Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play最新文献

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Herbert: a motion-controlled mobile game 赫伯特:一个动作控制的手机游戏
A. Duff, Jun Ma, Shannon Sepelak, Alberto Uriarte, Wenjie Wu, Jichen Zhu
{"title":"Herbert: a motion-controlled mobile game","authors":"A. Duff, Jun Ma, Shannon Sepelak, Alberto Uriarte, Wenjie Wu, Jichen Zhu","doi":"10.1145/2658537.2662982","DOIUrl":"https://doi.org/10.1145/2658537.2662982","url":null,"abstract":"Smartphone games lack the hardware interface afforded by other gaming media like controllers for consoles, keyboard and mouse for PCs, joysticks and buttons on arcade cabinets, etc. As such, many popular games focus on puzzle mechanics using the touch screen interface, such as Angry Birds[1] or Cut the Rope[2]. We focused on skill-based, reactionary gameplay with an intuitive and unique control scheme in Herbert, where the player moves the character around the world by tilting the device and free oneself from traps by shaking the device. We did this in order to minimize on-screen GUI clutter found in other games such as OMG Pirates![3], Street Fighter IV[4] and Zombieville, USA[5] while retaining the challenge enjoyment, and intuitiveness of skill based gaming. The web version of the game can be played at: https://www.cs.drexel.edu/~amd435/Herbert_Web.html","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114296489","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
TouchPoints: an exertion game with strategy TouchPoints:一款带有策略的运动游戏
Yasaman Hashemian, Ding Wang
{"title":"TouchPoints: an exertion game with strategy","authors":"Yasaman Hashemian, Ding Wang","doi":"10.1145/2658537.2661313","DOIUrl":"https://doi.org/10.1145/2658537.2661313","url":null,"abstract":"Using video games in rehabilitation has proven the potential to provide patients with fun and motivating exercise systems. The main question therefore is how to design body-based video games to improve a rehabilitation experience. This work-in-progress paper introduces TouchPoints, a full body exertion experience designed for stretching exercises in rehabilitation centers as part of a series of short-duration design studies. Our concept is to provide patients with a scenario where a stretching exercise routine could be accomplished in a playful and pleasant way. Lo-fi prototypes were used to demonstrate the game- play and gather valuable feedback from users' experience, which later informed the design of the TouchPoints. In addition, we propose further user-centric developments for TouchPoints involving both rehabilitation patients and therapists on how to increase patients' motivation. This paper is intended to read alongside the game demo video.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122858503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
EyePlay: applications for gaze in games EyePlay:游戏中的凝视应用
J. Turner, Eduardo Velloso, Hans-Werner Gellersen, V. Sundstedt
{"title":"EyePlay: applications for gaze in games","authors":"J. Turner, Eduardo Velloso, Hans-Werner Gellersen, V. Sundstedt","doi":"10.1145/2658537.2659016","DOIUrl":"https://doi.org/10.1145/2658537.2659016","url":null,"abstract":"What new challenges does the combination of games and eye-tracking present? The EyePlay workshop brings together researchers and industry specialists from the fields of eye-tracking and games to address this question. Eye-tracking been investigated extensively in a variety of domains in human-computer Interaction, but little attention has been given to its application for gaming. As eye-tracking technology is now an affordable commodity, its appeal as a sensing technology for games is set to become the driving force for novel methods of player-computer interaction and games evaluation. This workshop presents a forum for eye-based gaming research, with a focus on identifying the opportunities that eye-tracking brings to games design and research, on plotting the landscape of the work in this area, and on formalising a research agenda for EyePlay as a field. Possible topics are, but not limited to, novel interaction techniques and game mechanics, usability and evaluation, accessibility, learning, and serious games contexts.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133743742","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 30
Playing with emotions: sentiment design for public space 玩弄情感:公共空间的情感设计
E. Sun, M. Matthews, Geri Gay, M. Morris, Douglas M. Carmean
