{"title":"Anticipatory Gaze Shifts during Navigation in a Naturalistic Virtual Environment","authors":"J. Badler, Alessandro Canossa","doi":"10.1145/2793107.2793136","DOIUrl":"https://doi.org/10.1145/2793107.2793136","url":null,"abstract":"In the real world, coupled eye and head movements are used by humans and other animals to orient their gaze toward objects or scenes of interest. In virtual environments a mouse is often used as a proxy for head movements, orienting the camera towards a desired view direction. The mouse also controls body direction during navigation, orienting the user's avatar to a desired movement direction. The interaction between gaze and mouse actions in realistic virtual environments has received only limited study. Using a desktop eye tracker, we recorded the participants while they explored a virtual tropical island for ten minutes. We found evidence for anticipatory gaze shifts prior to mouse movement. The results suggest that despite the loss of eye-head coupling, gaze behavior in virtual environments resembles that of real life.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114974096","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":"SHAPIO: Shape I/O Controller for Video Games","authors":"Hayato Kajiyama, A. Inoue, Tohru Hoshi","doi":"10.1145/2793107.2810318","DOIUrl":"https://doi.org/10.1145/2793107.2810318","url":null,"abstract":"In this paper, we propose \"SHAPIO\"', a game controller that inputs and outputs game events through its three-dimensional shape. SHAPIO consists of multiple triangular prisms, and its three-dimensional shape can be freely changed by twisting each prism. When a game player changes the shape of SHAPIO, the game system changes the shape of an item in the game into the same shape as SHAPIO, and vice versa. The player can feel the sense of unity with the game character, because SHAPIO always has the same shape as the item. We confirmed that the shape of our prototype could go hand-in-hand with the corresponding game item in a practical response time.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114928104","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}
Liam Collins, Stefan Eylott, John Leedale, T. Graham
{"title":"Alaska Steve: Using Virtual Reality to Enhance a 2D Platforming Game","authors":"Liam Collins, Stefan Eylott, John Leedale, T. Graham","doi":"10.1145/2793107.2810266","DOIUrl":"https://doi.org/10.1145/2793107.2810266","url":null,"abstract":"Traditional virtual reality games foster immersion by giving the player a first-person perspective of a three-dimensional world. Alaska Steve: Bite Frost Back takes a different approach by using the Oculus Rift's orientation tracking as a core game mechanic for 2D platforming. The use of virtual reality allows the player to maintain context while navigating and manipulating the large two-dimensional game world as the main character travels through it. The game's obstacles complement the use of virtual reality by requiring the player to quickly scan the game world independently of the main character.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114398043","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}
G. F. Tondello, Rina R. Wehbe, P. Dugas, L. Nacke, Nicole Crenshaw
{"title":"Understanding Player Attitudes Towards Digital Game Objects","authors":"G. F. Tondello, Rina R. Wehbe, P. Dugas, L. Nacke, Nicole Crenshaw","doi":"10.1145/2793107.2810292","DOIUrl":"https://doi.org/10.1145/2793107.2810292","url":null,"abstract":"Humans collect; we examine this behavior in digital game contexts to understand how players' penchant for collecting items can inform game design. As part of an ongoing research agenda to understand player attitudes towards digital game objects, we conducted an online survey about player habits with interviews as future work. We present an initial analysis of our data. Our findings suggest that players value game objects most in Role-Playing Games (RPGs). Utility and Enjoyment were cited as the main reasons for a digital game objects' value, followed by Investment, Self-Expression and Memory. Dyes or color-changing features; physical placement adjustments; and naming or name-changing features were the most frequent personalization features desired for game object customization. We aim to improve game design through a deep understanding of player motivations regarding their game objects.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"1983 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125457608","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}
Chek Tien Tan, Pejman Mirza-Babaei, Veronica Zammitto, Alessandro Canossa, Genevieve Conley, Guenter Wallner
{"title":"Tool Design Jam: Designing tools for Games User Research","authors":"Chek Tien Tan, Pejman Mirza-Babaei, Veronica Zammitto, Alessandro Canossa, Genevieve Conley, Guenter Wallner","doi":"10.1145/2793107.2810263","DOIUrl":"https://doi.org/10.1145/2793107.2810263","url":null,"abstract":"In both industry and academia, software tools are essential for games user research (GUR) in order to collect, integrate, analyze and report on games and players' data. GUR datasets are becoming more and more complex, detailed and multifaceted. Hence, tools are necessary to efficiently handle data. This one-day workshop explores the vast spectrum of tools used and created by current GUR researchers and provides a platform of discussion for advancing the development of such tools. This workshop will facilitate intersections from user researchers with diverse epistemologies, as well as from both academia and the industry, in an interactive Design Jam activity to collaboratively design future-proof GUR tools. The immediate outcome of the workshop is twofold: to collectively establish state-of-the-art tool design guidelines, and to archive the papers and discussions, which will extend the conversations and relationships beyond the workshop. Moreover, the long-term outcome will be the start of a community that focuses on creating better tools to aid the study of player experiences.