Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death最新文献

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Audiovisual granular synthesis: micro relationships between sound and image 视听颗粒合成:声音与图像之间的微观关系
J. Batty, K. Horn, S. Greuter
{"title":"Audiovisual granular synthesis: micro relationships between sound and image","authors":"J. Batty, K. Horn, S. Greuter","doi":"10.1145/2513002.2513568","DOIUrl":"https://doi.org/10.1145/2513002.2513568","url":null,"abstract":"The real-time audio-visual instrument presented in this paper enables a unified environment for composition and performance through audio-visual granular synthesis. The instrument empowers the user to reconstruct grains into new experiences and make possible real-time improvisation of the material at the granular level. The user can form audio-visual relationships through interacting with and observing perceptual similarities between sound and image at the micro and macro level. These relationships provide the user with a unified parameter for audio-visual manipulation. Throughout the paper I discuss and illustrate the design of the instrument, its performance potential and its innovative application in the field of interactive entertainment, particularly in the performance work of DJs and VJs.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121290883","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
Ganking, corpse camping and ninja looting from the perception of the MMORPG community: acceptable behavior or unacceptable griefing? 从MMORPG社区的看法来看,Ganking,尸体露营和忍者抢劫:可接受的行为还是不可接受的悲伤?
Leigh Achterbosch, Charlynn Miller, P. Vamplew
{"title":"Ganking, corpse camping and ninja looting from the perception of the MMORPG community: acceptable behavior or unacceptable griefing?","authors":"Leigh Achterbosch, Charlynn Miller, P. Vamplew","doi":"10.1145/2513002.2513007","DOIUrl":"https://doi.org/10.1145/2513002.2513007","url":null,"abstract":"Every day in online games designed to entertain, an unknown percentage of users are experiencing what is known as 'Griefing'. Griefing is used to describe when a player within a multiplayer online environment intentionally disrupts another player's game experience for his/her own personal enjoyment or material gain. Unrestrained, griefing could lead to a downward spiral of the number of people playing Massively Multiplayer Online Role-Playing Games (MMORPG)s, and possibly the death of smaller MMORPGs. Big game publishers may not wish to risk supporting the genre. There have been studies conducted in the past that attempt to define griefing and the different forms it takes in MMORPGs. These were outlined from the perception of the general player, and so did not examine differences in perception of griefing by different types of players. The authors conducted an online survey with the intention to discover the perception of various in-game actions previously identified in research as griefing, among griefers and griefing victims. In general players who identified themselves as griefers were more likely to regard these actions as a part of the game people had to learn to accept and not griefing. However some patterns of commonality were also observed between griefers and subjects of griefing, with some actions previously identified as griefing in the literature less commonly regarded as griefing by both player types in this survey.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123013631","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: 9
Trouble tower game demo 麻烦塔游戏演示
S. Greuter, S. Tepe, Frank Boukamp, R. Wakefield
{"title":"Trouble tower game demo","authors":"S. Greuter, S. Tepe, Frank Boukamp, R. Wakefield","doi":"10.1145/2513002.2513035","DOIUrl":"https://doi.org/10.1145/2513002.2513035","url":null,"abstract":"The Construction Industry has one of the highest rates of injury and fatality in Australia and across the world. A key challenge for OH&S training is to engage learners. Construction students tend to be experiential learners and class room teaching is often not engaging for them. In this project we developed a computer game aimed to motivate students to learn about construction sites hazards and their management via application of OH&S controls. The exhibition showcases the game.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"32 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120821622","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
Children's interactive narratives: how far is UP? 儿童互动叙事:UP还有多远?
