12,503 research outputs found

    A sweetspot for innovation:developing games with purpose through student-staff collaboration

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    Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ‘games with purpose’, ‘serious games’ and gamification’ has been mirrored in a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers

    October 26, 2013 (Pages 6311-6478)

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    Effects of Dynamic Goals on Agent Performance

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    Autonomous systems are increasingly being used for complex tasks in dynamic environments. Robust automation needs to be able to establish its current goal and determine when the goal has changed. In human-machine teams autonomous goal detection is an important component of maintaining shared situational awareness between both parties. This research investigates how different categories of goals affect autonomous change detection in a dynamic environment. In order to accomplish this goal, a set of autonomous agents were developed to perform within an environment with multiple possible goals. The agents perform the environmental task while monitoring for goal changes. The experiment tests the agents over a range of goal changes to determine how detection performance is affected by the different categories of goals. Results show that detection is highly dependent on what goal is being switch to and from. The point similarity between goals is the most significant factor in evaluating the change detection time. An additional experiment improved upon the goal agent and demonstrated the importance of having the proper perception mechanics for feedback within the environment

    Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games

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    The Game Design Matrix makes effective game design accessible to novice game designers. Serious Games are a powerful tool for educators seeking to boost the level of student engagement and application in academic environments, but the can be difficult to incorporate into existing courses due to availability and the cost of quality game design. The Game Design Matrix was used by two educators, novice game designers, to create a serious game. The games were assessed in an academic setting and observed to be effective in engagement, interaction, and achieving higher levels of learning

    Four Lenses for Designing Morally Engaging Games

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    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe the design problems raised by each. To conclude, we analyse two recent games, The Walking Dead and Papers, Please, and show how the lenses give us insight into important design differences between them

    Interaction in immersive virtual reality:breakdowns as trouble-sources in co-present VR interaction

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    Abstract. This thesis examines breakdowns as trouble-sources in co-present interactions within immersive virtual reality (VR). The data examined in this study consists of video recordings of users playing Rec Room, an online multiplayer game, with HTC Vive head-mounted displays (HMDs). The users participating in the recording sessions were predominantly non-native English speakers with no prior immersive VR experience. The participants played the game in six groups of two. The participants were given minimal guidance to facilitate naturally occurring interactions within the virtual environment. Sequences of interest identified in the recorded footage were transcribed for the purpose of analysis. Conversation analysis was applied as the research methodology, while drawing upon past studies regarding the phenomenon of breakdowns in human-computer interaction and repair in interaction. Breakdowns were categorized into game-related and device-related breakdowns during the analysis process. The examined game-related breakdowns were connected to unclear game mechanics and difficulties of avatar interactions, while the examined device-related breakdowns were connected to difficulties with the participants’ HMDs and controllers. Breakdowns related to the game were found to be mildly disruptive to an ongoing interaction, with the participants managing to overcome them either by themselves or with the help of other users within VR. Breakdowns related to the VR devices proved more difficult for the participants to resolve, often requiring assistance not from other VR users, but from the observers of the recording sessions. Device-related issues could also be far more disruptive for the participants, leading to removing a user from the game entirely or forcing a premature end to a recording session at their most severe. A lack of information available to the participants was a recurring factor across both game-related and device-related breakdowns. Possible solutions to providing users with more information regarding both game mechanics and the status of their HMD and controllers were discussed.Tiivistelmä. Tämä tutkimus tarkastelee käyttöhäiriöitä ongelmalähteinä yhteisläsnäolevissa vuorovaikutustilanteissa immersiivisessä virtuaalitodellisuudessa. Tutkimuksessa tarkasteltu aineisto koostuu videonauhoituksista käyttäjistä pelaamassa Rec Room -verkkomoninpeliä HTC Vive virtuaalitodellisuuslaseja käyttäen. Nauhoitussessioihin osallistuneet käyttäjät olivat pääsääntöisesti ei-natiiveja englannin puhujia ilman aiempaa kokemusta immersiivisestä virtuaalitodellisuudesta. Osallistujat pelasivat peliä kuudessa kahden hengen ryhmässä. Osallistujia ohjeistettiin mahdollisimman vähän luontaisten interaktioiden helpottamiseksi virtuaaliympäristössä. Aineistosta tunnistetut kiinnostavat sekvenssit litteroitiin analyysiä varten. Tutkimusmetodina sovellettiin konversaatioanalyysiä, hyödyntäen myös aiempia tutkimuksia liittyen käyttöhäiriöihin ihmisen ja tietokoneen vuorovaikutuksessa sekä korjausilmiöihin vuorovaikutuksessa. Käyttöhäiriöt luokiteltiin peliin liittyviin ja laitteisiin littyviin käyttöhäiriöihin analyysiprosessin aikana. Tarkastellut peliin liittyvät käyttähäiriöt liittyivät epäselviin pelimekaniikkoihin sekä hankaluuksiin roolihahmojen vuorovaikutuksessa, kun taas tarkastellut laitteisiin liittyvät käyttöhäiriöt liittyivät hankaluuksiin osallistujien virtuaalilasien ja peliohjaimien kanssa. Peliin liittyneet käyttöhäiriöt häiritsivät vuorovaikutustilanteita lievästi, ja osallistujat pystyivät selviytymään tilanteesta joko yksin tai muiden virtuaalitodellisuudessa olevien käyttäjien avulla. Käyttöhäiriöt jotka liittyivät virtuaalitodellisuuslaitteisiin osoittautuivat osallistujille haastavammiksi selvittää, ja he tarvitsivat usein apua nauhoitussessioiden tarkkailijoilta muiden virtuaalitodellisuudessa olevien käyttäjien sijaan. Laitteisiin liittyvät ongelmat osoittautuivat myös huomattavasti häiritsevämmiksi osallistujille, vakavimmissa tapauksissa johtaen käyttäjän poistumiseen pelistä kokonaan tai nauhoitussession ennenaikaiseen loppuun. Osallistujille tarjolla olleen tiedon puute oli toistuva tekijä sekä peliin että laitteisiin liittyvissä käyttöhäiriöissä. Mahdollisia ratkaisuja pelimekaniikkoihin ja käyttäjien virtuaalilasien sekä peliohjaimien tilaan liittyvän tiedon tarjoamiselle tarkasteltiin