{"title":"Playing with emotions: sentiment design for public space","authors":"E. Sun, M. Matthews, Geri Gay, M. Morris, Douglas M. Carmean","doi":"10.1145/2658537.2661317","DOIUrl":"https://doi.org/10.1145/2658537.2661317","url":null,"abstract":"This design research explored ways to support emotional expression in interactive games played in a public, social setting. Affective gaming has incorporated emotional assessment to tailor feedback during gameplay, but as a result, distills complex emotional states into simple inputs. Our research focused not on measuring affect but on designing games to evoke emotional expression and sharing of personal experiences. This work centered on games in public spaces as a particularly rich area for exploration to influence other people. We present the design and initial play-testing results of four games that draw on a player's idiosyncratic experience and feelings as part of the game. These designs were based on internal paper prototyping sessions, naturalistic observation of the testing space and design and enactment sessions with researchers as participants and designers. Our design sessions indicate that image-based games are a rich element for these types of games, and the importance of ambiguity and disagreement amongst players to promote sharing of personal stories. Other design principles that emerged include affordances for short interactions, individual or multiple players, and forms of \"cheating\" as game play.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133764451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Intangle: exploring interpersonal bodily interactions through sharing controllers 互动:通过共享控制器探索人与人之间的身体互动
J. Garner, Gavin Wood, S. Danilovic, Jessica Hammer, F. Mueller
{"title":"Intangle: exploring interpersonal bodily interactions through sharing controllers","authors":"J. Garner, Gavin Wood, S. Danilovic, Jessica Hammer, F. Mueller","doi":"10.1145/2658537.2661306","DOIUrl":"https://doi.org/10.1145/2658537.2661306","url":null,"abstract":"Multi-player computer games are increasingly being designed to engage with interpersonal bodily interactions, however, their focus is often limited to facilitating direct body contact. In contrast, we propose that designers foster varying levels of body contact through the design of shared controller interactions to introduce new types of gameplay that affords players a more nuanced engagement with the concept of socially and personally mediated body-space in games. We explore this through our game intangle, where participants follow computer-generated vocal instructions on how to operate shared controllers that results inevitably into players weaving their bodies together. This game embeds strong social values in the gameplay such as collaboration, empathy and inclusivity.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134634730","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games 你在找谁?:基于注视的游戏中不同玩家表征关系对存在感的影响
M. Lankes, T. Mirlacher, Stefan Wagner, Wolfgang Hochleitner
{"title":"Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games","authors":"M. Lankes, T. Mirlacher, Stefan Wagner, Wolfgang Hochleitner","doi":"10.1145/2658537.2658698","DOIUrl":"https://doi.org/10.1145/2658537.2658698","url":null,"abstract":"In this paper, we investigate the influence of different loci of manipulation relations (position of the player's ability to assert control) on presence. Novel game input devices (such as Microsoft Kinect or PlayStation Move) contribute to presence, and allow a broad range of game interactions, such as using facial expressions, gaze or head movement. This increase of complexity has led to some interesting design challenges: in a typical game design the setup of the locus of manipulation is quite simple as there is only one. For instance, the player uses a gamepad to move a game character through an obstacle course. However, design decisions get more complicated, when a game design includes more than just one input device and a second locus of manipulation. Does the relation of the two loci of manipulation have an impact on the perceived presence? To address this topic we utilized eye tracking technology, and carried out a comparative study consisting of four scenarios based on a 2D platform game. Three scenarios are controlled using an eye tracking device and a gamepad. They differ in their relation between the player character and the avatar. The 4th scenario is solely controlled with the gamepad. Results revealed that the inclusion of gaze input to investigate this issue proved to be very effective. It was discovered that the relation between the loci of manipulation has a strong influence on the perceived presence and its sub-dimensions.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129080799","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 21
