.
洗手对公共卫生很重要,因为它可以防止细菌传播给其他人。洗手最重要的因素之一是洗手的时间。然而,大多数人不洗手的时间不够长,导致自己和他人感染和疾病。为了解决这个问题,我们提出了“细菌破坏者”,这是一个由一个可以安装在水龙头上的传感设备和一个提供游戏反馈的移动应用程序组成的系统,以鼓励用户达到建议的持续时间。在这款手机应用中,用户可以通过洗手来杀菌和计分。通过一项实验室研究(N=14)和一项为期10天的野外研究(363次洗手),我们发现Germ Destroyer增强了洗手的乐趣,缩短了感知的洗手时间,几乎是实际洗手时间的两倍,并有可能降低感染风险。
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引用次数: 7
The Creativity Process behind GRIS GRIS背后的创意过程
Adrián Cuevas
GRIS is the journey of a girl dealing with the most painful experience in her life. Explaining this story with no words or dialogue has been a great challenge for Nomada Studio. Adrian Cuevas will explain the process of creation for GRIS, showing the different tools, references and ideas that were used during the production of the game. Art, Music, Animation, Game Design, ... everything is extremely important to have a consistent narrative and engage the player with a story that will not be told. On top of that GRIS targets all kind of audience, even people that are not used to play video games. This will brought more challenges to the design and construction of the game. Adrian will talk about some of the decisions that were made to make the game more appealing to non-gamers.
GRIS是一个女孩处理她生命中最痛苦的经历的旅程。对于Nomada工作室来说,用文字或对话来解释这个故事是一个巨大的挑战。Adrian Cuevas将解释GRIS的创作过程,展示在游戏制作过程中使用的不同工具,参考和想法。美术、音乐、动画、游戏设计……拥有连贯的叙述并让玩家沉浸在一个未被告知的故事中是非常重要的。最重要的是,GRIS瞄准了所有类型的用户,甚至是那些不习惯玩电子游戏的人。这将给游戏的设计和构造带来更多的挑战。Adrian将谈论一些让游戏对非玩家更有吸引力的决策。
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引用次数: 1
Movement Empowerment in a Multiplayer Mixed-Reality Trampoline Game 在多人混合现实蹦床游戏中的运动授权
L. Lehtonen, Maximus D. Kaos, Raine A. Kajastila, Leo Holsti, Janne Karsisto, Sami Pekkola, Joni Vähämäki, Lassi Vapaakallio, Perttu Hämäläinen
Insufficient physical activity motivation is a major public health problem. Exergames-games requiring physical exertion-can be designed to support motivation. For example, granting superhuman movement abilities to players has been shown to support one's feeling of competence, an innate human need and a core intrinsic motivation factor posited by self-determination theory. In this paper, we present Super Stomp, a multiplayer mixed-reality trampoline game that empowers movement by exaggerating jump height both in the real world and in the game. We contribute a novel dual-trampoline game system and game mechanics for implementing engaging multiplayer gameplay. This provides an exemplar of satisfying the challenging constraints that real-world movement empowerment technology can impose on exergame movement safety and feasibility. We further contribute insights into the effect of empowering movement on need satisfaction through an in-the-wild study involving 26 participants who played Super Stomp at an indoor activity park.
