51 research outputs found
Trust-mistrust as a design contingency: laboratory experimentation in a counterterrorism context
Trust research assumes organizational managers ought to establish high levels of trust. Research also suggests trust is decreasing and therefor raises an important management dilemma. We study trust from a contingency theory framework and hypothesize that trust levels may vary depending on different organizational designs. Using the ELICIT multiplayer intelligence game we conduct laboratory experiments to examine the effect of trust levels and organizational design on performance. Results are mixed: trust and organizational design have strong interactions, and high levels of trust do not necessarily equate to good performance.recommended for Best Paper Award
Semi-automated level design via auto-playtesting for handheld casual game creation
We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika
Automated tweaking of levels for casual creation of mobile games
Casual creator software lowers the technical barriers to creative expression. Although casual creation of visual art, music, text and game levels is well established, few casual creators allow users to create entire games: despite many tools that aim to make the process easier, development of a game from start to finish still requires no small amount of technical ability. We are developing an iOS app called Gamika which seeks to change this, mainly through the use of AI and computational creativity techniques to remove some of the technical and creative burden from the user. In this paper we describe an initial step towards this: a Gamika component that takes a level designed by the user, and tweaks its parameters to improve its playability. The AI techniques used are straightforward: rule-based automated playtesting, random search, and decision trees learning. While there is room for improvement, as a proof of concept for this kind of mixed-initiative creation, the system already shows great promise
Towards a computational reading of emergence in experimental game design
In any prolonged creative act, there may be moments when an interesting and/or surprising aspect of the artefact being created, or a related idea, emerges without prior knowledge of the creator. Such emergent properties can be capitalised on to drive the creative process. With the Gamika iOS app, we have made it possible to create novel casual game levels in minutes and hours rather than the usual days and weeks. This has enabled us to undertake and analyse game design sessions with a think aloud methodology, focusing on moments of emergence and how they influenced the level design. This has in turn led us to an initial computational reading of emergence in game design, where we imagine how an automated game designer could recognise and take advantage of unexpected changes in aspects such as aesthetics, gameplay and playing strategies which arise during the creative process
Wevva: Demonstrating Game Design
Fluidic games blur the line between gameplay and game design, providing playful, non-technical, easy-to-use tools for users to design their own games. We introduce Wevva, our first fluidic game for iOS, which allows users to design and share their own games based on novel mechanics, entirely on a mobile device, with no need for programming skills. The development of such software is a significant challenge in user interface design, requiring a new design approach compared to the design of more traditional creative tools, and with much scope for mixed-initiative co-creation and other assistive AI technologies. Our aim with fluidic games is to democratise game design, allowing anyone and everyone to express themselves through the artform of digital games
Mixed-Initiative Approaches to On-Device Mobile Game Design
Playing casual games is a wildly popular activity on smartphones. However, designing casual games is done by a smaller group of people, usually on desktop com-puters, using professional development tools. Our goal is to bring these activities closer together, in terms of who does them and how they do them. Our Gamika Technology platform is a 2D physics-based mobile game design environment. It comprises a 284- dimensional parametric design space, and poses mobile game design as the problem of navigating this space. We have built three mobile apps thus far to experiment with on-device, mixed-initiative navigation of the Gamika design space and some of its subspaces. We describe these apps here in terms of the initiatives that go into making a game with them, and how these are split between people and underlying AI software. Our overall goal is to democratise game design, so that an- yone and everyone can make casual games directly on their mobile phones or tablets
Exploring Novel Game Spaces with Fluidic Games
With the growing integration of smartphones into our daily lives, and their increased ease of use, mobile games have become highly popular across all demographics. People listen to music, play games or read the news while in transit or bridging gap times. While mobile gaming is gaining popularity, mobile expression of creativity is still in its early stages. We present here a new type of mobile app -- fluidic games -- and illustrate our iterative approach to their design. This new type of app seamlessly integrates exploration of the design space into the actual user experience of playing the game, and aims to enrich the user experience. To better illustrate the game domain and our approach, we discuss one specific fluidic game, which is available as a commercial product. We also briefly discuss open challenges such as player support and how generative techniques can aid the exploration of the game space further
Analysis of Prostate Cancer Tumor Microenvironment Identifies Reduced Stromal CD4 Effector T-cell Infiltration in Tumors with Pelvic Nodal Metastasis.
