Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts最新文献

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Guided Play: Automatic Stereotypical Behavior Analysis and Intervention during Play 引导游戏:游戏过程中的自动刻板行为分析与干预
Cong Chen, Ajay Chander, Kanji Uchino, Kimiko Ryokai
{"title":"Guided Play: Automatic Stereotypical Behavior Analysis and Intervention during Play","authors":"Cong Chen, Ajay Chander, Kanji Uchino, Kimiko Ryokai","doi":"10.1145/2968120.2987727","DOIUrl":"https://doi.org/10.1145/2968120.2987727","url":null,"abstract":"Restricted and repetitive behaviors (RRB) are a core symptom and an early marker of Autism Spectrum Disorder (ASD). Despite technologies for detecting certain forms of RRB, assessment and intervention for RRB still heavily rely on professional experience and effort. This paper presents an ongoing investigation of a technology that uses instrumented games or toys as platforms to assess RRB and facilitate behavior intervention during play. The design and implementation of a prototype for the iPad are discussed. The same technology can be applied to tangible objects such as smart toys for a natural player-computer interface.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129419932","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: 4
Toward a Cognitive Processing Theory of Player's Experience of Computer Mediated Environments 计算机媒介环境中玩家体验的认知加工理论探讨
Shulan Lu, D. Harter
{"title":"Toward a Cognitive Processing Theory of Player's Experience of Computer Mediated Environments","authors":"Shulan Lu, D. Harter","doi":"10.1145/2968120.2987742","DOIUrl":"https://doi.org/10.1145/2968120.2987742","url":null,"abstract":"There is a large body of work in psychology demonstrating that aesthetic pleasure is a function of the perceiver's cognitive processing dynamics [6]. The current work aims to develop a theoretical account of the processing dynamics players experience in interacting with computer mediated environments. The present paper integrates the latest theories in Cognitive Science viewing the brain as a Bayesian hierarchical predictive machine, and develops insights into the presence illusion experienced in VR and other representational medium. Clark's [3] Bayesian hierarchical predictive processing theory indicates that reuse and redeployment of existing neuronal circuits would both be expected and would be a common and highly effective method to make (re)use of scarce cognitive resources. In the hierarchical predictive view of cognition, higher levels of the hierarchy have the goal of reducing prediction error on the generated error signals. We propose that users automatically adapt (typically lower) their expectations at the onset of interactions with virtual environments or other computer mediated environments. In the process of interaction, mismatches between expected and actual signals produce prediction errors and lead to jagged processing fluency. Processing fluency is not presence, but presence entails processing fluency.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129279199","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: 0
The Effects of Delay on Game Actions: Moving Target Selection with a Mouse 延迟对游戏动作的影响:用鼠标移动目标选择
M. Claypool, Ragnhild Eg, K. Raaen
{"title":"The Effects of Delay on Game Actions: Moving Target Selection with a Mouse","authors":"M. Claypool, Ragnhild Eg, K. Raaen","doi":"10.1145/2968120.2987743","DOIUrl":"https://doi.org/10.1145/2968120.2987743","url":null,"abstract":"In modern computer systems, user input, particularly for computer games, is affected by delay from local systems, networks and servers. While general awareness of the degradation effects of delay on player performance and quality of experience are well known, an understanding quantifying how specific player actions are impacted by delay is missing. This work presents a user study that gathers data on player actions for a range of delay and game conditions for the fundamental game action of selecting a moving target with a mouse. Analysis shows player sensitivity to delays in all conditions, with particular sensitivity when targets are fast. From the data, we derive a simple analytic model that is a promising step towards a broadly applicable tool to better understand and compensate for delay in games and interactive applications.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"15 12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127641377","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: 18
Bool the Miner: Relying on Ghost Companions to Solve Boolean Equations 矿工布尔:依靠幽灵同伴来解布尔方程
Maria Aufheimer, Johannes Bonenberger, David Klein, I. Kurashvili, Katja Rogers
{"title":"Bool the Miner: Relying on Ghost Companions to Solve Boolean Equations","authors":"Maria Aufheimer, Johannes Bonenberger, David Klein, I. Kurashvili, Katja Rogers","doi":"10.1145/2968120.2968122","DOIUrl":"https://doi.org/10.1145/2968120.2968122","url":null,"abstract":"The game Bool the Miner is the result of a student project developed over two terms in a course on the design of serious games at Ulm University. Players direct the titular character Bool towards escaping from a mine. Each level represents a Boolean equation; the missing operations need to be inserted in switches to unlock the gate to the next level. Bool can record movement patterns for his helpful ghost companions, in order to operate multiple switches at the same time, while he completes an obstacle course towards the exit gate. As such, the game is a combination of the puzzle and jump'n'run genres. A pilot study investigated the validity of the game's approach towards practising knowledge of Boolean algebra, conducted alongside a psychological study on the effects of affective feedback as part of a multidisciplinary research project.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121466075","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
Echo Chamber: A Persuasive Game on Climate Change Rhetoric 回音室:关于气候变化修辞的有说服力的游戏
Ethan Burch, Jeremy Fernsler, Robert J. Brulle, Jichen Zhu
