532 research outputs found

    Playing with social and emotional game companions

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    This paper presents the findings of an empirical study that explores player game experience by implementing the ERiSA Framework in games. A study with Action Role-Playing Game (RPG) was designed to evaluate player interactions with game companions, who were imbued with social and emotional skill by the ERiSA Framework. Players had to complete a quest in the Skyrim game, in which players had to use social and emotional skills to obtain a sword. The results clearly show that game companions who are capable of perceiving and exhibit emotions, are perceived to have personality and can forge relationships with the players, enhancing the player experience during the game

    Designing for Curiosity in Citizen Science

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    In this paper we explain why curiosity is important for citizen science, we propose 3 tips for encouraging curiosity, and we present our current project Open 3D

    Attitudes Towards End-of-Life Decisions and the Subjective Concepts of Consciousness: An Empirical Analysis

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    Background: People have fought for their civil rights, primarily the right to live in dignity. At present, the development of technology in medicine and healthcare led to an apparent paradox: many people are fighting for the right to die. This study was aimed at testing whether different moral principles are associated with different attitudes towards end-of-life decisions for patients with a severe brain damage. Methodology: We focused on the ethical decisions about withdrawing life-sustaining treatments in patients with severe brain damage. 202 undergraduate students at the University of Padova were given one description drawn from four profiles describing different pathological states: the permanent vegetative state, the minimally conscious state, the locked-in syndrome, and the terminal illness. Participants were asked to evaluate how dead or how alive the patient was, and how appropriate it was to satisfy the patient's desire. Principal Findings: We found that the moral principles in which people believe affect not only people's judgments concerning the appropriateness of the withdrawal of life support, but also the perception of the death status of patients with severe brain injury. In particular, we found that the supporters of the Free Choice (FC) principle perceived the death status of the patients with different pathologies differently: the more people believe in the FC, the more they perceived patients as dead in pathologies where conscious awareness is severely impaired. By contrast, participants who agree with the Sanctity of Life (SL) principle did not show differences across pathologies. Conclusions: These results may shed light on the complex aspects of moral consensus for supporting or rejecting end-of-life decisions

    Comparing league formats with respect to match importance in Belgian football

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    Recently, most clubs in the highest Belgian football division have become convinced that the format of their league should be changed. Moreover, the TV station that broadcasts the league is pleading for a more attractive competition. However, the clubs have not been able to agree on a new league format, mainly because they have conflicting interests. In this paper, we compare the current league format, and three other formats that have been considered by the Royal Belgian Football Association. We simulate the course of each of these league formats, based on historical match results. We assume that the attractiveness of a format is determined by the importance of its games; our importance measure for a game is based on the number of teams for which this game can be decisive to reach a given goal. Furthermore, we provide an overview of how each league format aligns with the expectations and interests of each type of club

    Supporting the consumption and co-authoring of locative media experiences for a rural village community: design and field trial evaluation of the SHARC2.0 framework

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    Locative Media Experiences (LMEs) have significant potential in enabling visitors to engage with the places that they visit through an appreciation of local history. For example, a visitor to Berlin that is exploring remnants of the Berlin Wall may be encouraged to appreciate (or in part experience) the falling of the Berlin wall by consuming multimedia directly related to her current location such as listening to audio recordings of the assembled crowds on 10th November 1989. However, despite the growing popularity of enabling technologies (such as GPS-equipped smart phones and tablets), the availability of tools that support the authoring of LMEs is limited. In addition, mobile apps that support the consumption of LMEs typically adopt an approach that precludes users from being able to respond with their own multimedia contributions. In this article we describe the design and evaluation of the SHARC2.0 framework that has been developed as part of our long-term and participatory engagement with the rural village of Wray in the north of England. Wray has very limited cellular data coverage which has placed a requirement on the framework and associated tools to operate without reliance on network connectivity. A field study is presented which featured a LME relating to Wray’s local history and which contained multimedia content contributed by members of the community including historic photos (taken from an existing ‘Digital Noticeboard’ system), audio-clips (from a local historian and village residents) and video (contributed during a design workshop). The novelty of our approach relates to the ability of multiple authors to contribute to a LME in-situ, and the utilisation of personal cloud storage for storing the contents associated with a multi-authored LME

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
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