{"title":"The Effect of In-Game Advertising on Non-Immersive Game Experience","authors":"Panagiotis Vasilogamvros, Vlasios Kasapakis","doi":"10.1109/GEM56474.2022.10017917","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017917","url":null,"abstract":"Virtual Reality (VR) games, either in their Immersive or Non-Immersive form, are the cornerstone of the entertainment industry. Integrating advertisements inside game content is one of the most profitable ways of games monetization. In-game advertisements are either integrated into a game's content as diegetic game elements or as non-diegetic, simply placed in designated game-world areas to solely demonstrate a product or brand. This work presents preliminary evaluation results on the impact diegetic and non-diegetic in-game advertisements have on the non-immersive game experience.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117229327","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}
{"title":"Using Selective Simulation to Create Digital Therapeutics for Educating Social Skills to Children with High-Functioning Autism Spectrum Disorder: Education and Healthcare Game Design Approach by Creating Therapeutic Game Module for Social Behavior Transformation of High-Functioning Autism Spectrum D","authors":"Bryan Kim","doi":"10.1109/GEM56474.2022.10017448","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017448","url":null,"abstract":"Several digital therapeutics are using gamification to reduce the cost of developing new medicine and reaching out to more people. Due to their enjoyment or familiarity likability toward games, many children, especially those with mental disorders, are the main audience for education and healthcare digital therapeutics. Ironically, such merits do not stand out due to the poor usage of gamification. Disregarding cognitive development when designing digital therapeutics for children creates neglecting behavior toward using digital therapeutics as an educational or a healthcare tool. This paper proposes a digital therapeutics design approach, a selective simulation, and tests it by simulating an elementary school's social environment that focuses on conversation expressing emotion. Empathy is achieved through connecting a character's emotion and situation that trains the Theory of Mind, a capacity to be in another person's shoes for High-functioning Autism Spectrum Disorder (HFASD) children. This paper aims to use selective simulation to create a simulated social interaction digital playground for HFASD children to explore familiar social interaction environments for HASD children and foster understanding of other people's situations and emotions.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123695648","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}
B. S. Araujo, João Victor F. Araujo, Marcelo Fantinato, Meire Cachioni, Otávio H. Riga, O. P. Albuquerque, Pedro Augusto S. Giorgi, R. Melo, S. Batistoni, S. M. Peres, Patrick C. K. Hung
{"title":"Getting to Know and Interacting with the Social Robot Zenbo™: An Exploratory Study with Brazilian Older Adults","authors":"B. S. Araujo, João Victor F. Araujo, Marcelo Fantinato, Meire Cachioni, Otávio H. Riga, O. P. Albuquerque, Pedro Augusto S. Giorgi, R. Melo, S. Batistoni, S. M. Peres, Patrick C. K. Hung","doi":"10.1109/GEM56474.2022.10017864","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017864","url":null,"abstract":"Social robots have been seen as a potential tool to assist older people in various activities. However, little is known on the perception of older people about this type of technology in a country like Brazil, where technological access is limited. Before promoting studies aimed at using social robots for this target audience, it is necessary to understand how they will receive these devices. This paper reports an exploratory study that evaluated the perception of older people, at a university open for the elderly in Brazil, about a social robot. The results showed that, although seen as a great novelty, most participants were quite receptive to the idea of having a social robot helping them in some activities or even being an occasional companion. As a limitation, the robot is not prepared to communicate in Portuguese.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128485935","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}
{"title":"As the End Drew Near: Exploring Volumetric Video in Videogames (Demo)","authors":"C. Poremba, Maxwell Lander","doi":"10.1109/GEM56474.2022.10017759","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017759","url":null,"abstract":"VVV: Volumetric Video in Videogames is a research-creation project focused on advancing experimental development using volumetric video in expressive videogames. It aimed to push deeper into interaction design paradigms for hybrid image forms like volumetric video, and offer a viable channel for engaging captured content in videogames. As the End Drew Near is the first experimental game prototype for VVV, informed by design strategies adapted from FMV games.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123344936","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}
V. Pandeliev, Alireza A. Namanloo, Kelly A. Lyons, Michael Bliemel, Hossam Ali-Hassan
{"title":"A Serious Game for Teaching Data Literacy","authors":"V. Pandeliev, Alireza A. Namanloo, Kelly A. Lyons, Michael Bliemel, Hossam Ali-Hassan","doi":"10.1109/GEM56474.2022.10017613","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017613","url":null,"abstract":"Experiential learning through computer games has been shown to impart a greater level of understanding and increased retention of concepts and relationships than more passive educational pedagogy, enabling students to better transfer lessons learned to the business world. Understanding data, making sense of it, interpreting it, presenting visualizations of it, telling stories with it, and using data to drive decisions are critical skills in today's workforce. In this paper, we present a case study describing the design and development of a serious game for teaching data literacy to undergraduate-level university students. The game is modular and expandable, and it supports accessibility, multiple languages, and the use of different real-world scenarios. We describe the design principles we used, present the resulting data literacy game, and discuss our conclusions and future considerations for serious game design.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124070410","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}
