57 research outputs found
Entertainment Computing - ICEC 2010: 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings
International audienceBook Front Matter of LNCS 624
Languages of games and play: A systematic mapping study
Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development
gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
This paper investigates the effects of gaze-based player guidance on the perceived game experience, performance, and challenge in a first-person exploration game. In contrast to existing research, the proposed approach takes the game context into account by providing players not only with guidance but also granting them an engaging game experience with a focus on exploration. This is achieved by incorporating gaze-sensitive areas that indicate the location of relevant game objects. A comparative study was carried out to validate our concept and to examine if a game supported with a gaze guidance feature triggers a more immersive game experience in comparison to a crosshair guidance version and a solution without any guidance support. In general, our study findings reveal a more positive impact of the gaze-based guidance approach on the experience and performance in comparison to the other two conditions. However, subjects had a similar impression concerning the game challenge in all conditions
Seven Years after the Manifesto: Literature Review and Research Directions for Technologies in Animal Computer Interaction
As technologies diversify and become embedded in everyday lives, the technologies we expose to animals, and the new technologies being developed for animals within the field of Animal Computer Interaction (ACI) are increasing. As we approach seven years since the ACI manifesto, which grounded the field within Human Computer Interaction and Computer Science, this thematic literature review looks at the technologies developed for (non-human) animals. Technologies that are analysed include tangible and physical, haptic and wearable, olfactory, screen technology and tracking systems. The conversation explores what exactly ACI is whilst questioning what it means to be animal by considering the impact and loop between machine and animal interactivity. The findings of this review are expected to form the first grounding foundation of ACI technologies informing future research in animal computing as well as suggesting future areas for exploratio
Enhanced artificial bee colony-least squares support vector machines algorithm for time series prediction
Over the past decades, the Least Squares Support Vector Machines (LSSVM) has been widely utilized in prediction task of various application domains. Nevertheless, existing literature showed that the capability of LSSVM is highly dependent on the value of its hyper-parameters, namely regularization parameter and kernel parameter, where this would greatly affect the generalization of LSSVM in prediction task. This study proposed a hybrid algorithm, based on Artificial Bee Colony (ABC) and LSSVM, that consists of three algorithms; ABC-LSSVM, lvABC-LSSVM and cmABC-LSSVM. The lvABC algorithm is introduced to overcome the local optima problem by enriching the searching behaviour using Levy mutation. On the other
hand, the cmABC algorithm that incorporates conventional mutation addresses the over-
fitting or under-fitting problem. The combination of lvABC and cmABC algorithm, which is later introduced as Enhanced Artificial Bee Colony–Least Squares Support Vector Machine (eABC-LSSVM), is realized in prediction of non
renewable natural resources commodity price. Upon the completion of data collection and data pre processing, the eABC-LSSVM algorithm is designed and developed. The predictability of eABC-LSSVM is measured based on five statistical
metrics which include Mean Absolute Percentage Error (MAPE), prediction accuracy, symmetric MAPE (sMAPE), Root Mean Square Percentage Error
(RMSPE) and Theils’ U. Results showed that the eABC-LSSVM possess lower prediction error rate as compared to eight hybridization models of LSSVM and Evolutionary Computation (EC) algorithms. In addition, the proposed algorithm is compared to single prediction techniques, namely, Support Vector Machines (SVM) and Back Propagation Neural Network (BPNN). In general, the eABC-LSSVM produced more than 90% prediction accuracy. This indicates that the proposed eABC-LSSVM is capable of solving optimization problem, specifically in the
prediction task. The eABC-LSSVM is hoped to be useful to investors and commodities traders in planning their investment and projecting their profit
A Digital Game Maturity Model
Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. Game development is considered as one of the most complex tasks in software engineering. Hence, for successful development of good-quality games, the game developers must consider and explore all related dimensions as well as discussing them with the stakeholders involved.
This research facilitates a better understanding of important dimensions of digital game development methodology. The increased popularity of digital games, the challenges faced by game development organizations in developing quality games, and severe competition in the digital game industry demand a game development process maturity assessment. Consequently, this study presents a Digital Game Maturity Model to evaluate the current development methodology in an organization. The objective is first to identify key factors in the game development process, then to classify these factors into target groups, and eventually to use this grouping as a theoretical basis for proposing a maturity model for digital game development. In doing so, the research focuses on three major stakeholders in game development: developers, consumers, and business management.
