{"title":"Designing indoor tangible games based on fuzzy localisation","authors":"Raphaël Robert-Bouchard, J. Dupire, P. Cubaud","doi":"10.1109/GEM.2015.7377237","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377237","url":null,"abstract":"We present in this paper the development of an easy-to-adapt architecture for radio based, indoor geolocation; and the new opportunities it brings for game design. The weak precision of such systems, usually regarded as a problem, is considered here as a source of innovation for the design of pervasive games.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"2004 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128292450","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}
Pejman Mirza-Babaei, Naeem Moosajee, Robert J. Teather, J. Carette, Victoria McArthur
{"title":"Workshop proposal: Game UI design, evaluation, and user research","authors":"Pejman Mirza-Babaei, Naeem Moosajee, Robert J. Teather, J. Carette, Victoria McArthur","doi":"10.1109/GEM.2015.7377260","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377260","url":null,"abstract":"We propose a workshop that will solicit contributions from the game user research and human-computer interaction communities. The workshop will provide a format for discussion of issues in best practices in user research and experiment methodology, as well as technical contributions in novel game user interfaces.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131257729","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}
Robert J. Teather, J. Carette, Manivanna Thevathasan
{"title":"Uniform vs. non-uniform scaling of shooter games on large displays","authors":"Robert J. Teather, J. Carette, Manivanna Thevathasan","doi":"10.1109/GEM.2015.7377210","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377210","url":null,"abstract":"We present a study comparing player performance in a shooter game using two different types of scaling across four display sizes. The first scaling type used uniform scaling where increasing the display size also increased the size of all in-game elements by the same factor. The second employed non-uniform scaling where all in-game elements remained fixed in size, but the game environment increased (or decreased) in size. As expected, gameplay becomes much easier at larger scales with non-uniform scaling. Our results quantify this expectation: different difficulty attributes are very well modeled using either linear or power models. We discuss the implications this has on maintaining constant game difficulty and user experience.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128852096","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}
Farjana Z. Eishita, Kevin G. Stanley, Alain Esquivel
{"title":"Quantifying the differential impact of sensor noise in augmented reality gaming input","authors":"Farjana Z. Eishita, Kevin G. Stanley, Alain Esquivel","doi":"10.1109/GEM.2015.7377202","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377202","url":null,"abstract":"Augmented reality is an exciting new medium for game designers, enabling them to craft the latest round of innovative interactive experiences. Commoditization of both high performance smartphones, and head mounted displays have provided compact high fidelity cameras and displays, and enough computing power to put compelling augmented reality into the hands of consumers. However, significant work remains in codifying the design space, and the relative sensitivity of different modes of display and interaction on user experience. In particular, the role of sensor noise in gameplay across different displays and input techniques has not been evaluated. In this paper, we present a user study of 48 individuals playing both head mounted and magic window variants of the same game with different input techniques, under different orientation sensor noise conditions. Evaluating user experience using both game logs and standard experiential surveys, we find differential effects of the introduction of noise on different systems, and provide design recommendations based on these findings.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"190 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116449165","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":"Course: Rapid advanced multimodal multi-device interactive application prototyping with Max/Jitter, processing, and OpenGL","authors":"Miao Song, Serguei A. Mokhov, S. Mudur","doi":"10.1109/GEM.2015.7377246","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377246","url":null,"abstract":"We explore rapid prototyping of interactive graphical applications using Jitter/Max and Processing with OpenGL, and connectivity with various devices such as, Kinect, Wii, and iDevice-based controls. Such rapid prototyping environment is ideal for entertainment computing, as well as for artists and real-time performances that use interactive graphics. As a case study, we share our expertise in connecting realtime graphics with on-stage performances with the Illimitable Space System (ISS) v2. This course complements a full paper and a demo at GEM'15 as well as our demo at the CGI in Asia SIGGRAPH International event at SIGGRAPH'15 in Los Angeles. A related course was accepted for presentation at SIGGRAPH Asia 2015 in Kobe, Japan.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123718780","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}
Víctor Fernández-Cervantes, Eleni Stroulia, Luis E. Oliva, Francisco Gonzalez, Claudio Castillo
{"title":"Serious games: Rehabilitation fuzzy grammar for exercise and therapy compliance","authors":"Víctor Fernández-Cervantes, Eleni Stroulia, Luis E. Oliva, Francisco Gonzalez, Claudio Castillo","doi":"10.1109/GEM.2015.7377229","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377229","url":null,"abstract":"Serious Games (SG) are advocated as a technology for engaging and motivating a variety of activities, such as learning and exercising. The motivating intuition is that infusing activities with game mechanics should make them more interesting and entertaining, resulting in increased practice time, and consequently, improved performance. In our work we are interested in the role that serious games can play in rehabilitation, relying on affordable, accessible and increasingly precise bio-mechanic sensors, such as the Kinect™. In this paper, we describe a Kinect™-based system that guides players through their prescribed rehabilitation-exercise regimen at home, after a sports injury. The system is endowed with a grammar, in terms of which the rehabilitation exercises can be precisely specified by physical therapists, and a fuzzy-logic-based component that discerns in real time, whether the user \"correctly\" follows the prescribed regimen. To respect the privacy of the player, the system mimics the postures into an avatar. We demonstrate our system through the development of three different games.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122213013","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}