{"title":"Procedural Marine Landscape Synthesis for Swimming Exergame in Virtual Reality","authors":"Wanwan Li","doi":"10.1109/GEM56474.2022.10017505","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017505","url":null,"abstract":"In this paper, we propose a simulation-based proce-dural modeling approach to automatically synthesize immersive marine landscapes for swimming exergame in virtual reality. Given arbitrary terrain as input, we transform it into a realistic marine landscape according to a novel simulation-based procedu-ral modeling approach inspired by the geological phenomenon of tectonics. During the tectonic simulation, we apply another constraint that is specifying the water area so as to make the top-down view of our synthesized marine landscape match the shape expected from users. Besides, we apply physics rules to the VR controllers to immersively simulate players' swimming experiences in virtual reality and collected feedback from the players who virtually swam in our synthesized marine landscapes.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127764081","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}
Yuan Liang, Zixiang Xu, S. Rasti, Soumyabrata Dev, A. Campbell
{"title":"On the Use of a Semantic Segmentation Micro-Service in AR Devices for UI Placement","authors":"Yuan Liang, Zixiang Xu, S. Rasti, Soumyabrata Dev, A. Campbell","doi":"10.1109/GEM56474.2022.10017522","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017522","url":null,"abstract":"Augmented Reality (AR) technology is now increasingly applied in various fields, which can bring an unprecedented immersive experience and rich interaction to the application field. However, complex interactions and informative interfaces impose a long learning curve and burden on users. Making the AR experience more intelligent to reduce redundant operations is one solution to enhance the user experience. One potential research direction is seamlessly combining the two fields of machine learning and AR. This paper proposes using semantic segmentation to assist automatic information placement in AR using a case study within precision agriculture as an example. The precise location of the crop area in the user view is determined by semantic segmentation, which helps to place information in the AR environment automatically. The dataset used for machine learning model construction consists of 242 farmland images. Four semantic segmentation techniques are proposed and bench-marked against each other. The results show that the Attention U-Net deep neural network has the highest recognition accuracy, reaching 91.9%. An AR automatic information placement prototype using Attention U-Net has been developed to run on tablets utilising a micro-service approach. This work demonstrates how AR user interfaces could be placed correctly within the real world, which traditionally has been an understudied area of research within AR and is essential for future AR games and Enterprise applications. As such, this solution has potential usage in all areas of AR application.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116424993","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}
{"title":"Balancing the Performance of a FightingICE Agent using Reinforcement Learning and Skilled Experience Catalogue","authors":"Akash Cherukuri, F. Glavin","doi":"10.1109/GEM56474.2022.10017566","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017566","url":null,"abstract":"Dynamic Difficulty Adjustment (DDA) is the process of changing the challenge offered dynamically based on the player's performance, as opposed to the player manually choosing the difficulty from a set of options. This helps in alleviating player frustration by having the opponents' skill match that of the player's. In this work, we propose a novel application of a DDA technique called Skilled Experience Catalogue (SEC) which has previously been used with success in First Person Shooter games. This approach uses experiential milestones of the learning process of an agent trained using Reinforcement Learning (RL). We have designed and implemented a custom SEC on top of the FightingICE platform that is used in the Fighting Game Artificial Intelligence (FTGAI) competition. We deployed our SEC agent against three fixed-strategy opponents and showed that we could successfully balance the game-play in two out of the three opponents over 150 games against each. Balancing was not achieved against the third opponent since the RL agent could not reach the required skill level after its initial training.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"3 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132394504","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}
Milena Novakovic, S. Alves, A. Uribe-Quevedo, Jon Morris
{"title":"Prototyping a VR Sandbox for Scene Customization without 3D Authoring Skills","authors":"Milena Novakovic, S. Alves, A. Uribe-Quevedo, Jon Morris","doi":"10.1109/GEM56474.2022.10017573","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017573","url":null,"abstract":"Virtual Reality (VR) and simulation continue po-sitioning as suitable tools for fine-tuning processes otherwise impossible in real life. Such is the case of Aether, a mobile service robot for elderly care developed during the COVID-19 pandemic. Aether's development was negatively impacted due to restrictions placed on accessing long-term care facilities that impeded testing object tracking, elderly tracking, fall detection, and human-robot interactions. Our efforts to maximize Aether's development led us to create a digital twin where the core functionality is replicated to train the machine learning modules to optimize the robot's responses before real-world deployment. However, the digital twin creation requires significant authoring to ensure the virtual environment matches the real one by employing 3D technical artistry skills, which demands a professional knowledgeable in this domain. This paper presents a sandbox prototype for scene customization that allows importing, positioning, scaling, and saving changes for mobile robot simulation. Our preliminary testing of the sandbox has focused on usability to understand how the setting up of the environment is perceived. Preliminary results indicate that the sandbox is usable with improvements pertaining to improving the manipulation of the objects.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124469436","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}
B. Kapralos, A. Quevedo, Kc Collins, Celina Da Silva, Eva Peisachovich, K. Kanev, Michael Jenkin, A. Dubrowski, F. Alam
{"title":"Designing a Pseudo-Haptics Study for Virtual Anesthesia Skills Development","authors":"B. Kapralos, A. Quevedo, Kc Collins, Celina Da Silva, Eva Peisachovich, K. Kanev, Michael Jenkin, A. Dubrowski, F. Alam","doi":"10.1109/GEM56474.2022.10017660","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017660","url":null,"abstract":"Pseudo-haptics refers to the simulation of haptic sensations without the use of haptic interfaces, using, for example, audiovisual feedback and kinesthetic cues. Given the COVID-19 pandemic and the shift to online learning, there has been a recent interest in pseudo-haptics as it can help facilitate psychomotor skills development away from simulation centers and laboratories. Here we present work-in-progress that describes the study design of a pseudo-haptics for virtual anesthesia skills development. We anticipate this work will provide greater insight to pseudo-haptics and its application to anesthesia-based training.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128701115","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}