Screen ecologies, multi-gaming and designing for different registers of engagement 屏幕生态、多游戏和针对不同用户粘性的设计
M. Carter, Bjørn Nansen, M. Gibbs
{"title":"Screen ecologies, multi-gaming and designing for different registers of engagement","authors":"M. Carter, Bjørn Nansen, M. Gibbs","doi":"10.1145/2658537.2658686","DOIUrl":"https://doi.org/10.1145/2658537.2658686","url":null,"abstract":"In this paper, we propose the notion of screen ecologies and argue for its importance in the study of contemporary digital game play. We draw on findings from a range of studies to highlight the interplay between screen ecologies, game design, and registers of engagement. We discuss how game play is increasingly mediated by multiple screen configurations, and in turn, how the design of different games are suited to or appropriated within these different screen ecologies. From this analysis we propose a number of modalities of game-engagement that we argue will assist further HCI research into game design and player experience research.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122315697","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
Reducing the negative effects of inconsistencies in networked games 减少网络游戏中不一致性的负面影响
Cheryl Savery, Nicholas Graham
{"title":"Reducing the negative effects of inconsistencies in networked games","authors":"Cheryl Savery, Nicholas Graham","doi":"10.1145/2658537.2658539","DOIUrl":"https://doi.org/10.1145/2658537.2658539","url":null,"abstract":"Networking is a key component of digital games, with many featuring multiplayer modes and online components. The time required to transmit data over a network can lead to usability problems such as inconsistency between players' views of a virtual world, and race conditions when resolving players' actions. Implementing a good consistency maintenance scheme is therefore critical to gameplay. Sadly, problems with consistency remain a regular occurrence in multiplayer games, causing player game states to diverge. There is little guidance available on how these inconsistencies impact player experience, nor on how best to repair them when they arise. We investigate the effectiveness of different strategies for repairing inconsistencies, and show that the three most important factors affecting the detection of corrections are the player's locus of attention, the smoothness of the correction and the duration of the correction.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116911227","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Taxi trouble: communication is key 出租车问题:沟通是关键
R. V. Bekkum, T.L.M. Brands, Soheil S. Jahanshahi, Aidan C. A. Mauricio, Joost J. E. Oorschot van, Fanny Lie, Ben A. Kybartas, Rafael Bidarra
{"title":"Taxi trouble: communication is key","authors":"R. V. Bekkum, T.L.M. Brands, Soheil S. Jahanshahi, Aidan C. A. Mauricio, Joost J. E. Oorschot van, Fanny Lie, Ben A. Kybartas, Rafael Bidarra","doi":"10.1145/2658537.2662994","DOIUrl":"https://doi.org/10.1145/2658537.2662994","url":null,"abstract":"We present the Android game Taxi Trouble, an interactive, competitive and collaborative multi-player game focusing on stimulating social interaction, effective communication and entertaining groups of four to eight people for a short timeframe.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114805908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
ASPECT sinking and floating: an interactive playable simulation for teaching buoyancy concepts ASPECT下沉和漂浮:一个教学浮力概念的交互式可玩模拟
S. Chen, D. Borland, Marc Russo, Ryan Grady, James Minogue
{"title":"ASPECT sinking and floating: an interactive playable simulation for teaching buoyancy concepts","authors":"S. Chen, D. Borland, Marc Russo, Ryan Grady, James Minogue","doi":"10.1145/2658537.2662978","DOIUrl":"https://doi.org/10.1145/2658537.2662978","url":null,"abstract":"Traditional methods of teaching concepts relating to buoyancy (sinking and floating) to elementary students are often ineffective. With the development of new const-effective haptic controllers, we may be able to improve upon traditional teaching methods. Data was gathered during focus groups with both teachers and students to develop a list of misconceptions to target. In addition to targeting misconceptions, we use a Novint Falcon haptic force feedback controller to enable direct feeling of forces. To effectively merge the haptic controller into the system usability testing was performed. This paper presents the initial findings of our interactive playable simulation.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123517914","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
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