Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play最新文献

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Assessing the Impact of Visual Design on the Interpretation of Aggregated Playtesting Data Visualization 评估视觉设计对综合游戏测试数据可视化解释的影响
Nour Halabi, Günter Wallner, Pejman Mirza-Babaei
{"title":"Assessing the Impact of Visual Design on the Interpretation of Aggregated Playtesting Data Visualization","authors":"Nour Halabi, Günter Wallner, Pejman Mirza-Babaei","doi":"10.1145/3311350.3347164","DOIUrl":"https://doi.org/10.1145/3311350.3347164","url":null,"abstract":"Making effective use of data generated from players interacting with games (often via playtesting to improve game quality) is a challenging task since the datasets are often mixed and very large. To address this, various visualization techniques have been introduced to help game developers cope with the data. However, there is a gap in research concerning the impact of different visual designs on the interpretation of gameplay data. In this paper, we propose four alternative visual designs of an aggregated visualization and assess how professional game developers interpret the data differently due to the changes in the visual designs. Our results provide an understanding and a supporting argument about the impact of the visual properties transparency and shading (both positive and negative) on the interpretation of the represented data. This is an important contribution to the field of Games User Research given the current move towards data-informed decision making and the popularity of data visualizations.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"18 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80469435","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: 3
Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games 年龄吗?它在游戏中:通过纸牌游戏检测认知衰老的探索性研究
Karsten Gielis, K. Verbert, J. Tournoy, V. Abeele
{"title":"Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games","authors":"Karsten Gielis, K. Verbert, J. Tournoy, V. Abeele","doi":"10.1145/3311350.3347193","DOIUrl":"https://doi.org/10.1145/3311350.3347193","url":null,"abstract":"We report on an exploratory study for assessing cognitive aging based on the acquisition and modeling of player data of commercial off-the-shelf games. To this end, candidates for digital biomarkers of cognitive performance were captured via FreeCell, from three distinctive age groups (18-25, 40-55, 65+) from 52 participants, playing for a total of 130 game rounds. Next, features were engineered and a machine learning model (Logistic Regression) was trained. We found features retained for the model to support theories on fluid intelligence and cognitive functions sensitive to cognitive aging. Performance metrics suggest that our model is successful in classifying young and older participants. However, classifying middle-aged players remains problematic. To conclude, this study suggests that commercial off-the-shelf games hold promise for the acquisition of digital biomarkers on cognitive aging and provides benchmark data for future studies. Nevertheless, as this is a first, exploratory study, further research is necessary.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"86 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76806773","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
Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay 跳出框框:反思游戏玩法中的凝视互动
Argenis Ramirez Gomez, Hans-Werner Gellersen
{"title":"Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay","authors":"Argenis Ramirez Gomez, Hans-Werner Gellersen","doi":"10.1145/3311350.3347150","DOIUrl":"https://doi.org/10.1145/3311350.3347150","url":null,"abstract":"Gaze interaction in games moved from being a tool for accessibility to be at the core of mass-market game franchises, offering enhanced controller performance and greater immersion. We propose to explore three different popular gaze-based interaction mechanics to create novel opportunities in the game design space. We developed Twileyed, a collection of three games that challenge the \"common\" use of gaze as a pointer to navigate; select; and aim; to pose a challenging new way to play with the eyes. We used the games as data to reflect on the gaze design space. We asked users to play the games to validate them, and we observed their experience and strategies. Based on the observations, we discussed through 5 themes, the dimensions of gaze interactions and the potential outcomes to create engaging and playful gaze-enabled games. We contribute a position in gaze gameplay design, but also a conversation starter to engage the EyePlay research community.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"31 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84683307","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: 11
Peer Feedback Processes in the Game Industry 游戏产业中的同伴反馈过程
Joseph Seering, Ray Mayol, Erik Harpstead, Tianying Chen, A. Cook, Jessica Hammer