B. Sargeant
{"title":"Children's interactive narratives: how far is UP?","authors":"B. Sargeant","doi":"10.1145/2513002.2513031","DOIUrl":"https://doi.org/10.1145/2513002.2513031","url":null,"abstract":"How Far is UP? is a children's book app. In making this work I drew on cognitive science, games and children's literary theory with the aim of investigating the relationships between multimedia, interactivity and narrative flow.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124163276","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
Reflections on designing networked exertion games 关于网络运动游戏设计的思考
F. Mueller, M. Gibbs, F. Vetere
{"title":"Reflections on designing networked exertion games","authors":"F. Mueller, M. Gibbs, F. Vetere","doi":"10.1145/2513002.2513020","DOIUrl":"https://doi.org/10.1145/2513002.2513020","url":null,"abstract":"Research in human-computer interaction has begun to acknowledge the benefits of physicality in the way people interact with computers. However, the role of physicality is often understood in terms of the characteristics of physical smart objects and their digital augmentation. We are stressing that the physicality lies within the interaction, not the object, and use a subset of bodily actions, exertion interactions, as an example to demonstrate our point. Emerging game designs have shown that supporting such exertion interactions can enable beneficial experiences between geographically distant participants. Based on several designs from our own work as well as others in this area we articulate reflections for the design of systems that support and facilitate bodily aspects of physicality in networked environments. We believe our work can serve as guidance for designers who are interested in creating future systems that support networked exertion interactions.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133230389","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
Motivation during videogame play: analysing player experience in terms of cognitive action 电子游戏过程中的动机:根据认知行为分析玩家体验
Wilawan Inchamnan, Peta Wyeth
{"title":"Motivation during videogame play: analysing player experience in terms of cognitive action","authors":"Wilawan Inchamnan, Peta Wyeth","doi":"10.1145/2513002.2513010","DOIUrl":"https://doi.org/10.1145/2513002.2513010","url":null,"abstract":"This paper describes a method for analysing videogames based on game activities. It examines the impact of these activities on the player experience. The research approach applies heuristic checklists that deconstruct games in terms of cognitive processes that players engage in during gameplay (e.g., addressing goals, interpreting feedback). For this study we examined three puzzle games, Portal 2, I-Fluid and Braid. The Player Experience of Need Satisfaction (PENS) survey is used to measure player experience following gameplay. Cognitive action provided within games is examined in light of reported player experiences to determine the extent to which these activities influence players' feelings of competence, autonomy, intuitive control and presence. Findings indicate that the positive experiences are directly influenced by game activity design. Our study also demonstrates the value of expert review in deconstructing gameplay activity as a means of providing direction for game design that enhances the player experience.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"113 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123380297","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: 10
sPeAK-MAN: towards popular gameplay for speech therapy sPeAK-MAN:走向流行的语言治疗游戏
Chek Tien Tan, Andrew Johnston, K. Ballard, Sam Ferguson, Dharani Perera-Schulz
{"title":"sPeAK-MAN: towards popular gameplay for speech therapy","authors":"Chek Tien Tan, Andrew Johnston, K. Ballard, Sam Ferguson, Dharani Perera-Schulz","doi":"10.1145/2513002.2513022","DOIUrl":"https://doi.org/10.1145/2513002.2513022","url":null,"abstract":"Current speech therapy treatments are not easily accessible to the general public due to cost and demand. Therapy sessions are also laborious and maintaining motivation of patients is hard. We propose using popular games and speech recognition technology for speech therapy in an individualised and accessible manner. sPeAK-MAN is a Pac-Man-like game with a core gameplay mechanic that incorporates vocalisation of words generated from a pool commonly used in clinical speech therapy sessions. Other than improving engagement, sPeAK-MAN aims to provide real-time feedback on the vocalisation performance of patients. It also serves as an initial prototype to demonstrate the possibilities of using familiar popular gameplay (instead of building one from scratch) for rehabilitation purposes.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130008077","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
Understanding player threat responses in FPS games 理解玩家在FPS游戏中的威胁反应
David Conroy, Peta Wyeth, Daniel M. Johnson
{"title":"Understanding player threat responses in FPS games","authors":"David Conroy, Peta Wyeth, Daniel M. Johnson","doi":"10.1145/2513002.2513019","DOIUrl":"https://doi.org/10.1145/2513002.2513019","url":null,"abstract":"This paper describes the results of a study designed to understand the components contributing to a participant's assessment of threatening situations in a competitive First Person Shooter (FPS) game Quake III: Arena. The analysis process described compares theoretical, questionnaire based data with that of actual game play footage and identifies how skill and experience can affect a player's ability to accurately assess threat. This research also identifies relationships between variables contributing to a participant's threat assessment process which are not usually acknowledged in game AI design. A suggestion for integrating player-like threat based decision making processes is proposed.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"76 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131654134","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
This isn't happening: time in videogames 这在电子游戏中是不可能发生的
Adam W. Ruch
{"title":"This isn't happening: time in videogames","authors":"Adam W. Ruch","doi":"10.1145/2513002.2513569","DOIUrl":"https://doi.org/10.1145/2513002.2513569","url":null,"abstract":"In videogames the player's avatar often dies, but because time is not a straight-forward line, the meaning of death is changeable. This paper will analyse this aspect of time in games, a present a model for theorizing how players conceive of time and causation in games.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133977336","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
A design template for multisensory and multimodal games to train and test children for sound localisation acuity 一个多感官和多模式游戏的设计模板,以训练和测试儿童的声音定位敏锐度
Maria Carmela Sogono, Deborah Richards
{"title":"A design template for multisensory and multimodal games to train and test children for sound localisation acuity","authors":"Maria Carmela Sogono, Deborah Richards","doi":"10.1145/2513002.2513005","DOIUrl":"https://doi.org/10.1145/2513002.2513005","url":null,"abstract":"Children with single-sided deafness (SSD) may experience increased rates of behavioural and educational problems since the ability to hear and listen is linked to normal brain development. This paper explores the issue of improving an aspect of hearing ability of children with SSD called sound localisation via an electronic game. We draw on existing literature to identify design principles to guide the creation of a multimodal, multisensory game to improve sound localisation and introduce a game module template to provide a structured framework on how to describe such games. Finally, game evaluation is considered.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134606604","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
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