Matti Luhtala, T. Karvonen, Jyrki Pylväs, A. Ala-kokko, Reina Magica, Yuko Takeda, M. Turunen
{"title":"Antroposeeni: a mixed reality game","authors":"Matti Luhtala, T. Karvonen, Jyrki Pylväs, A. Ala-kokko, Reina Magica, Yuko Takeda, M. Turunen","doi":"10.1145/2818187.2818287","DOIUrl":"https://doi.org/10.1145/2818187.2818287","url":null,"abstract":"In this paper, we describe Antroposeeni, a mixed reality game designed and developed for mobile devices. Antroposeeni utilizes location-based services, GPS for tracking users and augmented reality techniques for displaying captivating audiovisual content and creating rich experiences. Our demonstration will introduce a pilot version of the game, which encompasses narrative elements of the game mediated through developed media technologies. The goal for the demonstration is to give the conference visitors a chance to test the game in a specifically tailored route close to the conference site. After conducting the pilot we plan to organize a short review regarding the user experience.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133100924","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":"Session details: Games track: physical playfulness","authors":"Janne Paavilainen","doi":"10.1145/3261026","DOIUrl":"https://doi.org/10.1145/3261026","url":null,"abstract":"","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124757575","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}
Johanna M. Silvennoinen, Rebekah A. Rousi, Jussi P. P. Jokinen, Piia M. H. Perälä
{"title":"Apperception as a multisensory process in material experience","authors":"Johanna M. Silvennoinen, Rebekah A. Rousi, Jussi P. P. Jokinen, Piia M. H. Perälä","doi":"10.1145/2818187.2818285","DOIUrl":"https://doi.org/10.1145/2818187.2818285","url":null,"abstract":"Visual perspective has dominated experience research in human-technology interaction for decades now. The neglect of other sensory modalities is gradually being addressed by scholars and designers, who investigate user experience based on touch, smell, taste, sound and even expressive bodily interactions. In cognitive and affective processes, user experience is always multi-modal, not just regarding perceived multi-sensory information, but also while perceiving through one modality we mentally construct information relevant to the other senses. This article reports the results of an experiment, where participants (N = 52) appraised materials either only by touching them or only by seeing. The results indicate that with certain affects, the logic of the appraisal depends on the modality. These results are discussed within the theoretical framework of mental content, apperception, and appraisal. Further, we discuss the relevance of the findings for material design, especially in the context of multimodal interaction.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121754173","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":"Measuring how game feel is influenced by the player avatar's acceleration and deceleration: using a 2D platformer to describe players' perception of controls in videogames","authors":"G. Dahl, M. Kraus","doi":"10.1145/2818187.2818275","DOIUrl":"https://doi.org/10.1145/2818187.2818275","url":null,"abstract":"The feel of videogames is important, but not very well understood. Game feel is an integral part of game design and can be defined as the moment-to-moment sensation of control in games. It is important for game designers to understand when a game feels a certain way, since it is something that the player is constantly experiencing. There is a need of a better understanding of why certain games feel like they do, such as which parameters can be used to make a game feeling a particular way. This paper sets out to investigate what words players use to describe the feel of games, as well as what kind of parameters yield these descriptive words. This is attempted by using a 2D platforming game in which the response of the player avatar's motion is modulated. Between each round, players were asked to describe their perceived feel of controlling the avatar. The majority used basic words to describe the feel of the game, such as 'heavy', 'slow', 'responsive' and 'realistic'. While some participants were quite sensitive to small changes, others expressed that they couldn't feel any differences. Even though all participants agreed that the feel of games is essential, there appears to be a lack of agreement on how to describe specific game feels. Further research is needed to investigate the influence of other factors, such as game genre, graphics, sounds, level design and player attention.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121268879","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":"Session details: Human-technology interaction track: user experience and experiments","authors":"Pauliina Tuomi","doi":"10.1145/3261030","DOIUrl":"https://doi.org/10.1145/3261030","url":null,"abstract":"","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127749269","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}