{"title":"Peer Feedback Processes in the Game Industry","authors":"Joseph Seering, Ray Mayol, Erik Harpstead, Tianying Chen, A. Cook, Jessica Hammer","doi":"10.1145/3311350.3347176","DOIUrl":"https://doi.org/10.1145/3311350.3347176","url":null,"abstract":"A wide variety of design strategies, tools, and processes are used across the game industry. Prior work has shown that these processes are often collaborative, with experts in different domains contributing to different parts of the whole. However, the ways in which these professionals give and receive peer feedback have not yet been studied in depth. In this paper we present results from interviews with industry professionals at two game studios, describing the ways they give feedback. We propose a new, six step process that describes the full feedback cycle from making plans to receive feedback to reflecting and acting upon that feedback. This process serves as a starting point for researchers studying peer feedback in games, and allows for comparison of processes across different types of studios. It will also help studios formalize their understanding of their own processes and consider alternative processes that might better fit their needs.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"14 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82361950","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: 9
Recognizing Emotional Expression in Game Streams 识别游戏流中的情感表达
Shaghayegh Roohi, Elisa D. Mekler, Mikke Tavast, Tatu Blomqvist, Perttu Hämäläinen
{"title":"Recognizing Emotional Expression in Game Streams","authors":"Shaghayegh Roohi, Elisa D. Mekler, Mikke Tavast, Tatu Blomqvist, Perttu Hämäläinen","doi":"10.1145/3311350.3347197","DOIUrl":"https://doi.org/10.1145/3311350.3347197","url":null,"abstract":"Gameplay is often an emotionally charged activity, in particular when streaming in front of a live audience. From a games user research perspective, it would be beneficial to automatically detect and recognize players' and streamers' emotional expression, as this data can be used for identifying gameplay highlights, computing emotion metrics or to select parts of the videos for further analysis, e.g., through assisted recall. We contribute the first automatic game stream emotion annotation system that combines neural network analysis of facial expressions, video transcript sentiment, voice emotion, and low-level audio features (pitch, loudness). Using human-annotated emotional expression data as the ground truth, we reach accuracies of up to 70.7%, on par with the inter-rater agreement of the human annotators. In detecting the 5 most intense events of each video, we reach a higher accuracy of 80.4%. Our system is particularly accurate in detecting clearly positive emotions like amusement and excitement, but more limited with subtle emotions like puzzlement.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"21 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82719848","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: 5
Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience 数字游戏中的升级道具:虚幻游戏元素对玩家体验的奖励效应
A. Denisova, Eliott Cook
{"title":"Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience","authors":"A. Denisova, Eliott Cook","doi":"10.1145/3311350.3347173","DOIUrl":"https://doi.org/10.1145/3311350.3347173","url":null,"abstract":"Power-ups are a type of game reward that allow the player to customise their experience by altering gameplay for a short period of time. Despite the wide use of power-ups in video games, little is known about their effect on gaming experiences. To explore this, we conducted an experimental study that compares the experiences of players depending on their exposure to power-ups in a recreational video game. The results show that players who collected power-ups felt significantly more immersed in the game, experienced more autonomy, but did not feel more competent or challenged than those who played the game without these collectables. Interestingly, a similar effect was observed for those players who picked up 'placebo' power-ups, despite the items having no effect on the gameplay. We provide a discussion of these results and their implications both for games user researchers and game designers.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"49 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83647972","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: 16
Playful Human-Food Interaction Research: State of the Art and Future Directions 好玩的人与食物互动研究:艺术现状和未来方向
Ferran Altarriba Bertran, D. Wilde, Erno Berezvay, K. Isbister
{"title":"Playful Human-Food Interaction Research: State of the Art and Future Directions","authors":"Ferran Altarriba Bertran, D. Wilde, Erno Berezvay, K. Isbister","doi":"10.1145/3311350.3347155","DOIUrl":"https://doi.org/10.1145/3311350.3347155","url":null,"abstract":"In response to calls for sense-making in the field of Human-Food Interaction, we offer a systematic review of a subset of HFI works that we call Playful HFI-interventions that use game- or play-inspired mechanisms to add value to food-related experiences. To support our review, we offer a conceptual model of Playful HFI informed by: (i) the 34 publications in our dataset; (ii) theories of play, games and HFI; and (iii) previous reviews of play-related HCI. Our conceptual model and review characterise the current state of Playful HFI, highlight resemblances and differences with the broader field of HFI as a whole and surface challenges and opportunities in this new and exciting design space. Our contribution will help HFI scholars to explore new and increasingly playful avenues for the future of food technology and will empower the HFI community to better position (and critically reflect on) future research at the intersection of play, technology and food.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"34 8","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91505313","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: 38
Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic Feedback in an AR Mathematics Game for Children 把你的书变成一个游戏:提高动机通过有形的互动和叙事反馈在儿童AR数学游戏
Jingya Li, E. D. Spek, Jun Hu, L. Feijs
{"title":"Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic Feedback in an AR Mathematics Game for Children","authors":"Jingya Li, E. D. Spek, Jun Hu, L. Feijs","doi":"10.1145/3311350.3347174","DOIUrl":"https://doi.org/10.1145/3311350.3347174","url":null,"abstract":"Augmented reality game-based learning has become an emerging trend in the field of education as it has the potential to increase children's learning motivation for subjects such as mathematics. However, to achieve the benefits for children effectively, AR serious games need to be appropriately designed, especially in respect to their novel interactions and representation paradigms. In this paper, we report on an exploratory experiment to investigate how different interaction techniques (digital screen-touch interaction vs real-world tangible interaction) and different feedback mechanisms (non-diegetic feedback vs diegetic feedback) affect 7-8-year-old children's motivation for mathematics learning. Our results show that diegetic feedback led to the game being considered significantly more enjoyable, as well as inducing greater feelings of competence and autonomy; screen-touch interaction versus tangible interaction did not change motivation directly, nor did we find interaction effects between the presentation and interaction modes. By analyzing the results and based on previous studies, we identify recommendations for designers to develop motivating serious AR games for children.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81383595","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: 18
Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games 游戏时按暂停键:比较游戏中技能发展的间隔练习
Colby Johanson, C. Gutwin, Jason T. Bowey, R. Mandryk
{"title":"Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games","authors":"Colby Johanson, C. Gutwin, Jason T. Bowey, R. Mandryk","doi":"10.1145/3311350.3347195","DOIUrl":"https://doi.org/10.1145/3311350.3347195","url":null,"abstract":"Games allow players to fulfill the need for competence by providing well-designed, increasingly difficult challenges. To meet these challenges, players repeatedly attempt to achieve objectives---and through this repetition, they improve their game skills. Players are keenly aware of whether they are making progress during these attempts, and they want to get better as quickly as possible. Previous research suggests that one way of improving skill development is by taking breaks between periods of activity (called \"spaced practice''). However, there is little knowledge about whether this idea works in games, what the optimal break length is, and whether the effects last. We carried out a study comparing spaced and continuous practice in a Super Hexagon clone, using five-minute play intervals and five break lengths (no break, two minutes, five minutes, ten minutes, one day). We found that spaced practice led to significant gains in performance, particularly for novices. This result shows that players can achieve an immediate improvement in skill development, simply by scheduling short breaks in their play session; designers can also make use of this result by building rest periods into the structure of their games. Our study also indicated that breaks are valuable both in the short and the longer term---in a retention test after one day, all of the groups performed similarly, suggesting that even if a player does not use spaced practice initially, taking a break after the play session can still lead to improvements. Our study provides new information that can aid in the design of practice schedules for perceptual-motor tasks in games.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"175 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91532407","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: 19
Interactive Soft Toys for Infants and Toddlers - Design Recommendations for Age-appropriate Play 婴幼儿互动软玩具-适合年龄的游戏设计建议
Michaela Honauer, P. Moorthy, E. Hornecker
{"title":"Interactive Soft Toys for Infants and Toddlers - Design Recommendations for Age-appropriate Play","authors":"Michaela Honauer, P. Moorthy, E. Hornecker","doi":"10.1145/3311350.3347147","DOIUrl":"https://doi.org/10.1145/3311350.3347147","url":null,"abstract":"Very young children (below three) are characterized by sensory-motor exploration and pre-cognitive development. There is little work on interactive toys for this age group. This raises the question of what interactions are developmentally appropriate at this age. We here propose recommendations for designing meaningful interactive toys, gained from designing an interactive soft (textile) book prototype, testing it with children and discussion of observations with parents, as well as three expert interviews. Recommendations concern what types of interactions to implement (transparent and one-step), inviting full-body activity and exploration with all senses, what kind of effects to generate (appropriate for children's abilities, being predictable, with clear relation to real-world experiences, but also accounting for the needs of caregivers), and the importance of allowing for shared experience.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91299798","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: 6
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