    Three Essays on the Effect of Pain-of-Payment on Consumers\u27 Financial Decisions

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    In the past few years, we have witnessed a growing level of consumer debt. Although being in debt increases consumers’ stress and reduces their financial well-being, many consumers still take on high levels of debt and hold on to it even when they have financial resources to pay off the debt. Thus, it is of utmost importance to study factors that may influence consumers’ debt repayment. In this dissertation, I study consumers’ debt repayment behavior through the lens of the double-entry mental accounting theory (Prelec and Loewenstein 1998). This theory argues that consumers’ debt repayment behaviors are driven by pain-of-payment--negative emotion evoked when consumers become cognizant of losing their financial resources. In the first essay, I summarize the literature on pain-of-payment (PoP), and offer a new conceptualization that distinguishes between immediate and anticipatory pain of payment. In the second and third essays, I examine when and how consumers’ loan repayment behavior is influenced by anticipatory PoP. I argue that expecting high levels of anticipatory PoP associated with future debt repayments influences consumers’ likelihood of accelerating debt repayments. I refer to this tendency as the “rip off the Band-Aid” effect. This effect explains the situation when consumers pay off a loan faster than the predetermined loan term due to experiencing high levels of anticipatory PoP. In Essays II and III, I propose a few factors that would influence consumers’ tendency to rip off the Band-Aid. The findings of this research make several contributions to the literature on PoP, and also provide directions for public policymakers who seek to design interventions to nudge consumers to pay their debts

    Ethnography as thrownness and the face of the sufferer

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    This article provides a self-reflexive account of ethnographic research conducted on the outskirts of Burj Al Brajneh, a Palestinian refugee camp in Beirut, run by Hezbollah. It focuses on ethnographic research conducted with a Syrian refugee family including the mother, father and three children. The research is well captured, in hindsight, by Sarah Pink’s definition of ethnography as a ‘reflexive and experiential process through which academic and applied understanding, knowing and knowledge are produced’. The article demonstrates how the ethnographer’s experience with the refugee children was marked, regardless of long and diligent preparations, by several dislocations: methodological, sensorial and epistemic. The ethnographer pursued a non-media-centric approach allowing him to explore both the refugee family’s media uses as well as the lived, everyday conditions that marked their media uses. The primary aim of the article is three-pronged: (a) to provide an ethnographic description and analysis of the media worlds in a Hizbullah area in South Beirut, (b) to analyse media uses and aesthetics of violence in the context of war/refugees’ lives and (c) to theorise using the Heideggerian concept of thrownness, the entangled and affective regime that emerges during the ethnographic encounter
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