Proceedings of the ACM on Human-Computer Interaction最新文献

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A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation 电子游戏研究中启发式的范围回顾:定义、发展、应用和操作化
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611035
Anne Ozdowska, Penny Sweetser, Mahsuum Daiiani
{"title":"A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation","authors":"Anne Ozdowska, Penny Sweetser, Mahsuum Daiiani","doi":"10.1145/3611035","DOIUrl":"https://doi.org/10.1145/3611035","url":null,"abstract":"Heuristics present a cheap and effective way of evaluating usability. However, in video games, evaluating unique player experiences that are dependent on individual preferences and abilities presents a challenge that goes beyond usability. Video games are more than just functional software, so games heuristics have been adapted to help examine functionality and experience. This paper reports on how papers published in the ACM Digital Library between 2012 and 2022 develop and apply heuristics in video games research. We found that heuristics are often used outside their intended purpose of being used in an expert evaluation. Instead, they are used as survey instruments, interview guides, codes for thematic analysis, and as design guidelines. This research contributes to HCI and video games research by distinguishing the terms design guidelines and design principles from heuristics. We make recommendations for researchers around developing heuristics and conducting video game heuristic evaluations. We propose a method for operationalising heuristics and make recommendations for the implementation of heuristics to improve the quality of video game heuristic reviews.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294827","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
“I Feel My Abs”: Exploring Non-standing VR Locomotion “我感觉我的腹肌”:探索非站立式VR运动
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611069
Reetu Kontio, Markus Laattala, Robin Welsch, Perttu Hämäläinen
{"title":"“I Feel My Abs”: Exploring Non-standing VR Locomotion","authors":"Reetu Kontio, Markus Laattala, Robin Welsch, Perttu Hämäläinen","doi":"10.1145/3611069","DOIUrl":"https://doi.org/10.1145/3611069","url":null,"abstract":"Virtual Reality (VR) games and experiences predominantly have the users interact while standing or seated. However, this only represents a fraction of the full diversity of human movement. In this paper, we explore a novel non-standing approach to VR locomotion where the user performs locomotion movements in the air or only slightly touching the ground with their feet. For instance, the user may lie supine on the ground, reminiscent of the Bicycle Crunch, a core training movement common in Pilates and other forms of bodyweight exercise. Although this cannot generally replace traditional VR locomotion, it provides two benefits that we believe can be of use for specific application domains such as VR exergames: First, the user's lower body movement is not impeded by a small real-life space, allowing versatile navigation of large virtual worlds using walking, running, strafing, and jumping. Second, we allow new ways to activate parts of the body that remain passive in most existing VR interactions. We describe and discuss four different variants of the approach, and investigate two prototypes further in a qualitative user study, to better understand their strengths, weaknesses, and application potential.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294164","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
Privacy Is the Price: Player Views and Technical Evaluation of Data Practices in Online Games 隐私是代价:在线游戏中数据实践的玩家观点和技术评估
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611064
Amel Bourdoucen, Leysan Nurgalieva, Janne Lindqvist
{"title":"Privacy Is the Price: Player Views and Technical Evaluation of Data Practices in Online Games","authors":"Amel Bourdoucen, Leysan Nurgalieva, Janne Lindqvist","doi":"10.1145/3611064","DOIUrl":"https://doi.org/10.1145/3611064","url":null,"abstract":"Online games engage players in sharing their personal data with the games themselves and other players, which can pose security, privacy, and integrity risks to players. This paper presents an analysis of data practices in 21 online games and a qualitative interview study (N=20) that explores players' views on sharing their data in online games. Our results show that players' willingness to share personal information is contextual and related to game settings and game design elements. Our findings also highlight players' misconceptions and concerns surrounding data collection in games, and approaches to mitigate these concerns. Finally, this work identifies questionable design practices with online games and suggests design implications that will increase transparency and player control over data sharing.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293958","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
Small Latency Variations Do Not Affect Player Performance in First-Person Shooters 小延迟变化不会影响第一人称射击游戏中的玩家表现
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611027
Andreas Schmid, David Halbhuber, Thomas Fischer, Raphael Wimmer, Niels Henze
