16 research outputs found

    THEORY INTO PRACTICE: "DOMAIN-CENTRIC HANDHELD AUGMENTED REALITY GAME DESIGN" FOR DESIGNERS

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    Master'sMASTER OF ARTS (INDUSTRIAL DESIGN

    KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks

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    Expanding the magic circle in pervasive casual play

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    Dissertação para obtenção do Grau de Doutor em InformáticaIn this document we present proposals for merging the fictional game world with the real world taking into account the profile of casual players. To merge games with reality we resorted to the creation of games that explore di-verse real world elements. We focused on sound, video, physiological data, ac-celerometer data, weather and location. We made the choice for these real world elements because data, about those elements, can be acquired making use of functionality already available, or foreseen in the near future, in devices like computers or mobile phones, thus fitting the profile of casual players who are usually not willing to invest in expensive or specialized hardware just for the sake of playing a game. By resorting to real world elements, the screen is no longer the only focus of the player’s attention because reality also influences the outcome of the game. Here, we describe how the insertion of real world elements affected the role of the screen as the primary focus of the player’s attention. Games happen inside a magic circle that spatially and temporally delimits the game from the ordinary world. J. Huizinga, the inventor of the magic circle concept, also leaves implicit a social demarcation, separating who is playing the game from who is not playing the game [1]. In this document, we show how the insertion of real world elements blurred the spatial, temporal and social limits, in our games. Through this fusion with the ordinary world, the fictional game world integrates with reality, instead of being isolated from it. We also present an analysis about integration with the real world and context data in casual en-tertainment.Fundação para a Ciência e a Tecnologia - grant SFRH/BD/61085/200

    Creating immersive, play-anywhere handheld augmented reality stories, through remote user testing

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    This thesis outlines new instances of Extended Reality (XR) stories as well as associated user studies with them, to create more immersive story experiences delivered at a user’s choice of location through a mobile phone. This extends prior work on Location Based Experiences (LBEs), which have typically been designed to offer a game or story at a pre-determined location. A play-anywhere experience offers potential to open up LBEs to a wider audience, as well as to those may prefer to take part individually or closer to home, such attitude shifts becoming increasingly more common. The current research adopted an in the wild approach combining practice, studies and theory, with most user data being collected remotely. Each story application developed is subsequently referred to as an app, with each app offering a bespoke story incorporating Augmented Reality (AR) features, to better bring users’ location inline with the narrative. Testing the apps across various locations matched their intended use, and resulted in new guidelines for both incorporating AR into such LBEs, as well as for conducting remote user studies. A final app offered a site-specific curated story, with all study participants taking part under similar conditions at the same location, the ability to observe them using the app providing additional insights. The story apps used available local map data alongside Handheld Augmented Reality (HAR), to overlay interactable virtual objects on top of the physical environment, and visible on the phone’s display. Guidelines from related methodologies were used to better allow for the variety of factors that might influence different users’ immersion and engagement. These included the implementation of the AR features, the story itself, real world activity, and personal preferences including onboarding requirements. The approach taken contributed a reverse methodology to a lot of related research, that would typically begin with laboratory testing before moving to public spaces. User studies with the five mobile apps contributed guidelines for such experiences, that could benefit both practitioners and researchers in related fields. In the later case, a need was identified to develop new research tools specifically suited to the subtleties of handheld play-anywhere LBEs, such issues explored within the apps tested. The guidelines identified for offering more effective XR LBEs were also implemented in the creation of a new open source Unity project, called Map Story Engine. This offers a tool to test new features, as well as providing a fully customisable template for practitioners to author their own play-anywhere HAR stories and games

    Designing engaging experiences with location-based augmented reality games for urban tourism environments.