体育活动动机不足是一个主要的公共卫生问题。运动游戏——需要身体锻炼的游戏——可以被设计成支持动机。例如,赋予玩家超人的移动能力能够支持玩家的能力感,这是一种与生俱来的人类需求,也是自我决定理论所提出的核心内在动机因素。在本文中,我们将呈现《Super Stomp》,这是一款多人混合现实蹦床游戏,通过夸大现实世界和游戏中的跳跃高度来增强运动。我们贡献了一个新颖的双蹦床游戏系统和游戏机制,以实现引人入胜的多人游戏玩法。这提供了一个范例,以满足现实世界的运动授权技术对游戏运动安全性和可行性施加的挑战性约束。通过一项野外研究,我们进一步深入研究了授权运动对需求满意度的影响,该研究涉及26名参与者,他们在室内活动公园玩超级跺脚。
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引用次数: 23
An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games 消费者对VR游戏中存在感和模拟器病的纵向趋势分析
John Porter, Andrew C. Robb
Since the release of the Oculus Rift CV1 in 2016, millions of VR headsets have found their way into consumer homes. In this paper, we sought to understand what shifts have taken place within the two years since consumer VR became available. In this paper, we consider what can be learned about long-term use of consumer VR through an analysis of discussions in online forums devoted to VR. We gathered posts made on the /r/Vive subreddit from the first two years after the HTC Vive's release. We present the results from an in-depth qualitative analysis concerning immersion, presence, and simulator sickness. Over time, as users moved from passive to active, their attitudes and expectations towards immersion and simulator sickness matured. Major trends of interest found were game design implementation and locomotion techniques.
自2016年Oculus Rift CV1发布以来,数以百万计的VR头显已经进入了消费者的家庭。在本文中,我们试图了解自消费者虚拟现实问世以来的两年内发生了哪些变化。在本文中,我们通过分析在线论坛上关于虚拟现实的讨论,考虑了消费者长期使用虚拟现实可以学到什么。我们收集了在HTC Vive发布后的头两年里reddit /r/Vive版块上的帖子。我们提出的结果从深入的定性分析有关沉浸,在场,和模拟器病。随着时间的推移,随着用户从被动转向主动,他们对沉浸感和模拟器疾病的态度和期望也逐渐成熟。我们发现的主要趋势是游戏设计执行和移动技术。
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引用次数: 11
Modeling Individual and Team Behavior through Spatio-temporal Analysis 基于时空分析的个体和团队行为建模
Sabbir Ahmad, Andy Bryant, Erica Kleinman, Zhaoqing Teng, Truong-Huy D. Nguyen, M. S. El-Nasr
Modeling players' behaviors in games has gained increased momentum in the past few years. This area of research has wide applications, including modeling learners and understanding player strategies, to mention a few. In this paper, we present a new methodology, called Interactive Behavior Analytics (IBA), comprised of two visualization systems, a labeling mechanism, and abstraction algorithms that use Dynamic Time Wrapping and clustering algorithms. The methodology is packaged in a seamless interface to facilitate knowledge discovery from game data. We demonstrate the use of this methodology with data from two multiplayer team-based games: BoomTown, a game developed by Gallup, and DotA 2. The results of this work show the effectiveness of this method in modeling, and developing human-interpretable models of team and individual behavior.
在过去的几年里,模拟玩家在游戏中的行为得到了越来越多的关注。这一研究领域具有广泛的应用,包括建模学习者和理解玩家策略等。在本文中,我们提出了一种新的方法,称为交互式行为分析(IBA),它由两个可视化系统、一个标记机制和使用动态时间包裹和聚类算法的抽象算法组成。该方法被封装在一个无缝接口中,以方便从游戏数据中发现知识。我们用两款多人团队游戏(游戏邦注:分别是由Gallup开发的《BoomTown》和《DotA 2》)的数据来证明这种方法的使用。这项工作的结果显示了这种方法在建模和开发团队和个人行为的人类可解释模型方面的有效性。
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引用次数: 29
Game Dynamics that Support Snacking, not Feasting 支持零食而非盛宴的游戏动态
Dmitry Alexandrovsky, M. A. Friehs, M. Birk, Rowan K. Yates, R. Mandryk
Player experience research tends to focus on immersive games that draw us into a single play session for hours; however, for casual games played on mobile devices, a pattern of brief daily interaction---called snacking ---may be most profitable for companies and most enjoyable for players. To inform the design of snacking games, we conducted a content analysis of game mechanics in successful commercial casual games known to foster this pattern. We identified five single-player game dynamics: Instant Rewards, Novelty, Mission Completion, Waiting, and Blocking. After situating them in theories of motivation, we developed a game in which game mechanics that foster each dynamic can be included individually, and conducted two studies to establish their relative efficacy in fostering the behavioural pattern of snacking, finding significant potential in Novelty and Waiting. Our work informs the design of games in which regular and brief interaction is desired.