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"186 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127959892","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":"Informational vs. Controlling Gamification: A Study Design","authors":"Seamus F. Forde, Elisa D. Mekler, K. Opwis","doi":"10.1145/2793107.2810297","DOIUrl":"https://doi.org/10.1145/2793107.2810297","url":null,"abstract":"Recent research suggests that gamification has the potential to increase intrinsic motivation, as well as decrease users' intrinsic motivation. However, the understanding of why gamification sometimes is successful and other times not, is still not fully understood. One reason for this is that applied research has been lacking a theoretical foundation. Therefore, we are currently designing a study in which we examine the underlying psychological mechanisms on how gamification works. Based on self determination theory, in our approach we compare how autonomy, competence and intrinsic motivation differ between an informational and a controlling condition.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130447738","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}
Michael Eagle, Elizabeth Rowe, Andrew Hicks, Rebecca Brown, T. Barnes, J. Asbell-Clarke, Teon Edwards
{"title":"Measuring Implicit Science Learning with Networks of Player-Game Interactions","authors":"Michael Eagle, Elizabeth Rowe, Andrew Hicks, Rebecca Brown, T. Barnes, J. Asbell-Clarke, Teon Edwards","doi":"10.1145/2793107.2810330","DOIUrl":"https://doi.org/10.1145/2793107.2810330","url":null,"abstract":"Visualizing player behavior in complex problem solving tasks such as games is important for both assessing learning and for the design of content. We collected data from 195 high school students playing an optics puzzle game, Quantum Spectre, and modeled their game play as an interaction network, examining errors hypothesized to be related to a lack of implicit understanding of the science concepts embedded in the game. We found that the networks were useful for visualization of student behavior, identifying areas of student misconceptions and locating regions of the network where students become stuck. Preliminary regression analyses show a negative relationship between the science misconceptions identified during gameplay and implicit science learning.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128899170","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}
Jeongho Keum, Ji Hwan Ryu, Yoo Jeong Moon, Hyerim Cheon, Nahyeon Lee, Byung-Chull Bae, Jun-Dong Cho
{"title":"Exergame Development Using Body Composition Data for Obesity Care","authors":"Jeongho Keum, Ji Hwan Ryu, Yoo Jeong Moon, Hyerim Cheon, Nahyeon Lee, Byung-Chull Bae, Jun-Dong Cho","doi":"10.1145/2793107.2810285","DOIUrl":"https://doi.org/10.1145/2793107.2810285","url":null,"abstract":"This study proposes an exergame for personal obesity management. This project called H-Run is implemented with a focus on exercise inducement for obese people. In this study, we particularly focus on aerobic exercises among the many obesity management exercise methods and develop them for enjoyment indoors. H-Run generates an avatar in the game by using the player's body composition data. Using the avatar reflecting his/her body type information, the player runs around the in-game spaces constructed on the basis of the actual environment. After finishing the game, the player can check the result of his/her actual exercises, and in the long term, the player can identify the body shape changes identical to those in the real environment. A pilot study showed that our H-Run game can potentially induce the players to exercise.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131913998","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 Interactive Toys for Elephants","authors":"Fiona French, C. Mancini, H. Sharp","doi":"10.1145/2793107.2810327","DOIUrl":"https://doi.org/10.1145/2793107.2810327","url":null,"abstract":"This research is investigating the potential for designing digital toys and games as playful cognitive enrichment activities for captive elephants. The new field of Animal Computer Interaction is exploring a range of approaches to the problem of designing user-centred systems for animals and this investigation into devices for elephants aims to directly contribute towards a methodological approach for designing smart and playful enrichment for all species.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114668066","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":"Manipulating Leaderboards to Induce Player Experience","authors":"Jason T. Bowey, M. Birk, R. Mandryk","doi":"10.1145/2793107.2793138","DOIUrl":"https://doi.org/10.1145/2793107.2793138","url":null,"abstract":"Assessing and inducing player experience (pX) in games user research (GUR) is complicated because of the tradeoff between maintaining rigour through experimental control and having participants feel like they are engaged in play. To establish and evaluate an embedded method for inducing a sense of success or failure in participants during gameplay (e.g., to study how different players exhibit resilience to in-game failure), we manipulated leaderboard position in an experiment in which 155 participants played a Bejeweled clone. We show that manipulating success perception through leaderboards increases the player's perception of competence, autonomy, presence, enjoyment, and positive affect over manipulated failure. In addition, displaying the score enhances the effect on positive affect, autonomy and enjoyment, while not increasing detectability.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129846051","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}