{"title":"Human factors in entertainment computing: designing for diversity","authors":"K. Gerling","doi":"10.1145/2159365.2159400","DOIUrl":"https://doi.org/10.1145/2159365.2159400","url":null,"abstract":"Although several casual gaming systems have been developed during the past years, little research examining the impact of human factors on the design and use of digital games has been carried out, and commercially available games are only partially suitable for audiences with special needs. The research project described within this paper aims to analyze and explore design guidelines for diverse audiences and results of focus group gaming sessions to develop a research toolbox allowing for the easy creation of adaptable and accessible game scenarios. Thereby, a controllable environment for the detailed evaluation of the interrelations between human factors and entertainment systems is provided. Results obtained by further testing will be integrated in the toolbox, and may foster the development of accessible games, thus opening up new opportunities for diverse audiences and allowing them to further engage in digital games.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"93 1","pages":"244-246"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77054622","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}
Nicole Crenshaw, Scott Orzech, Wai Son Wong, A. Holloway
{"title":"On creating a native real-time-strategy game user interface for multi-touch devices","authors":"Nicole Crenshaw, Scott Orzech, Wai Son Wong, A. Holloway","doi":"10.1145/2159365.2159413","DOIUrl":"https://doi.org/10.1145/2159365.2159413","url":null,"abstract":"Historically, real-time strategy video games, such as Star-craft (1999) and Command and Conquer (1995), were intended to be played on desktop or laptop computers, with interfaces that afford the user dozens of keys and key combinations, mouse gestures including clicking and dragging, and several mouse buttons to further complicate the interface while allowing customization and a wide range of possibilities to the user. On a mobile multi-touch platform, there are constraints of limited visual real estate, which is actually shared with the touch command interface. Though work has been done to port real-time strategy games to the mobile platform, to date, there has not been a significant effort to enhance the usability of these interfaces by removing redundancies and tailoring the game commands to these multi-touch devices.\u0000 The touch interface presents unique challenges as there are touches and gestures rather than buttons and key combinations. In this paper, we present a rapidly-prototyped user-centered design in a ten-week project of a real-time strategy user interface native for the iPad. As the user's experience is key in creating a robust and intuitive interface, we incorporate the user's feedback in several stages of the design and prototyping of the project. We show changes to the design of the user interface over several iterations and, finally, show a prototype of the user interface system using a game of our own design as a test platform. The contributions of this project are the interface designed for a new mode of interaction (i.e., the iPad platform), the bubble menu, and the ability to cancel orders.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"283-285"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90887126","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":"Using navigation meshes for collision detection","authors":"D. Hale, G. Youngblood","doi":"10.1145/2159365.2159424","DOIUrl":"https://doi.org/10.1145/2159365.2159424","url":null,"abstract":"Traditionally, tree-based spatial data structures such as k-d trees or hash-based structures such as spatial hashing are used to accelerate collision detection, and navigation meshes are used for agent path planning. In this paper, we present a series of algorithms to replace the traditional tree-based spatial data structures with the graph-based navigation-mesh. The advantages of using a single data structure for both agent navigation and collision detection acceleration are two-fold. First, the costs of constructing and maintaining two unique data structures are cut in half if a single data structure provides both spatial groupings for rapid collision detection and search space reduction for path planning. Second, using one spatial structure, development time can be shorter and, at runtime, there is generally less memory overhead. We present the results of an experiment that compares a navigation mesh as a collision detection accelerator to two popular and commonly used forms of spatial data structures, the k-d tree and the spatial hash map. We also compare its performance to a world without any spatial data structures to provide a baseline of performance. Our results show a fifty percent decrease in collision detection time between dynamic objects in comparison to k-d trees. In addition, until the number of objects present in the world exceeds three thousand the navigation mesh accelerated collision detection outperforms spatial hashing accelerated collision detection across all tests.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"316-318"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89671158","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":"An educational tool for creating distributed physical games","authors":"H. Lund, L. Pagliarini","doi":"10.1145/2159365.2159395","DOIUrl":"https://doi.org/10.1145/2159365.2159395","url":null,"abstract":"The development of physical interactive games demands extensive knowledge in engineering, computer science and gaming. In this paper we describe how the Modular Interactive Tiles System (MITS) can be a valuable tool for introducing students to interactive parallel and distributed processing programming for physical games development. This is done by providing an educational tool that allows a change of representation of the problems related to game designing from a virtual to a physical representation. Indeed, MITS seems to be a valuable system for bringing into education a vast number of issues (such as parallel programming, distribution, communication protocols, master dependency, connectivity, topology, island modeling software behavioral models, adaptive interactivity, feedback, user and multi-user game interaction, etc.). This can both improve the education-related issues in computer science classes, and enhance the younger and older gamers with a highly interactive and physical experience. We illustrate how the MITS system can be considered a tool for easy, fast, and flexible hands-on exploration of these issues, and through examples show how to implement interactive parallel and distributed processing in games with different software game models such as open loop, randomness based, rule based, user interaction based, AI and ALife based games, morphology based games, and physical teleplay games.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"1 1","pages":"219-226"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90793182","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}