{"title":"Echo Chamber: A Persuasive Game on Climate Change Rhetoric","authors":"Ethan Burch, Jeremy Fernsler, Robert J. Brulle, Jichen Zhu","doi":"10.1145/2968120.2987741","DOIUrl":"https://doi.org/10.1145/2968120.2987741","url":null,"abstract":"Echo Chamber is a game that persuades players to re-examine their argumentation style and adopt new rhetorical techniques procedurally delivered through gameplay. Several games have been made addressing the environmental impacts of climate change; none have examined the gap between scientific and public discourse over climate change, and our goal was to teach players more effective communication techniques for conveying climate change in public venues. Our game provides other developers insight into persuasion through game mechanics with good design practices for similar persuasive games.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131413401","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: 8
Torchless: Asymmetry in a Shared Screen Dungeon Crawler 无火炬:共享屏幕地下城爬行者中的不对称性
Timothy Day, R. C. Gray, Weicheng Liu, Stefan Rank, Patrick Dean, Shangyu Chen, Juan Garzón
{"title":"Torchless: Asymmetry in a Shared Screen Dungeon Crawler","authors":"Timothy Day, R. C. Gray, Weicheng Liu, Stefan Rank, Patrick Dean, Shangyu Chen, Juan Garzón","doi":"10.1145/2968120.2968123","DOIUrl":"https://doi.org/10.1145/2968120.2968123","url":null,"abstract":"Torchless is a procedurally generated competitive dungeon crawling game where players have distinct asymmetric roles while sharing the same screen. Utilizing asymmetry, Torchless explores the relationship between players by experimenting with available information, player power, and player objectives.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121180042","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: 5
The Spaces Between: Using Play to Situate the Social and the Technical in a Single Space Between:利用游戏将社交和技术元素置于同一空间
Nicolas Lalone
{"title":"The Spaces Between: Using Play to Situate the Social and the Technical in a Single Space","authors":"Nicolas Lalone","doi":"10.1145/2968120.2990466","DOIUrl":"https://doi.org/10.1145/2968120.2990466","url":null,"abstract":"My work situates play as a space where social and technical spaces collide. By engaging play as a space of convergence, it is possible to observe social and technical objects concurrently without aggregation, reduction, or supposition. I am a 4th year PhD Candidate in the midst of data-gathering. The driving force for my research begins with the imbalance of inquiry afforded to social and technical spaces as they relate to the design of socio-technical systems. My research will provide designers and researchers a means through which to dispense with forcefully separated social and technical spaces; thus allowing more complexity and simplicity in design.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132272808","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: 0
Informational, but not Intrinsically Motivating Gamification': Preliminary Findings 信息,但不是内在激励的游戏化”:初步发现
Seamus F. Forde, Elisa D. Mekler, K. Opwis
{"title":"Informational, but not Intrinsically Motivating Gamification': Preliminary Findings","authors":"Seamus F. Forde, Elisa D. Mekler, K. Opwis","doi":"10.1145/2968120.2987738","DOIUrl":"https://doi.org/10.1145/2968120.2987738","url":null,"abstract":"Motivational psychology suggests that informationally designed gamification can increase intrinsic motivation. However, there has been little empirical research to test this assumption. In a first experiment we compared whether a gamified and a non-gamified application differed in terms of usability, intrinsic motivation and need satisfaction. No significant differences emerged, yet descriptive data and participants' open-ended answers indicated that there were differences in how informational game elements such as scoreboards were perceived. We conclude with a discussion of implications and opportunities for future research.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120961471","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: 7
Treehouse Dreams: A Game-Based Method for Eliciting Interview Data from Children 树屋梦:一种基于游戏的方法从儿童中获取采访数据
Alexandra To, Anny Fan, Catherine Kildunne, Eda Zhang, Geoff F. Kaufman, Jessica Hammer
{"title":"Treehouse Dreams: A Game-Based Method for Eliciting Interview Data from Children","authors":"Alexandra To, Anny Fan, Catherine Kildunne, Eda Zhang, Geoff F. Kaufman, Jessica Hammer","doi":"10.1145/2968120.2987718","DOIUrl":"https://doi.org/10.1145/2968120.2987718","url":null,"abstract":"Treehouse Dreams is a card game that can simultaneously function as an ice breaker for children engaged in group activities, and as a research tool for interviewing children. The game, which asks players to collectively imagine a fantasy treehouse, incorporates game design techniques that encourage openness and sharing. The game is also easily customizable for a variety of research agendas. We describe a case study across two different lab environments, in which Treehouse Dreams was effectively used both to introduce young participants to the study environment and to draw out relevant information for research.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127048108","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
Spatial Involvement in Training Mental Rotation with Minecraft 在Minecraft中训练心理旋转的空间介入
Anna Nguyen, Stefan Rank
{"title":"Spatial Involvement in Training Mental Rotation with Minecraft","authors":"Anna Nguyen, Stefan Rank","doi":"10.1145/2968120.2987747","DOIUrl":"https://doi.org/10.1145/2968120.2987747","url":null,"abstract":"What aspects of gameplay have a positive impact on cognitive development? This work-in-progress focuses on the role of spatial involvement via different control schemes by implementing a training regimen through Minecraft for mental rotation in order to understand the impact of aspects of involvement on the training outcome. A proven engaging training experience was recreated, making training mental rotation more accessible and extending it using digital media. We compare different levels of spatial involvement in a pilot study to understand factors of the experience's impact as a first step towards an improved understanding of relevant aspects of digital games for training.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127340070","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: 5
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