A Mobile Game Controller Adapted to the Gameplay and User's Behavior Using Machine Learning | | BIBAK | Full-Text | 3-16 | |
Leonardo Torok; Mateus Pelegrino; Daniela G. Trevisan; Esteban Clua; Anselmo Montenegro | |||
When playing games, the user expects an easy and intuitive interaction.
While current controllers are physical hardware components with a default
configuration of buttons, different games use different buttons and demand
different interaction methods. Besides, the player style varies according to
personal characteristics or past gaming experiences. In previous works we
proposed a novel virtual controller based on a common touchscreen device, such
as smartphone or tablet, that is used as a gamepad to control a game on a
computer or game console. In this work we include machine-learning techniques
for an intelligent adaption of the layout and control elements distribution,
minimizing errors and providing an enjoyable experience for individual users.
We also present different usability tests and show considerable improvements in
the precision and game performance of the user. We expect to open a new way of
designing console and desktop games, allowing game designers to project
individual controllers for each game. Keywords: Touch surfaces and touch interaction; input and interaction technologies;
machine learning and data mining; games and play |
A Participatory Approach for Game Design to Support the Learning and Communication of Autistic Children | | BIBAK | Full-Text | 17-31 | |
Thiago Porcino; Daniela Trevisan; Esteban Clua; Marcos Rodrigues; Danilo Barbosa | |||
In this work we propose to apply a participatory design process for
developing mobile games focused on learning and communication of autistic
children. This study employs a game to help people with autism and describes
the complete design process used in this research. As a result of the design
process was possible to note the necessity to allow high customization and
personalization of digital activities in order to promote the user engagement
and gameplay ability. Moreover, more details are provided about the developed
game. Two customized interactive activities were developed: Questions &
Answers and the Emotional Thermometer that were evaluated with therapists,
autistic children and HCI specialists. Finally, it is described the importance
of therapists in game design process and the requirements for redesigning the
application interface. Keywords: Autism; children; learning; communication; mobile; participatory design;
game |
A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains | | BIBAK | Full-Text | 32-44 | |
Érick O. Rodrigues; Esteban Clua | |||
This work proposes an automatic real time lighting technique for
procedurally generated isometric maps. The scenario is generated from a string
seed and the proposed lighting system estimates the geometrical shape of the 2D
objects as if they were 3D for further light interaction, therefore producing a
2.5D effect. We employ opacity maps to overcome an issue generated by the
geometrical shape estimation. The solution is a coupled approach between the
CPU and GPU. The produced visuals, gameplay and performance were evaluated by
gamers, programmers and designers. Furthermore, the performance, in terms of
frames per second, was evaluated over distinct graphics cards and processors
and was satisfactory. Keywords: procedural generation; lighting; isometric; 2.5D; real time |
Adaptive Automated Storytelling Based on Audience Response | | BIBAK | Full-Text | 45-58 | |
Augusto Baffa; Marcus Poggi; Bruno Feijó | |||
To tell a story, the storyteller uses all his/her skills to entertain an
audience. This task not only relies on the act of telling a story, but also on
the ability to understand reactions of the audience during the telling of the
story. A well-trained storyteller knows whether the audience is bored or
enjoying the show just by observing the spectators and adapts the story to
please the audience. In this work, we propose a methodology to create tailored
stories to an audience based on personality traits and preferences of each
individual. As an audience may be composed of individuals with similar or mixed
preferences, it is necessary to consider a middle ground solution based on the
individual options. In addition, individuals may have some kind of relationship
with others that influence their decisions. The proposed model addresses all
steps in the quest to please the audience. It infers what the preferences are,
computes the scenes reward for all individuals, estimates their choices
independently and in group, and allows Interactive Storytelling systems to find
the story that maximizes the expected audience reward. Keywords: Social Interaction; Group decision making; Model of Emotions; Automated
Storytelling; Audience model; Optimization application |
ADITHO -- A Serious Game for Training and Evaluating Medical Ethics Skills | | BIBAK | Full-Text | 59-71 | |
Cristian Lorenzini; Claudia Faita; Michele Barsotti; Marcello Carrozzino; Franco Tecchia; Massimo Bergamasco | |||
This paper presents "A Day In The HOspital", a Digital Serious Game aiming
at providing a technological tool for both evaluating and training ethical
skills of medical staff personnel. During the game, the player interprets the
role of a physician who has to perform a decision-making process that involves
his ethical and medical skills. Usability and sense of Presence have been
assessed through a specific post-game Likert-questionnaire.