Joshua Mccoy, Mike Treanor, B. Samuel, Michael Mateas, Noah Wardrip-Fruin
{"title":"Prom Week: social physics as gameplay","authors":"Joshua Mccoy, Mike Treanor, B. Samuel, Michael Mateas, Noah Wardrip-Fruin","doi":"10.1145/2159365.2159425","DOIUrl":"https://doi.org/10.1145/2159365.2159425","url":null,"abstract":"In this paper, we present Prom Week, a social simulation game about the interpersonal lives of a group of high school students in the week leading up to their prom. By starting the design of the game with a theory of social interaction, Prom Week is able to present satisfying stories that reflect the player's choices in a wide possibility space -- two features that rarely accompany one another. This paper reports the design details of how Prom Week utilizes social physics to achieve rich character specificity while maintaining a highly dynamic story space.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"134 1","pages":"319-321"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79433758","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":"Towards minimalist game design","authors":"Andy Nealen, Adam P. Saltsman, Eddy Boxerman","doi":"10.1145/2159365.2159371","DOIUrl":"https://doi.org/10.1145/2159365.2159371","url":null,"abstract":"In this paper, we describe a design methodology that we have termed Minimalist Game Design. Minimalist games have small rulesets, narrow decision spaces, and abstract audiovisual representations, yet they do not compromise on depth of play or possibility space. We begin with a motivation for and definition of minimalist games, including terms such as \"rules,\" \"mechanics,\" \"control,\" and \"interface,\" and illustrate the importance of artificial design constraints. Using a number of examples, we show the strengths of minimalist game elements in systems, controls, visuals, and audio. Adhering to these constraints, these games feature a small set of mechanics and one core mechanic, while still being sufficiently deep and allowing for player exploration and performance. This depth comes from procedural methods, combinatorial complexity, probability, obfuscation, challenge, or any combination thereof. Our methodology embraces principles of holistic design, where there is no \"filler,\" and where every element of the game contributes to the play experience in some meaningful, deliberate way.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"111 1","pages":"38-45"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75751622","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 point-and-shoot weapon design for outdoor multi-player smartphone games","authors":"R. Hall","doi":"10.1145/2159365.2159373","DOIUrl":"https://doi.org/10.1145/2159365.2159373","url":null,"abstract":"Multi-player games played outdoors on smartphones can be designed to improve players' health by requiring vigorous physical activity in an interesting and challenging natural environment, while still providing engaging virtual elements and enabling social interaction. However, to achieve these goals, game elements must not be too screen-oriented, because staring at the device screen degrades one's skill and safety in running, jumping, and climbing. We should instead design game elements in ways that allow them to be experienced with minimal or no screen reading. On the other hand, matching outcomes with user expectations is a major challenge, due to the inaccuracy of device sensors and the realities of communications in outdoor field conditions. This paper describes a design for point-and-shoot weapons that allows the player simply to point the smartphone and tap to shoot. The design includes a computational procedure for engineering implementations to a given accuracy standard and has three variants supporting different types of game experience. We evaluate the design using both Monte Carlo simulations and data gathered from an implemented instance within the iTESS Geocast Game.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"181 1","pages":"53-60"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78477032","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":"Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative","authors":"R. E. Cardona-Rivera","doi":"10.1145/2159365.2159402","DOIUrl":"https://doi.org/10.1145/2159365.2159402","url":null,"abstract":"This paper discusses a research direction which focuses on a framework intended to help solve the problem of user-interaction versus story coherency in interactive narratives. The framework revolves around a concept named \"narrative affordance,\" which draws from work in visual psychology and human-computer interaction and involves a declarative notion of afforded actions and a model of perceivable actions by a user of an interactive narrative. The paper also discusses motivation for the importance of the work and a future research plan.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"83 1","pages":"250-252"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89020680","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":"Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animation","authors":"Christopher Maraffi","doi":"10.1145/2159365.2159397","DOIUrl":"https://doi.org/10.1145/2159365.2159397","url":null,"abstract":"This FDG 2011 Doctoral Consortium paper gives an overview of my Computer Science research approach and initial results in applying principles and theories from the Performing Arts to problems related to embodied agent design and animation for games.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"125 1","pages":"235-237"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80670520","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":"Towards fast, believable real-time rendering of burning objects in video games","authors":"D. Amarasinghe, I. Parberry","doi":"10.1145/2159365.2159404","DOIUrl":"https://doi.org/10.1145/2159365.2159404","url":null,"abstract":"We present a framework for emulating the deformation and consumption of polygonal models under combustion while generating procedural fire. Our focus is on achieving the best visual effects possible while maximizing computation speed so that the processing power is available for other tasks in video games. We have implemented and tested our method on a relatively modest GPU using CUDA. Our experiments suggest that our method gives a believable rendering of the effects of fire while using only a small fraction of CPU and GPU resources.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"37 1","pages":"256-258"},"PeriodicalIF":0.0,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73515966","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}