BACKGROUND: Pelvic nodal metastasis in prostate cancer impacts patient outcome negatively. OBJECTIVE: To explore tumor-infiltrating immune cells as a potential predictive tool for regional lymph node (LN) metastasis. DESIGN SETTING AND PARTICIPANTS: We applied multiplex immunofluorescence and targeted transcriptomic analysis on 94 radical prostatectomy specimens in patients with (LN+) or without (LN-) pelvic nodal metastases. Both intraepithelial and stromal infiltrations of immune cells and differentially expressed genes (mRNA and protein levels) were correlated with the nodal status. OUTCOME MEASUREMENTS AND STATISTICAL ANALYSIS: The identified CD4 effector cell signature of nodal metastasis was validated in a comparable independent patient cohort of 184 informative cases. Patient outcome analysis and decision curve analysis were performed with the CD4 effector cell density-based signature. RESULTS AND LIMITATIONS: In the discovery cohort, both tumor epithelium and stroma from patients with nodal metastasis had significantly lower infiltration of multiple immune cell types, with stromal CD4 effector cells highlighted as the top candidate marker. Targeted gene expression analysis and confirmatory protein analysis revealed key alteration of extracellular matrix components in tumors with nodal metastasis. Of note, stromal CD4 immune cell density was a significant independent predictor of LN metastasis (odds ratio [OR] = 0.15, p = 0.004), and was further validated as a significant predictor of nodal metastasis in the validation cohort (OR = 0.26, p < 0.001). CONCLUSIONS: Decreased T-cell infiltrates in the primary tumor (particularly CD4 effector cells) are associated with a higher risk of LN metastasis. Future evaluation of CD4-based assays on prostate cancer diagnostic biopsy materials may improve selection of at-risk patients for the treatment of LN metastasis. PATIENT SUMMARY: In this report, we found that cancer showing evidence of cancer metastasis to the lymph nodes tends to have less immune cells present within the tumor. We conclude that the extent of immune cells present within a prostate tumor can help doctors determine the most appropriate treatment plan for individual patients
Rapid game jams with fluidic games: A user study & design methodology
We introduce rapid game jams, a style of game jam that takes only 1–2 h and is focused on design experimentation rather than on programming and technical implementation. To support that kind of rapid game-design experimentation, we have designed a class of games that we call fluidic games. These are mobile games in which the game mechanics and other aspects of the games are editable on the fly, directly on the device, allowing for frequent play/design context shifts. We have conducted four rapid game jams with 105 participants from a local Girlguiding organisation, in order to gain real-world experience with this concept. We analyse results from a survey instrument completed by 69 participants in two of these rapid game jams. In order to guide future work in addressing questions left open by this study, we did a qualitative analysis of the designed games to gain additional insights into participants’ design practice
Curious Users of Casual Creators
Casual creators are a type of design tool identified by Compton & Mateas, characterised by an orientation towards enjoyable, intrinsically motivated creative exploration, rather than task-oriented designer productivity. In our experiments holding rapid game jams with Wevva, a casual creator for mobile game design, we have noticed, however, that users seem to vary considerably even within the context of using a casual creator. Some people focus on designing specific games, while others explore the design space extensively, or even focus exclusively on prodding the edges of the design space looking for its possibilities and limits. We hypothesise that the latter group of users is driven primarily by curiosity about a casual creator and its design space. This results in different patterns of behaviour to the former group (of design-oriented users), which may worth characterising and perhaps explicitly designing for
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