46 research outputs found

    Initial perceptions of a casual game to crowdsource facial expressions in the wild

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    The performance of affective computing systems often depend on the quality of the image databases they are trained on. However, creating good quality training databases is a laborious activity. In this paper, we evaluate BeFaced, a tile matching casual tablet game that enables massive crowdsourcing of facial expressions for the purpose of advancing facial expression analysis. The core aspect of BeFaced is game quality, as increased enjoyment and engagement translates to an increased quantity of varied facial expressions obtained. Hence a pilot user study was performed on 18 university students whereby observational and interview data were obtained during playtests. We found that most users enjoyed the game and were intrigued by the novelty in interacting with the facial expression gameplay mechanic, but also uncovered problems with feedback provision and the dynamic difficulty adjustment mechanism. These findings hence provide invaluable insights for the other researchers/ practitioners working on similar crowdsourcing games with a purpose, as well as for the development of BeFaced

    The Impact of Networks of Public on Crowdsourcing in the UK Heritage Sector

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    This research explores the interaction between internal heritage personnel and the public over social media. Focusing on the phenomena of crowdsourcing and what it means to the individuals involved with it, the study employs a qualitative, interpretive approach, focusing on contemporary history (\u27living memory\u27) interactions between participants of three UK Armed Forces museums and the public. Using the conceptual framework of networks of practice as a sensitizing concept in order to gain insight into how museum personnel employ, instigate and respond to the activity of crowdsourcing, participant interviews were analyzed using Grounded Theory Methodology. The findings challenge contentions in literature on the formation of, and knowledge exchange in, networks of practice suggesting that rather than extending existing understanding of such networks, a new form of electronic network has emerged around the museum context: the network of public

    Effects of Virtual Humans’ Facial Emotional Displays on Persuasion

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    This dissertation explores the effect of virtual humans’ facial emotional displays in the context of persuasion. In a collaborative problem-solving game, participants received persuasive information from a virtual teammate. The first study demonstrated that a subservient virtual teammate’s facial emotional displays reduced his or her persuasive capacity. The second study revealed that the effect of a virtual human’s facial emotional displays was jointly determined by whether the observer was in power, and/or whether the observer considered it appropriate to express emotions. Emotional expressions undermined persuasion when the observer overpowered the virtual human, and/or when the observer perceived emotional expressions to be inappropriate. When both conditions were satisfied, emotional expressions reduced persuasion the most. The third study suggested that the amount of anger expressions predicted the outcome of persuasion. Photorealism, while on one hand enhanced the perception of anger expressions, did not moderate the effect of emotional expressions. Findings from this study inform theories of emotional expressions in persuasion, and guide the design of persuasive virtual humans

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Flavor text generation for role-playing video games

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    Designing digital and physical interactions for the Digital Public Space

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    Over the course of the last decade there has been a perceivable shift in the way interactions occur with digital systems with a clear preference towards touchscreen based interactions. This move can be attributed in part to the Apple’s iPhone, first introduced in 2007, and whilst not the first touchscreen product, it was the first to lead to widespread adoption and use. This thesis seeks to develop new design interaction methods that recognise that we are moving away from a dominance of digital interactions with screens to one where interactions are supported by everyday things. These devices allow greater perspectives to be gained than when purely interacting by touchscreen. This is presented as an exploration of interaction methods surrounding intermediary objects that are both physical and digital in nature - phygital. Affordances are an important part of how people interact with devices in their everyday life; it is these affordances that let us understand how to use things around us. Affordances are also present in the digital world and are an important part of how the work presented in this thesis analysed the design of the phygital objects and interactions they enabled. This thesis draws on six case studies from a diverse range of projects undertaken as part of The Creative Exchange research project. Beginning with an exploration of current touchscreen interaction methods then moving towards identifying and suggesting new interaction models. Throughout this research, key ideas will be extracted, rationalised and presented individually for each Creative Exchange project, in such a way that allows conclusions to be drawn about physical and digital interactions in the Digital Public Space. Finally, this body of work concludes with a design manifesto which, provides a route away from strict screen interactions to one where more physical Natural User Interfaces that interact with the world. The manifesto will also serve prospective phygital interaction designers in the production of new interactions by identifying key findings such as matching affordances to the phygital objects

    More playful user interfaces:interfaces that invite social and physical interaction

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    The Future of Digital Spaces and Their Role in Democracy

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    This is the 13th"Future of the Internet" canvassing Pew Research Center and Elon University's Imagining the Internet Center have conducted together to gather expert views about important digital issues. In this report, the questions focused on the prospects for improvements in the tone and activities of the digital public sphere by 2035. This is a nonscientific canvassing based on a nonrandom sample; this broad array of opinions about where current trends may lead in the next decade represents only the points of view of the individuals who responded to the queries.Pew Research Center and Elon's Imagining the Internet Center built a database of experts to canvass from a wide range of fields, inviting professionals and policy people based in government bodies, nonprofits and foundations, technology businesses and think tanks, as well as interested academics and technology innovators. The predictions reported here came in response to a set of questions in an online canvassing conducted between June 29 and Aug. 2, 2021.In all, 862 technology innovators and developers, business and policy leaders, researchers and activists responded to at least one of the questions covered in this report. More on the methodology underlying this canvassing and the participants can be found in the section titled "About this canvassing of experts.
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