{"title":"Addressing Spatio-Temporal Geogame Relocation Issues Using Design Evaluation Heuristics and Agent-based Simulation","authors":"Thomas Heinz, C. Schlieder","doi":"10.1109/VS-Games.2019.8864532","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864532","url":null,"abstract":"Geogames are location-based games played in outdoor environments. Educators often use them to stimulate learning experiences in the context of field trips. When played in a new geographic environment, the games have to be adapted in a process called game relocation. While experienced game designers create the game mechanics of a Geogame, its relocation is generally left to non-designers, especially educators. This paper studies problems that arise when users without game-design experience relocate a Geogame. We identify common error types based on the game design documentation and recorded player data of four Geogames. We describe limitations of the heuristics currently used to avoid typical design errors (e.g. excessive total playing time). We finally show how an agent-based simulation helps to explore the design options available in Geogame relocation.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130284564","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":"A product to gamify other products; implementing gamification in existing software","authors":"Adam Palmquist","doi":"10.1109/VS-Games.2019.8864535","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864535","url":null,"abstract":"Gamification is the incorporation of game elements in non-game contexts. Gamified products are created by including gamification as part of the original product design. However, how is it to implement gamification in already existing products? This paper investigates gamification designers' and developers' attitudes and opinions on implementing gamification for already existing software products. The data consist of interviews with a team of gamification developers and designers. This study shows that the practice of designing gamification for already existing software products differs from designing gamified software products from the beginning. This outcome indicates that there might be a need for a separation between “traditional” gamification - designing gamified software products from the beginning - and what can be referred to as generic gamification applied in existing software products.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130498465","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}
Liudmila Tahai, James R. Wallace, C. Eckhardt, Krzysztof Pietroszek
{"title":"Scalebridge: Design and Evaluation of Adaptive Difficulty Proportional Reasoning Game for Children","authors":"Liudmila Tahai, James R. Wallace, C. Eckhardt, Krzysztof Pietroszek","doi":"10.1109/VS-Games.2019.8864526","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864526","url":null,"abstract":"We present the design and evaluation of Scalebridge, an educational game that teaches children the mathematical skill of proportional reasoning. We also propose an adaptive level difficulty model that uses low-cost brain-computer interface device to modulate difficulty of the game based on the player's focus. We show that the game achieves the educational learning outcome of developing proportional reasoning skill both in the adaptive and in the non-adaptive version of game.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128321964","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":"Exergaming in VR: The Impact of Immersive Embodiment on Motivation, Performance, and Perceived Exertion","authors":"Felix Born, Sophie Abramowski, M. Masuch","doi":"10.1109/VS-Games.2019.8864579","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864579","url":null,"abstract":"Digital games which are controlled by physical movements - so-called exergames - have beneficial effects on the player's motivation to exercise. Since VR exergames can facilitate the potential impact on the player's motivation, we investigate the role of immersion and related constructs for a room-scale VR exergame. Thus, we developed four different versions of a digital exergame by manipulating the immersion (room-scale VR vs. common screen), perspective (first vs. third person) and tracking fidelity (HTC Vive Tracker vs. Microsoft Kinect). Our results of a study with 47 participants suggest that immersion and perspective in particular can significantly increase the player's presence, embodiment, motivation, and performance independent of the perceived exertion which was not affected by any condition. Our research gives novel insights which advantages modern room-scale VR systems can offer and how immersion influences the relationship between motivation, performance, and perceived exertion.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134341682","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}
Maadh Al Kalbani, Maite Frutos Pascual, Ian Williams
{"title":"Virtual Object Grasping in Augmented Reality: Drop Shadows for Improved Interaction","authors":"Maadh Al Kalbani, Maite Frutos Pascual, Ian Williams","doi":"10.1109/VS-Games.2019.8864596","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864596","url":null,"abstract":"This paper presents the use of rendered visual cues as drop shadows and their impact on overall usability and accuracy of grasping interactions for Augmented Reality (AR). We report on two conditions; grasping with drop shadows and without drop shadows and analyse a total of 910 grasps. We report on the accuracy of Grasp Aperture (GAp), Grasp Displacement (GDisp), completion time and usability metrics from 30 participants. A comprehensive statistical analysis of the results is presented giving comparisons of the inclusion of drop shadows in AR grasping. Findings showed that the use of drop shadows increases usability of AR grasping while significantly decreasing task completion time. Furthermore drop shadows also significantly improve user's depth estimation of AR object position. However, this study also shows that using drop shadows does not improve user's object size estimation, which remains as a problematic element in grasping AR interaction literature.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127722166","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}
Philipp Hein, Max Bernhagen, Angelika C. Bullinger-Hoffmann
{"title":"Improving Visual Attention Guiding by Differentiation between Fine and Coarse Navigation","authors":"Philipp Hein, Max Bernhagen, Angelika C. Bullinger-Hoffmann","doi":"10.1109/VS-Games.2019.8864539","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864539","url":null,"abstract":"Attention guiding improves human performance in search tasks in various applications. With the current generation of Head-Mounted-Displays, new designs for addressing new requirements like stereoscopic cues or a restricted field of view are needed. Besides the design of the navigation system itself, research for two-dimensional interfaces shows that a differentiation into coarse and fine navigation could improve performance. Scenarios with information in a 360° area around the user may especially profit from attention guiding techniques adapting to different navigation modes. To analyse potential performance improvements, two common guiding techniques for fine navigation were combined with an arrow for coarse navigation. Within a laboratory study, the effects of the combination of an arrow with the attention funnel and SWAVE techniques on search time and rotation overhead, as well as subjective preference, have been examined. Results show that the combination partially improves the performance of attention guiding techniques when considering objective and subjective parameters. As the findings are not generally applicable, more in-depth research on the combination of different designs for coarse navigation, as well as other factors of interest, like distraction caused by the attention guiding techniques, should be carried out.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132091905","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":"[Copyright notice]","authors":"","doi":"10.1109/vs-games.2019.8864588","DOIUrl":"https://doi.org/10.1109/vs-games.2019.8864588","url":null,"abstract":"","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129600525","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}