{"title":"Small Latency Variations Do Not Affect Player Performance in First-Person Shooters","authors":"Andreas Schmid, David Halbhuber, Thomas Fischer, Raphael Wimmer, Niels Henze","doi":"10.1145/3611027","DOIUrl":"https://doi.org/10.1145/3611027","url":null,"abstract":"In interactive systems high latency affects user performance and experience. This is especially problematic in video games. A large number of studies on this topic investigated the effects of constant, high latency. However, in practice, latency is never constant but varies by up to 100 ms due to variations in processing time and delays added by polling between system components. In a large majority of studies, these variations in latency are neither controlled for nor reported. Thus, it is unclear to which degree small, continuous variations in latency affect user performance. If these unreported variations had a significant impact, this might cast into doubt the findings of some studies. To investigate how latency variation affects player performance and experience in games, we conducted an experiment with 28 participants playing a first-person shooter. Participants played with two levels of base latency (50 ms vs. 150 ms) and variation (0 ms vs. 50 ms). As expected, high base latency significantly reduces player performance and experience. However, we found strong evidence that small variations in latency in the order of 50 ms, do not affect player performance significantly. Thus, our findings mitigate concerns that previous latency studies might have systematically ignored a confounding effect.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294165","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
Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games 如何在定位游戏中为残障玩家提供更大的包容性和易用性
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611046
Maximillian Oliver Clark, Aneesha Singh, Giulia Barbareschi
{"title":"Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games","authors":"Maximillian Oliver Clark, Aneesha Singh, Giulia Barbareschi","doi":"10.1145/3611046","DOIUrl":"https://doi.org/10.1145/3611046","url":null,"abstract":"Most research on Location-Based Games (LBGs) has been conducted on non-disabled players, meaning the experiences of disabled players are not well understood and potentially overlooked. As such, this research aimed to address the following questions: 1). What are the barriers and needs of disabled LBGs players? 2). How can LBGs be made more inclusive and accessible? To address these questions, two studies were conducted in the form of an online qualitative questionnaire and a series of co-design workshops. Results articulate the needs, barriers, and desired features of 60 participants. Based on our findings and through the collaborative work with disabled players we articulate 4 guidelines for game designers and developers aimed at improving the accessibility of LBGs: 1) Adding avatar features that better represent disabled characteristics, 2). Providing different input options for phone interactions, 3) Allowing for disabled specific accounts and 4) Introducing a messenger feature to LBGs.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294820","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
Understanding Player’s Gesture-Based Communicative Behavior in MOBA Games 理解MOBA游戏中玩家基于手势的交流行为
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611061
Keyang Zheng, Rosta Farzan
{"title":"Understanding Player’s Gesture-Based Communicative Behavior in MOBA Games","authors":"Keyang Zheng, Rosta Farzan","doi":"10.1145/3611061","DOIUrl":"https://doi.org/10.1145/3611061","url":null,"abstract":"Prior research has shown that gesture-based communication plays an integral role in online multiplayer games, especially for teams consisting of strangers with no prior common experiences. What motivates a particular form of in-game communication and its impact, especially promptly after a communication attempt, on team performance is less explored. In this paper, we present a framework for studying individual communication attempts using a gestured-based tool, \"Ping\", in a popular MOBA game, Heroes of the Storm. We design a framework to capture the game's situational context prior to the communication, the communication attempt, and its immediate impact. Using this framework, we analyze and identify game factors that influence players' decisions to communicate and their choice of communication. We also present how communication has an immediate positive effect on the team's performance. Our findings further the discussion of studying communication behaviors for virtual teams engaging in synchronous, collaborative work with shared visual spaces.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293858","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
Creative Console: A Player-Driven Game Based on a Modular Fast-Evolving-and-Verifying Framework 创造性主机:基于模块化快速进化和验证框架的玩家驱动游戏
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611050
Ke Fang, Jinsheng Jiang, Xing Sun, Yuqing Chen, Jiajia He, Lei Huang
{"title":"Creative Console: A Player-Driven Game Based on a Modular Fast-Evolving-and-Verifying Framework","authors":"Ke Fang, Jinsheng Jiang, Xing Sun, Yuqing Chen, Jiajia He, Lei Huang","doi":"10.1145/3611050","DOIUrl":"https://doi.org/10.1145/3611050","url":null,"abstract":"We present Creative Console, a player-driven game in which a player, without prior knowledge of game programming, can design and realize a game within 15 minutes. Players design a game by selecting, adding, or changing a game component and then playtesting the game immediately. We refer to this central process as the Fast-Evolving-And-Verifying (FEAV) module. Players play successive FEAV modules, each taking around 3 minutes, and progressively complete a game design. We conducted an exploratory study of Creative Console. Within 48 hours, all 21 participants developed 527 game levels, covering 10 genres of games. The study demonstrates that Creative Console is enjoyable to play and effectively empowers creative and diversified game design. We furthermore conducted a grounded theory analysis of their design process. Our analysis concludes that modular FEAV, serendipity, and social communication are the three pillars of Creative Console, which casts light on future player-driven creative design systems.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294818","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
Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play 自制混合游戏的经验教训:设计远距离混合数字桌游
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611022
Lucy A. Sparrow, Melissa J. Rogerson
{"title":"Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play","authors":"Lucy A. Sparrow, Melissa J. Rogerson","doi":"10.1145/3611022","DOIUrl":"https://doi.org/10.1145/3611022","url":null,"abstract":"In 2020–2021, under the restrictions associated with the COVID-19 pandemic, boardgame players around the world sought out ways to play physical boardgames with each other despite being physically apart. Their creative appropriations of digital technologies and physical tools to allow for hybrid distanced play demonstrate not only the resilience of boardgaming as a hobby, but also provide important insights into the design of novel distanced hybrid digital boardgames (DHDBs). Through a survey of over 1300 respondents, this paper explores the ways distanced players engaged in homebrew practices to make physical boardgame play possible. Through reflexive thematic analysis, we identify three themes that reflect the practical issues players grappled with, including game choice, game mode or setup, and technical implementation. Reflecting on the challenges and opportunities associated with these issues, we consider their implications for DHDB design more generally. In doing so, we present the DHYE (Distanced Hybrid plaY Experience) framework, a practical set of design considerations that emphasises an understanding of distance not simply as an obstacle to enjoyable boardgame play but as an inspiration for novel and meaningful design.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293960","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
Tiles to Move: Investigating Tile-Based Locomotion for Virtual Reality 移动的瓷砖:研究基于瓷砖的虚拟现实运动
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611060
Jana Franceska Funke, Anja Schikorr, Sukran Karaosmanoglu, Teresa Hirzle, Frank Steinicke, Enrico Rukzio
{"title":"Tiles to Move: Investigating Tile-Based Locomotion for Virtual Reality","authors":"Jana Franceska Funke, Anja Schikorr, Sukran Karaosmanoglu, Teresa Hirzle, Frank Steinicke, Enrico Rukzio","doi":"10.1145/3611060","DOIUrl":"https://doi.org/10.1145/3611060","url":null,"abstract":"Tile-based locomotion (TBL) is a popular locomotion technique for computer, console, and board games. However, despite its simplicity and unconventional movement, the transfer of TBL to virtual reality (VR) as a game platform remains unexplored. To fill this gap, we introduce TBL for VR on the example of two techniques: a controller and a feet-based one. In a first user study, we evaluated the usability and acceptance of the techniques compared to teleportation and touchpad locomotion. In a second exploratory user study, we evaluated the user experience of both TBL techniques in a maze and a museum scenario. The findings show that both techniques provide enjoyment and acceptable usability by creating either a relaxing (controller-based) or a physically active (feet-based) solution. Finally, our results highlight that TBL techniques work particularly well for small, constrained spaces that allow users to focus on exploring details in the nearby environment (important for games) in contrast to large open spaces that require faster locomotion, like teleportation.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293957","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
Method of Electrical Muscle Stimulation for Training FPS Game Players in the Timing of Shots 肌肉电刺激训练FPS游戏玩家射击时机的方法
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611067
Shuo Zhou, Norihisa Segawa
{"title":"Method of Electrical Muscle Stimulation for Training FPS Game Players in the Timing of Shots","authors":"Shuo Zhou, Norihisa Segawa","doi":"10.1145/3611067","DOIUrl":"https://doi.org/10.1145/3611067","url":null,"abstract":"In first-person shooter (FPS) games, players often need to calculate the timing of their shots for moving targets in advance based on the speed and relative position of those targets. For most players, the accurate timing of shots requires extended gaming experience and training. Unlike professional players, hobby players have less time to compete and train, do not receive professional game guidance, and cannot afford expensive gaming devices. According to previous studies, wearable devices with electrical stimulation can effectively control the muscles with rapid reactions. Here, we provide a method for training the timing of gaming shooters using electrical muscle stimulation (EMS). We believe that training with EMS is feasible and effective, allowing players to quickly learn and improve their gaming experience. To test the feasibility and effectiveness of our approach, we first tested the player's reaction time when using the EMS device to ensure that it did not have a negative impact on the player. Participants were then trained in a custom FPS game with three methods: EMS, non-EMS and EMS-only. The results showed a more significant increase in the average hit rate of EMS-trained participants compared to those trained using the other two methods. Thus, our study shows the possibility of using EMS devices as a training medium for a custom FPS game.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293962","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
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