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    Gameplay has recently unfolded as playfulness in various cultural forms using mobile technologies. The rapid affordability paired with the latest technology improvements enabled the diffusion of mobile devices among tourists, who are among the most avid users of mobile technologies. The advent of mobile devices has initiated a significant change in the way we perceive and connect with our environment and paved the way for location-based, mobile augmented reality (AR) games that provide new forms of experiences for travel and tourism. With the recent developments like Pokémon Go and a prediction of 420 million downloads per year by 2019, the mobile game market is one of the fastest growing fields in the sector. Location-based AR games for mobile devices make use of players‟ physical location via the GPS sensor, accelerometer and compass to project virtual 2D and 3D objects with the build-in camera in real time onto the mobile game user interface (GUI) in order to facilitate gameplay activities. Players interact with the virtual and physical game world and overcome artificial challenges while moving around in the real environment. Where current mobile games withdraw players from reality, location-based AR games aim to engage players with the physical world by combining virtual and physical game mechanics in an enhanced way that increases the level of interactive educative and entertaining engagement. Despite some recent research on location-based AR games, game designers do not know much about how to address tourism requirements and the development of mediated playful experiences for urban tourism environments. This study explores the use of location-based AR games to create engaging and meaningful experiences with the tourism urban environment by combining interdisciplinary research of social sciences, (mobile) game design and mobile game user research (mGUR) to contribute to experience design in the context of travel and tourism. Objectives of the study are to identify the influence of key game elements and contextual gameplay parameters on the individual game experience (GX). To achieve the aim, the study has taken a pragmatic interpretivist approach to understand the player‟s individual GX in an evolving gameplay process in order to inform location-based game design. The project explores the interaction between the player, the game and the tourism context, which is assessed by a sequential triangulation of qualitative mixed methods. Two games were identified to be relevant for the tourism application that fulfilled the attributes of a location-based AR game. The first game is a role-playing adventure game, set in the time and place of the Cold War, called Berlin Wall 1989. The second game, Ingress, is a fictive, large area, massively multiplayer role-playing game that uses the real world as the battleground between two game fractions. A conceptual framework has been developed that presents the player engagement process with location-based AR games in urban tourism environments. The findings of the study indicate that gameplay is a moment-by-moment experience that is influenced by multiple aspects. The creation of engaging experiences between players, the game and the tourism context is related to six identified engagement characteristics; emotional engagement, ludic engagement, narrative engagement, spatial engagement, social engagement and mixed reality engagement. The study identified that the main motivations of playing a location-based AR game are the exploration of and learning about the visited destination, curiosity about the new playful activity and socialising with other players. Emotions underlie the creation of engagement stimulated by the alteration of playful interactions. The findings revealed that storytelling and simple game mechanics such as walking, feedback and goal orientation are essential elements in the creation of engaging experiences. Augmented reality, as a feature to connect the real with the virtual world, needs to create real added value for the gameplay in order to be perceived as engaging for players. The study proposes serious location-based AR games as an alternative form for tourism interpretation and has showed opportunities to enhance the tourist experience through self-directed, physical and mental interaction between players, the environment and the location-based AR game. The findings of the research illustrate the complexity of designing location-based game experiences. The developed conceptual framework can be used to inform future location-based AR game design for travel and tourism

    The Effects Of A Modified Learning Strategy On The Multiple Step Mathematical Word Problem Solving Ability Of Middle School Students With High-functioning Autism Or Asperger\u27s Syndrome

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    Students with HFA/AS present with a unique set of cognitive deficits that may prevent achievement in the mathematics curriculum, even though they present with average mathematical skills. The purpose of the study was to determine the effectiveness and efficiency of the use of a modified learning strategy to increase the mathematical word problem solving ability of children with high functioning autism or Asperger\u27s syndrome; determine if the use of Solve It! increases the self-perceptions of mathematical ability, attitudes towards mathematics and attitudes towards solving mathematical word problems; and, determine if Solve It! cue cards or a Solve It! multimedia academic story works best as a prime to increase the percentage correct if the student does not maintain use of the strategy. The subjects were recruited from a central Florida school district. Diagnosis of ASD was confirmed by a review of records and the completion of the Autism Diagnostic Inventory-Revised (Lord, Rutter, & Le Couteur, 2005). Woodcock Johnson Tests of Achievement (Woodcock, McGrew, & Mather, 2001) subtest scores for reading comprehension and mathematical computation were completed to identify the current level of functioning. The Mathematical Problem Solving Assessment- Short Form (Montague, 1996) was administered to determine the need for word problem solving intervention. The subjects were then taught a mathematical word problem solving strategy called Solve It!, during non-content course time at their schools. Generalization data were collected in each subject\u27s regular education mathematics classroom. Sessions were video-taped, work samples were scored, and then graphed using a multiple baseline format. Three weeks after the completion of the study, maintenance data were collected. If subjects did not maintain a high use of the strategy, they were entered into the second study to determine if a video prime or written prime served best to increase word problem solving. The results of the study indicate a functional relationship between the use of the Solve It! strategy and the percentage correct on curriculum based mathematical word problems. The subjects obtained efficient use of strategy use in five training sessions and applied the strategy successfully for five acquisition sessions. Percentage correct on mathematical word problems ranged from 20% during baseline to 100% during training and acquisition trials. Error analysis indicated reading comprehension interference and probable executive functioning interference. Students who did not maintain strategy use quickly returned to intervention level using a prime. Both primes, cue cards and multimedia academic story, increased performance back to intervention levels for two students. However, one prime, the multimedia academic story and not the cue cards, increased performance back to intervention levels for one student. Findings of this study show the utility of a modified learning strategy to increase mathematical word problem solving for students with high functioning autism and Asperger\u27s syndrome. Results suggest that priming is a viable intervention if students with autism do not maintain or generalize strategy use as a means of procedural facilitation