玩家体验研究倾向于关注沉浸式游戏,即将我们吸引到一个游戏回合中长达数小时;然而,对于在移动设备上玩的休闲游戏来说,一种被称为“零食”的简短日常互动模式可能对公司来说是最有利可图的,对玩家来说也是最愉快的。为了指导休闲游戏的设计,我们对成功的商业休闲游戏的游戏机制进行了内容分析。我们确定了5个单人游戏动态:即时奖励、新鲜感、任务完成、等待和阻碍。在将它们置于动机理论之后,我们开发了一款游戏,其中可以单独包含培养每种动态的游戏机制,并进行了两项研究,以确定它们在培养吃零食行为模式方面的相对功效,在新颖性和等待中发现了巨大的潜力。我们的工作为游戏设计提供了信息,这些游戏需要有规律的、简短的互动。
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引用次数: 18
Exploring Gaze Interaction Design in Games: Playing with Vision 探讨游戏中的凝视交互设计:运用视觉
Argenis Ramirez Gomez
Gaze interaction in games is rapidly increasing with examples in mainstream franchises. This research focuses on investigating new opportunities for gaze-enable game design moving away from sensing-based dynamics grounded in gaze pointing and consider a user-centred approach which has its starting point in visual capabilities and metaphors of looking. This approach will lead to the development of examples that illustrate novel and playful experiences that can be designed thinking about how the players see rather than where and what they look at. This research aims to contribute to the understanding of how to create playful gaze-based experiences by providing a design framework and inspire designers to engage in the conversation to shape the future of gaze interaction in play.
以主流游戏为例,游戏中的凝视互动正在迅速增加。这项研究的重点是研究让游戏设计摆脱基于凝视指向的传感动态,并考虑以用户为中心的方法,这种方法的出发点是视觉能力和视觉隐喻。这一方法能够帮助我们创造出一些能够说明新颖且有趣体验的例子,即我们能够基于玩家如何看待游戏而不是他们所看到的地点和内容而进行设计。本研究旨在通过提供一个设计框架,帮助理解如何创造有趣的基于凝视的体验,并激励设计师参与对话,以塑造游戏中凝视互动的未来。
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引用次数: 1
Toward a Twitch Research Toolkit: A Systematic Review of Approaches to Research on Game Streaming 走向Twitch研究工具包:游戏流媒体研究方法的系统回顾
Erik Harpstead, Juan Sebastian Rios, Joseph Seering, Jessica Hammer
The rise of game streaming services has driven a complementary increase in research on such platforms. As this new area takes shape, there is a need to understand the approaches being used in the space, and how common practices can be shared and replicated between researchers with different disciplinary backgrounds. In this paper, we describe a formal literature review of game streaming research. Papers were coded for their research focus, primary method, and type of data collected. Across the prior work we found three common themes: (1) work that is readily supported by existing technical infrastructure, (2) work that does not require explicit technical support, (3) and work that would benefit from further technical development. By identifying these needs in the literature, we take the first step toward developing a research toolkit for game streaming platforms that can unify the breadth of methods being applied in the space.