Mario Andres Vargas Orjuela, A. Uribe-Quevedo, Norman Jaimes, B. Perez-Gutierrez
{"title":"External automatic defibrillator game-based learning app","authors":"Mario Andres Vargas Orjuela, A. Uribe-Quevedo, Norman Jaimes, B. Perez-Gutierrez","doi":"10.1109/GEM.2015.7377206","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377206","url":null,"abstract":"Ischemic heart diseases are among the top causes of death across the world, proper actions when a person collapse can make the difference between life and death. Advances in defibrillator technology have resulted in the development of portable and automated solutions that are widely used in populated spaces and first time responders. Currently, the instructions on how to treat a person suffering from cardiac arrest are taught in medical school programmes, the red cross, occupational health offices and even online videos and guides, however, hands-on practice is difficult due to required infrastructure that may involve simulation mannequins and dummy defibrillators, thus restricting the participants into taking turns while observing others performed the procedure, only having as off course material the information provided by the instructor and the internet. This work presents the development of an External Automatic Defibrillator Game-based Learning App that allows learning and practising without depending on a mannequin or dummy defibrillator availability. The app presents a scenario where a collapsed person needs to be saved by using a defibrillator and cardio pulmonary resuscitation. The user engagement is achieved through game elements to enhance the learning through practice. To validate the app a survey is applied to students under the supervision of the instructor in medical teaching environment.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115656649","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":"Creating genuine smiles for digital and robotic characters: An empirical study","authors":"Mei Si, Joseph Dean McDaniel","doi":"10.1109/GEM.2015.7377231","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377231","url":null,"abstract":"Facial expressions are important cues of people's emotions, attitudes, and intentions. Smiling is one of the most common facial expressions and is often associated with a welcoming, positive attitude. In social interactions, people sometimes fake their smiles for this effect, and phony fake smiles can often be detected by others. In this work, we explore creating smiles for digital and robotic s characters that seem genuine. In our study, we used male and female digital characters and a Zeno boy robot that is a humanoid robot with facial muscles. We systematically varied the overall length and the apex length of the smiles and examined people's perceptions of them. Our results indicate that smiles with longer apex lengths appear more genuine and less fake to people for both digital characters and social robots, and 5s seems to be the optimal length of a genuine smile.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122103407","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}
K. Sankaranarayanan, Pejman Mirza-Babaei, Frederico Da Rocha Tomé Filho
{"title":"Video games to the rescue: Can game design make software based lab experiments engaging?","authors":"K. Sankaranarayanan, Pejman Mirza-Babaei, Frederico Da Rocha Tomé Filho","doi":"10.1109/GEM.2015.7377240","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377240","url":null,"abstract":"In this paper we report our efforts to explore the usefulness of game design principals in a software based social science lab experiment. We discuss a case example that shows how game design principals could make the experiment more engaging and informative which in turn helps researchers collect meaningful data i.e. reducing randomness in the collected data.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"2008 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125619354","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}
Steve Mann, Ryan E. Janzen, Mir Adnan Ali, Ken Nickerson
{"title":"Declaration of veillance (Surveillance is Half-Truth)","authors":"Steve Mann, Ryan E. Janzen, Mir Adnan Ali, Ken Nickerson","doi":"10.1109/GEM.2015.7377257","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377257","url":null,"abstract":"A core problem humanity faces today - underlying failing economies and governments, widespread corruption, and systems interoperability disasters - comes from a lack of integrity. We live in a world where organizations seek to know everything about us, yet reveal substantially nothing about themselves. This is a world of hypocrisy, which is the opposite of integrity. Hypocrisy is evident in entities which use surveillance cameras, while simultaneously forbidding others from taking pictures, or wearing a camera, such as a computer-based seeing aid. This combination of watching and concealment establishes a condescending or abusive dynamic. In terms of \"Games People Play\" from the theory of Transactional Analysis, this is what psychologists call a \"We're OK, you're not OK\" relationship. In response to these one-sided \"(sur)veillance games\" our governments and industry leaders impose on us, we propose key principles for information-gathering, reporting, and sensing (i.e. \"veillance\") under control of all individuals - The Declaration of Veillance, Version 1.0.","PeriodicalId":376362,"journal":{"name":"2015 IEEE Games Entertainment Media Conference (GEM)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125467100","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}