S. Krome, S. Walz, S. Greuter, J. Holopainen, Ansgar R. S. Gerlicher, Markus Schleehauf
{"title":"Exploring Game Ideas for Stresslessness in the Automotive Domain","authors":"S. Krome, S. Walz, S. Greuter, J. Holopainen, Ansgar R. S. Gerlicher, Markus Schleehauf","doi":"10.1145/2677758.2677788","DOIUrl":"https://doi.org/10.1145/2677758.2677788","url":null,"abstract":"In this paper we report on the results of a series of ideation workshops with the goal to explore game designs that promote stresslessness and wellbeing in the automotive context. We present two parts that are particular interesting for further research. First, we provide an overview of our preliminary work on a catalog of design items for gameful stresslessness in the car. Second, we report on a selection of the game ideas created during the ideation workshops and discuss the findings regarding directions for further research.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114631327","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":"Inferring Player Experiences Using Facial Expressions Analysis","authors":"Chek Tien Tan, S. Bakkes, Y. Pisan","doi":"10.1145/2677758.2677765","DOIUrl":"https://doi.org/10.1145/2677758.2677765","url":null,"abstract":"Understanding player experiences is central to game design. Video captures of players is a common practice for obtaining rich reviewable data for analysing these experiences. However, not enough has been done in investigating ways of preprocessing the video for a more efficient analysis process. This paper consolidates and extends prior work on validating the feasibility of using automated facial expressions analysis as a natural quantitative method for evaluating player experiences. A study was performed on participants playing a first-person puzzle shooter game (Portal 2) and a social drawing trivia game (Draw My Thing), and results were shown to exhibit rich details for inferring player experiences from facial expressions. Significant correlations were also observed between facial expression intensities and self reports from the Game Experience Questionnaire. In particular, the challenge dimension consistently showed positive correlations with anger and joy. This paper eventually presents a case for increasing the application of computer vision in video analyses of gameplay.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124249599","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":"Comparing Order of Control for Tilt and Touch Games","authors":"Robert J. Teather, I. Scott MacKenzie","doi":"10.1145/2677758.2677766","DOIUrl":"https://doi.org/10.1145/2677758.2677766","url":null,"abstract":"We conducted a study comparing two touch-based and two tilt-based game control methods using a Pong-like game over two one-hour sessions. Each input method was compared by order of control: position-control and velocity-control. Participants' performance was assessed for game-level reached and how frequently the ball was missed. Results indicate that order of control is a greater determinant of performance than input method. For both position-control modes (tilt and touch), participants reached game-levels roughly twice as high as with the velocity-control modes. Miss rates were about 40% higher with the velocity-control modes than with position-control.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126516565","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":"Flow Theory, Evolution & Creativity: or, 'Fun & Games'","authors":"J. Velikovsky","doi":"10.1145/2677758.2677770","DOIUrl":"https://doi.org/10.1145/2677758.2677770","url":null,"abstract":"In this paper videogames and transmedia are examined from the perspectives of both creation (game design) and audience reception (gameplay experience), in light of the theories of the DPFi (Domain, Person Field interaction) systems model of creativity (Csikszentmihalyi 1988, 1996, 2006, 2014); its herein contended theoretical equivalent, evolutionary epistemology (Popper 1963, DT Campbell 1974, Simonton 2010) and the inherent biocultural evolutionary creative algorithm of selection, variation and transmission-with-heredity; 'flow' theory in creativity (Csikszentmihalyi 1975, 1990, 1996) as a determinant of 'fun factor' in games; 'narrative transportation' theory in fiction (Gerrig 1993, Green & Brock 2000, Van Laer et al 2014) as an additional (necessary but not sufficient) determinant of 'fun-factor' in 'story' videogames; and Boyd's (2009) general theory of creativity in the arts as 'cognitive play with pattern' - ultimately arguing that game play of any kind may potentially enhance animal intelligence, and therefore that videogames as an art form may potentially enhance human intelligence.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"238 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124619997","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":"One Person's Culture is Another One's Entertainment","authors":"C. Kutay","doi":"10.1145/2677758.2677793","DOIUrl":"https://doi.org/10.1145/2677758.2677793","url":null,"abstract":"The work presents a web-based learning system that allows many courses to access and share communities stories, and allows teachers to alter existing scenarios to suit the specific focus of their course. The learning domain is indigenous Graduate Attributes in university curriculum. This knowledge sharing system takes a holistic approach to learning through storytelling and acknowledges that resources collected for one course are often very useful in many other university courses. The combination of stories and the cultural themes that are enacted either as scenarios or agent rules, provide an immersive experience of this culture. This forms both an information sharing medium for Aboriginal communities and a game for non-Aboriginal people. The gaming genre is that or narrative building from community stories, historical scenarios and cultural protocols. At present the features are limited to community authored videos with questions, simple interactions around social protocols and scripted scenarios. This paper looks at how these component can be used for reflective learning through narratives and the need for improved feedback from community, prior to release to students.