1,435 research outputs found
From Playability to a Hierarchical Game Usability Model
This paper presents a brief review of current game usability models. This
leads to the conception of a high-level game development-centered usability
model that integrates current usability approaches in game industry and game
research.Comment: 2 pages, 1 figur
Research at the Institute of electrotechnology in the field of induction heating
The paper informs generally about the activities at the Institute of Electrotechnology in Hannover, Germany in the fields of education and research in Electrotechnology. Several actual research projects are described in detail in the field of induction heating. A second paper written by Baake and Spitans gives an overview about the activities at the institute in induction melting
Trends and Techniques in Visual Gaze Analysis
Visualizing gaze data is an effective way for the quick interpretation of eye
tracking results. This paper presents a study investigation benefits and
limitations of visual gaze analysis among eye tracking professionals and
researchers. The results were used to create a tool for visual gaze analysis
within a Master's project.Comment: pages 89-93, The 5th Conference on Communication by Gaze Interaction
- COGAIN 2009: Gaze Interaction For Those Who Want It Most, ISBN:
978-87-643-0475-
Towards Understanding the Importance of Co-Located Gameplay
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, https://doi.org/10.1145/2793107.2810312Analyzing the social con¬text present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition (cooperative or competitive play with a human player versus computer-controlled character) on player experience. The study controlled for co-presence by ensuring that another individual attending to the same stimulus was present in all conditions. Although physiological measures were not significant, subjective measures of arousal and pleasure were significantly different under varying conditions.SIGCHI ACM Special Interest Group on Computer-Human InteractionPeer-reviewe
A variable partially-polarizing beam splitter
We present designs for variably polarizing beam splitters. These are beam
splitters allowing the complete and independent control of the horizontal and
vertical polarization splitting ratios. They have quantum optics and quantum
information applications, such as quantum logic gates for quantum computing and
non-local measurements for quantum state estimation. At the heart of each
design is an interferometer. We experimentally demonstrate one particular
implementation, a displaced Sagnac interferometer configuration, that provides
an inherent instability to air currents and vibrations. Furthermore, this
design does not require any custom-made optics but only common components which
can be easily found in an optics laboratory.Comment: 9 pages, 8 figure
Gameplay experience in a gaze interaction game
Assessing gameplay experience for gaze interaction games is a challenging
task. For this study, a gaze interaction Half-Life 2 game modification was
created that allowed eye tracking control. The mod was deployed during an
experiment at Dreamhack 2007, where participants had to play with gaze
navigation and afterwards rate their gameplay experience. The results show low
tension and negative affects scores on the gameplay experience questionnaire as
well as high positive challenge, immersion and flow ratings. The correlation
between spatial presence and immersion for gaze interaction was high and yields
further investigation. It is concluded that gameplay experience can be
correctly assessed with the methodology presented in this paper.Comment: pages 49-54, The 5th Conference on Communication by Gaze Interaction
- COGAIN 2009: Gaze Interaction For Those Who Want It Most, ISBN:
978-87-643-0475-
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