The framework of the proposed model consists of assessment questionnaires made up of key identified factors from three empirical studies, a performance scale, and a rating method. The main goal of the questionnaires is to collect information about current processes and practices. This research contributes towards formulating a comprehensive and unified strategy for game development process maturity assessment. The proposed model was evaluated with two case studies from the digital game industry
Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360â—¦ Video
EXtended Reality systems have resurged as a medium for work and entertainment. While
360o video has been characterized as less immersive than computer-generated VR, its
realism, ease of use and affordability mean it is in widespread commercial use. Based
on the prevalence and potential of the 360o video format, this research is focused on
improving and augmenting the user experience of watching 360o video. By leveraging
knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI),
this research addresses two issues affecting user experience in 360o video: Attention
Guidance and Visually Induced Motion Sickness (VIMS).
This research work relies on the construction of multiple artifacts to answer the de-
fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe-
riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as
well as enabling the collection and analysis of captured metrics emerging from the user
experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including
optical flow and visual SLAM among others) that control parameters for visual modi-
fications such as a restricted Field of View (FoV). These artifacts are accompanied by
evaluation studies targeting the defined research questions. Through Cue Control, this
research shows that non-diegetic music can be spatialized to act as orientation for users.
A partial spatialization of music was deemed ineffective when used for orientation. Addi-
tionally, our results also demonstrate that diegetic sounds are used for notification rather
than orientation. Through VIMS mitigation pipeline, this research shows that dynamic
restricted FoV is statistically significant in mitigating VIMS, while mantaining desired
levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a
Research through Design (RtD) approach, where the IVRUX artifact is the product of de-
sign knowledge and gave direction to research. The research presented in this thesis is
of interest to practitioners and researchers working on 360o video and helps delineate
future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra-
balho e entretenimento. Enquanto que o vÃdeo 360o tem sido caracterizado como sendo
menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili-
dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na
prevalência e potencial do formato de vÃdeo 360o, esta pesquisa está focada em melhorar e
aumentar a experiência de utilizador ao ver vÃdeos 360o. Impulsionado por conhecimento
de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta
pesquisa aborda dois problemas que afetam a experiência de utilizador em vÃdeo 360o:
Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS).
Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res-
ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de
experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação
de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas
capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS,
uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que
controla parâmetros para modificações visuais como o campo de visão restringido. Estes
artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas
de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não-
diegética pode ser espacializada para servir como orientação para os utilizadores. Uma
espacialização parcial da música foi considerada ineficaz quando usada para a orientação.
Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para
notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa
mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar
VIMS, enquanto mantem nÃveis desejados de Presença. Ambos Cue Control e o canal para
a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD),
onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa.
A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra-
balhando em vÃdeo 360o e ajuda a delinear futuras direções em tornar o vÃdeo 360o um
espaço de design rico para a interação e narrativa
Social gaming: A systematic review
Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes
Tangible user interfaces and social interaction in children with autism
Tangible User Interfaces (TUIs) offer the potential for new modes of social
interaction for children with Autism Spectrum Conditions (ASC). Familiar objects that
are embedded with digital technology may help children with autism understand the
actions of others by providing feedback that is logical and predictable. Objects that
move, playback sound or create sound – thus repeating programmed effects – offer an
exciting way for children to investigate objects and their effects.
This thesis presents three studies of children with autism interacting with objects
augmented with digital technology.
Study one looked at Topobo, a construction toy augmented with kinetic
memory. Children played with Topobo in groups of three of either Typically
Developing (TD) or ASC children. The children were given a construction task, and
were also allowed to play with the construction sets with no task. Topobo in the task
condition showed an overall significant effect for more onlooker, cooperative, parallel,
and less solitary behaviour. For ASC children significantly less solitary and more
parallel behaviour was recorded than other play states.
In study two, an Augmented Knights Castle (AKC) playset was presented to
children with ASC. The task condition was extended to allow children to configure the
playset with sound. A significant effect in a small sample was found for configuration of the AKC, leading to less solitary behaviour, and more cooperative behaviour.
Compared to non-digital play, the AKC showed reduction of solitary behaviour because
of augmentation. Qualitative analysis showed further differences in learning phase, user
content, behaviour oriented to other children, and system responsiveness.
Tangible musical blocks (‘d-touch’) in study three focused on the task. TD and
ASC children were presented with a guided/non-guided task in pairs, to isolate effects
of augmentation. Significant effects were found for an increase in cooperative symbolic
play in the guided condition, and more solitary functional play was found in the
unguided condition. Qualitative analysis highlighted differences in understanding
blocks and block representation, exploratory and expressive play, understanding of
shared space and understanding of the system.
These studies suggest that the structure of the task conducted with TUIs may be
an important factor for children’s use. When the task is undefined, play tends to lose
structure and the benefits of TUIs decline. Tangible technology needs to be used in an
appropriately structured manner with close coupling (the distance between digital
housing and digital effect), and works best when objects are presented in familiar form
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