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128686393","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 Scouting Strategy for Real-Time Strategy Games","authors":"Chen Si, Y. Pisan, Chek Tien Tan","doi":"10.1145/2677758.2677772","DOIUrl":"https://doi.org/10.1145/2677758.2677772","url":null,"abstract":"Real-time strategy (RTS) is a sub-genre of strategy video games. RTS games are more realistic with dynamic and time-constraint game playing, by abandoning the turn-based rule of its ancestors. Playing with and against computer-controlled players is a pervasive phenomenon in RTS games, due to the convenience and the preference of groups of players. Hence, better game-playing agents are able to enhance game-playing experience by acting as smart opponents or collaborators. One-way of improving game-playing agents' performance, in terms of their economic-expansion and tactical battlefield-arrangement aspects, is to understand the game environment. Traditional commercial RTS game-playing agents address this issue by directly accessing game maps and extracting strategic features. Since human players are unable to access the same information, this is a form of \"cheating AI\", which has been known to negatively affect player experiences. Thus, we develop a scouting mechanism for RTS game-playing agents, in order to enable game units to explore game environments automatically in a realistic fashion. Our research is grounded in prior robotic exploration work by which we present a hierarchical multi-criterion decision-making (MCDM) strategy to address the incomplete information problem in RTS settings.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121332410","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":"Putting a New Intelligent Virtual Face on a Medical Treatment Advice System to Improve Adherence","authors":"S. Baker, Deborah Richards, P. Caldwell","doi":"10.1145/2677758.2677762","DOIUrl":"https://doi.org/10.1145/2677758.2677762","url":null,"abstract":"The eHealth website, eADVICE (electronic Advice and Diagnosis Via the Internet following Computerised Evaluation), is part of a research project that provides treatment advice to sufferers of paediatric incontinence problems who are on a medical specialist's waiting list. eHealth systems including eADVICE have problems getting patients to adhere to their advice, particularly over long treatment periods. This costs the health system and is detrimental to their health. This paper reports a project to design an agent-based (virtual character) prototype alternative of the existing test website that seeks to generate a stronger bond with the patient, similar to the relationship that exists between doctors and patients. It is hoped that this can improve and sustain the patient's motivation and adherence to their treatment as well as to usage of the website.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121213675","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":"Augmented Body: Changing Interactive Body Play","authors":"Matthew Martin, J. Charlton, A. Connor","doi":"10.1145/2677758.2677790","DOIUrl":"https://doi.org/10.1145/2677758.2677790","url":null,"abstract":"This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered as a perceptually manipulative exploration of self. This implies a player may alter how they perceive their body and its operations in order to create a new playful and original experience. This paper therefore questions how player interaction can change as their perception of their body changes using augmentative technology.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134008282","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}
Lei Tan, Ross Bille, Yuqing Lin, S. Chalup, C. Tucker
{"title":"Software Development in the City Evolutions Project","authors":"Lei Tan, Ross Bille, Yuqing Lin, S. Chalup, C. Tucker","doi":"10.1145/2677758.2677773","DOIUrl":"https://doi.org/10.1145/2677758.2677773","url":null,"abstract":"The goal of the City Evolutions Project is to establish interactive systems and games to entertain users. Because of the existing variabilities in the system and potential reuse for similar systems in this domain, the software system is designed and developed in a reuse-based way, i.e. Software Product Line Engineering (SPLE). SPLE is a reuse-based software approach with reusable software assets in order to maximise software reuse. In SPLE, it is very important to maintain the requirement traceability from software family establishment to individual product derivation. In this paper, we describe our experience of applying SPLE approach in the City Evolutions project and propose an approach to enhance the requirements traceability in SPLE.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116921339","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":"Game Asset Repetition","authors":"S. Greuter, A. Nash","doi":"10.1145/2677758.2677782","DOIUrl":"https://doi.org/10.1145/2677758.2677782","url":null,"abstract":"The frequent repetition of visual assets, such as the frequent appearance of a particular game object in a game world or the repetition of a character's animation cycle, often becomes apparent to players when they encounter such repetition within a short period of time. A certain amount of visual repetition has always been accepted by players, however as technology improves and game worlds tend towards more detail, the repetition of assets in games becomes more obvious. Particularly graphically advanced games require an increasing number of assets to hide the repetition and to create believable game worlds. This paper examines various levels of asset repetition in electronic games and addresses problems that can arise. The paper describes some contemporary approaches used by artists in the industry to hide repetition, and touches on current technologies that might be applied in game development to address this problem.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114804102","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}