    Evaluating Machine Intelligence with Question Answering

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    Humans ask questions to learn about the world and to test knowledge understanding. The ability to ask questions combines aspects of intelligence unique to humans: language understanding, knowledge representation, and reasoning. Thus, building systems capable of intelligent question answering (QA) is a grand goal of natural language processing (NLP). To measure progress in NLP, we create "exams" for computer systems and compare their effectiveness against a reference point---often based on humans. How precisely we measure progress depends on whether we are building computer systems that optimize human satisfaction in information-seeking tasks or that measure progress towards intelligent QA. In the first part of this dissertation, we explore each goal in turn, how they differ, and describe their relationship to QA formats. As an example of an information-seeking evaluation, we introduce a new dialog QA task paired with a new evaluation method. Afterward, we turn our attention to using QA to evaluate machine intelligence. A good evaluation should be able to discriminate between lesser and more capable QA models. This dissertation explores three ways to improve the discriminative power of QA evaluations: (1) dynamic weighting of test questions, (2) a format that by construction tests multiple levels of knowledge, and (3) evaluation data that is created through human-computer collaboration. By dynamically weighting test questions, we challenge a foundational assumption of the de facto standard in QA evaluation---the leaderboard. Namely, we contend that contrary to nearly all QA and NLP evaluations which implicitly assign equal weights to examples by averaging scores, that examples are not equally useful for estimating machine (or human) QA ability. As any student may tell you, not all questions on an exam are equally difficult and in the worst-case questions are unsolvable. Drawing on decades of research in educational testing, we propose adopting an alternative evaluation methodology---Item Response Theory---that is widely used to score human exams (e.g., the SAT). By dynamically weighting questions, we show that this improves the reliability of leaderboards in discriminating between models of differing QA ability while also being helpful in the construction of new evaluation datasets. Having improved the scoring of models, we next turn to improving the format and data in QA evaluations. Our idea is simple. In most QA tasks (e.g., Jeopardy!), each question tests a single level of knowledge; in our task (the trivia game Quizbowl), we test multiple levels of knowledge with each question. Since each question tests multiple levels of knowledge, this decreases the likelihood that we learn nothing about the difference between two models (i.e., they are both correct or both wrong), which substantially increases discriminative power. Despite the improved format, we next show that while our QA models defeat accomplished trivia players, that they are overly reliant on brittle pattern matching, which indicates a failure to intelligently answer questions. To mitigate this problem, we introduce a new framework for building evaluation data where humans and machines cooperatively craft trivia questions that are difficult to answer through clever pattern matching tricks alone---while being no harder for humans. We conclude by sketching a broader vision for QA evaluation that combines the three components of evaluation we improve---scoring, format, and data---to create living evaluations and re-imagine the role of leaderboards

    The Psychology of Human Thought

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    The “Psychology of Human Thought” is an “open access” collection of peer-reviewed chapters from all areas of higher cognitive processes. The book is intended to be used as a textbook in courses on higher process, complex cognition, human thought, and related courses. Chapters include concept acquisition, knowledge representation, inductive and deductive reasoning, problem solving, metacognition, language, expertise, intelligence, creativity, wisdom, development of thought, affect and thought, and sections about history and about methods. The chapters are written by distinguished scholarly experts in their respective fields, coming from such diverse regions as North America, Great Britain, France, Germany, Norway, Israel, and Australia. The level of the chapters is addressed to advanced undergraduates and beginning graduate students.„Psychology of Human Thought“ ist eine Sammlung frei zugänglicher, qualitätsgeprüfter Kapitel aus allen Gebieten höherer Kognition. Sie ist gedacht als Lesebuch zum Studium komplexer Kognition und des menschlichen Denkens. Die Kapitel umfassen die Themen Begriffserwerb, Wissensrepräsentation, induktives und deduktives Schließen, Problemlösen, Metakognition, Sprache, Kultur, Expertise, Intelligenz, Kreativität, Weisheit, Denkentwicklung, Denken und Gefühle. Auch Kapitel zur Geschichte und zu Methoden sind dabei. Die Kapitel sind von weltweit führenden Experten aus den USA, Großbritannien, Frankreich, Norwegen, Israel, Australien und Deutschland verfasst. Das Niveau ist ausgerichtet auf fortgeschrittene Studierende
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