游戏流媒体服务的兴起推动了对这类平台的研究的补充增长。随着这个新领域的形成,有必要了解该领域正在使用的方法,以及如何在不同学科背景的研究人员之间共享和复制共同的实践。在本文中,我们描述了游戏流媒体研究的正式文献综述。论文根据其研究重点、主要方法和收集的数据类型进行编码。在之前的工作中,我们发现了三个共同的主题:(1)现有技术基础设施很容易支持的工作,(2)不需要明确技术支持的工作,(3)将从进一步的技术开发中受益的工作。通过识别文献中的这些需求,我们向开发游戏流媒体平台的研究工具包迈出了第一步,该工具包可以统一应用于该领域的各种方法。
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引用次数: 21
Notification in VR: The Effect of Notification Placement, Task and Environment VR中的通知:通知放置、任务和环境的影响
Rufat Rzayev, Sven Mayer, Christian Krauter, N. Henze
Virtual reality (VR) is commonly used for entertainment applications but is also increasingly employed for a large number of use cases such as digital prototyping or training workers. Here, VR is key to present an immersive secondary world. VR enables experiences that are close to reality, regardless of time and place. However, highly immersive VR can result in missing digital information from the real world, such as important notifications. For efficient notification presentation in VR, it is necessary to understand how notifications should be integrated in VR without breaking the immersion. Thus, we conducted a study with 24 participants to investigate notification placement in VR while playing games, learning, and solving problems. We compared placing notifications using a Head-Up Display, On-Body, Floating, and In-Situ in open, semi-open, and closed VR environments. We found significant effects of notification placement and task on how notifications are perceived in VR. Insights from our study inform the design of VR applications that support digital notifications.
虚拟现实(VR)通常用于娱乐应用程序,但也越来越多地用于数字原型或培训工人等大量用例。在这里,VR是呈现沉浸式第二世界的关键。虚拟现实使体验接近现实,不受时间和地点的限制。然而,高度沉浸式的虚拟现实可能会导致现实世界中的数字信息缺失,比如重要的通知。为了在VR中有效地呈现通知,有必要了解如何在不破坏沉浸感的情况下将通知集成到VR中。因此,我们对24名参与者进行了一项研究,以调查在玩游戏、学习和解决问题时VR中的通知放置情况。我们比较了在开放、半开放和封闭的VR环境中使用平视显示器、身体上、漂浮和原位放置通知。我们发现通知位置和任务对VR中通知的感知方式有显著影响。我们的研究见解为支持数字通知的VR应用程序的设计提供了信息。
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引用次数: 61
Fiddling, Pointing, Hovering, and Sliding: Embodied Actions with Three Evaluation Tools for Children 摆弄,指向,悬停和滑动:体现行动与三个评估工具的儿童
C. Sylla, Elena Márquez Segura, Akeiylah Dewitt, A. Arif, E. Brooks
In user studies with children, it is important to use age appropriate evaluation tools to better understand their preferences, opinions, and thoughts. Here, we studied two accepted evaluation tools: The Five Degrees of Happiness, and the Sticky Ladder rating scale; together with the Paper Ladder, a paper version of the latter. Thirty-six preschoolers rated two creative and play activities ("Painting" and "Construction Blocks") and a game ("Musical Chairs") in terms of difficulty, enjoyment, and preference. Drawing from theories of embodied and distributed cognition, we performed a video analysis of the children's interactions with these tools, focusing on how each tool supported the children's cognitive processes and communication with the researcher. Here, we first describe children's embodied behavior and discuss how these were supported by design features and affordances of the tools. Then, we discuss strengths and shortcomings of each evaluation method. Last, we provide recommendations for their design, appropriation, and usage by researchers developing and evaluating playful solutions and games for children.
在针对儿童的用户研究中,使用适合年龄的评估工具来更好地了解他们的偏好、意见和想法是很重要的。在这里,我们研究了两种公认的评估工具:五度幸福量表和粘性阶梯量表;与纸梯一起,是后者的纸版。36名学龄前儿童根据难度、乐趣和偏好对两项创造性和游戏活动(“绘画”和“积木”)和一项游戏(“抢椅子”)进行评分。根据具身认知和分布式认知理论,我们对儿童与这些工具的互动进行了视频分析,重点关注每个工具如何支持儿童的认知过程以及与研究人员的沟通。在这里,我们首先描述了儿童的具身行为,并讨论了这些行为是如何被工具的设计特征和启示所支持的。然后,讨论了各种评价方法的优缺点。最后,我们为开发和评估儿童好玩的解决方案和游戏的研究人员提供了设计、挪用和使用的建议。
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引用次数: 4
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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