J. Hyppölä, Jessica Parland-von Essen, Esa-Pekka Keskitalo
{"title":"Beyond open access: tools and methods for open research","authors":"J. Hyppölä, Jessica Parland-von Essen, Esa-Pekka Keskitalo","doi":"10.1145/2818187.2818280","DOIUrl":"https://doi.org/10.1145/2818187.2818280","url":null,"abstract":"This is an extended abstract of the workshop \"Beyond Open Access - The Changing Culture of Producing and Disseminating Scientific Knowledge\", organized by the Open Science and Research Initiative in the Academic Mindtrek Conference, Tampere, on September 24th 2015. The workshop included a short introduction to existing services, questions of sustainability and case study presentations followed by a workshop to map user needs for platforms and services for open scientific cooperation.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132472256","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":"Emotional user experience and feeling of control","authors":"Jussi P. P. Jokinen","doi":"10.1145/2818187.2818284","DOIUrl":"https://doi.org/10.1145/2818187.2818284","url":null,"abstract":"Current research on emotional user experience lacks a clear exposition on the relationship between feeling of control and the emotion response. The appraisal theory of emotion posits that perceived control over an event is an important factor in determining the emotional response to the event. It is therefore hypothesised, that the relationship between emotional experiences and interaction events is mediated by feeling of control. In an experiment (N = 38), participants used a joystick to control game objects, and gave self-reports of their emotional states and feeling of control. Pathway analyses predicting the factors of emotional experience with event logs reveal that feeling of control is a strong mediator in how interaction events are related to the user's feeling of competence and frustration.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132700140","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":"Designing for young people's ICT use","authors":"Marianne Kinnula, N. Iivari, Tuula Ijäs","doi":"10.1145/2818187.2818269","DOIUrl":"https://doi.org/10.1145/2818187.2818269","url":null,"abstract":"Information and communication technologies (ICT) and the Internet figure very prominently in the lives of contemporary youth; online activities are deeply embedded in their everyday routines. Existing research has identified a number of \"genres of participation\" in the online behavior of youth, including \"hanging out,\" \"messing around,\" \"geeking out,\" and \"doing serious business.\" This study extends this categorization of genres by identifying a \"passing time\" genre of participation that also plays a significant role in the online life of youth. In addition, this study posits that understanding young people's online behavior indicates relevant aspects to be considered in ICT design for youth. Thus, as the main contribution of this paper we propose design guidelines for ICT design for youth, extending the present set of design guidelines that address this age group.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129267961","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}
Ralf Schmidt, Burkhard Schmidt, Katharina Lattenkamp, Stephanie Scheja, M. Masuch
{"title":"Motivational design cards: a practical approach for game-based motivational design at the workplace","authors":"Ralf Schmidt, Burkhard Schmidt, Katharina Lattenkamp, Stephanie Scheja, M. Masuch","doi":"10.1145/2818187.2818299","DOIUrl":"https://doi.org/10.1145/2818187.2818299","url":null,"abstract":"Game based approaches and especially gamification are an emerging topic within the field of motivational design at the workplace. The motivational potential of games was suggested to be based in motivational psychology. So far this is an active field of research and has not been established in theory. Only limited research on actual design practices and tools is available. In this paper we present empirical results of 28 interviews conducted on workplace motivation and player motivation practices in game design. Hence, we suggest a design card deck connecting the two disciplines. The work aims to support the idea and creation processes of game related motivational design tasks in enterprises and raise awareness for the individuals' needs and motivations. Reflections with field experts and a focus group test resulted in useful suggestions for further development.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122702460","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":"Session details: Games track: game design R&D","authors":"Janne Paavilainen","doi":"10.1145/3261027","DOIUrl":"https://doi.org/10.1145/3261027","url":null,"abstract":"","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129648106","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}