In order to evaluate the potential of the game as a medical training tool, experimental sessions have been conducted with two different groups of participants ("non-medical" and "medical" groups) and game outcomes have been statistically compared. Participants belonging to both the experimental groups report a high level of game Usability and sense of Presence. Finally, the statistically higher game score obtained by the "medical" group demonstrates the usefulness of ADITHO for evaluating and training ethical skills. Keywords: Digital Serious Game; Biomedical Ethics; Virtual Reality; Virtual
Environments; Decision Making; Medical Training; Ethical Evaluation;
Collaborative Training; Physician-Patient Relationship |
A Battle of Wit: Applying Computational Humour to Game Design | | BIBAK | Full-Text | 72-85 | |
Dormann Claire | |||
There is still a dearth of humour in computer games. To spur the use of
humour in games and overcome some of the difficulties in producing humour, we
advance that game design can benefit from research in computational humour. The
focus of this paper is thus on verbal humour and humour design. Integrating
computational humour in games could facilitate humour scripting and solve one
of the oldest problems in game humour related to repetition. A humour bot could
enhance gamers' experiences, by stimulating social bonding or supporting comic
relief. We believe that the use of computational humour for game design would
enhance players' laughter and designers' creativity. Last, as game design can
benefit from advances in computational humour, so virtual agents can from game
research. Keywords: humour design; computer games; players; tools; computational humour; verbal
humour; one-liner |
Advanced Dynamic Scripting for Fighting Game AI | | BIBAK | Full-Text | 86-99 | |
Kevin Majchrzak; Jan Quadflieg; Günter Rudolph | |||
We present an advanced version of dynamic scripting, which we apply to an
agent created for the Fighting Game AI Competition. In contrast to the original
method, our new approach is able to successfully adapt an agent's behavior in
real-time scenarios. Based on a set of rules created with expert knowledge, a
script containing a subset of these rules is created online to control our
agent. Our method uses reinforcement learning to learn which rules to include
in the script and how to arrange them. Results show that the algorithm
successfully adapts the agent's behavior in tests against three other agents,
allowing our agent to win most evaluations in our tests and the CIG 2014
competition. Keywords: Artificial Intelligence; AI; Computer Game; Fighting Game; Dynamic
Scripting; Code Monkey; Real-Time; Adaptive; Reinforcement Learning |
Applied Games -- In Search of a New Definition | | BIBAK | Full-Text | 100-111 | |
Ralf Schmidt; Katharina Emmerich; Burkhard Schmidt | |||
The endeavour of transferring attributes and qualities of games and game
experiences to users and contexts apart from entertainment values spanned a
wide field of research over the years, along with a diversity of
classifications and definitions. While respecting their uses, we argue that
this diversity might also hinder cross-disciplinary research efforts on
fundamental questions and cooperation with practitioners. Moreover, with the
postulated development towards a ludification of culture under way, it may
become more difficult and less important to distinct examples among these
definitions in future.
Hence, we propose rethinking existing definitions and suggest the term of applied games as a starting point for a discussion about a more holistic and contemporary term and future common ground. This paper provides definitions of the artefact applied game and the process applied game design as well as suggestions on a classification of purposes and some research questions. Keywords: Applied Games; Serious Games; Game Based Learning; Gamification; Game
Thinking; Definition; Game Design |
Classification of Player Roles in the Team-Based Multi-player Game Dota 2 | | BIBAK | Full-Text | 112-125 | |
Christoph Eggert; Marc Herrlich; Jan Smeddinck; Rainer Malaka | |||
Computer games are big business, which is also reflected in the growing
interest in competitive gaming, the so-called electronic sports. Multi-player
online battle arena games are among the most successful games in this regard.
In order to execute complex team-based strategies, players take on very
specific roles within a team. This paper investigates the applicability of
supervised machine learning to classifying player behavior in terms of specific
and commonly accepted but not formally well-defined roles within a team of
players of the game Dota 2. We provide an in-depth discussion and novel
approaches for constructing complex attributes from low-level data extracted
from replay files. Using attribute evaluation techniques, we are able to reduce
a larger set of candidate attributes down to a manageable number. Based on this
resulting set of attributes, we compare and discuss the performance of a
variety of supervised classification algorithms. Our results with a data set of
708 labeled players see logistic regression as the overall most stable and best
performing classifier. Keywords: multi-player games; player roles; classification |
Design-Based Learning in Classrooms Using Playful Digital Toolkits | | BIBAK | Full-Text | 126-139 | |
K. J. Scheltenaar; J. E. C. van der Poel; M. M. Bekker | |||
The goal of this paper is to explore how to implement Design Based Learning
(DBL) with digital toolkits to teach 21st century skills in (Dutch) schools. It
describes the outcomes of a literature study and two design case studies in
which such a DBL approach with digital toolkits was iteratively developed. The
outcome is described in the form of a framework that explains how to consider
different perspectives, such as the DBL process, the role of the teacher, the
use of a digital toolkit and the framing of the design brief in relation to
setting learning goals that are suitable for a school context. The design cases
indicate that DBL with digital toolkits can play a valuable role in teaching
21st Century skills, such as problem solving, creativity, and digital literacy
to children in schools, if the other components of the framework, such as
school's learning goals, are taken into account. Keywords: playful learning; design-based learning; creative learning; digital
toolkits; construction toolkits; children; 21st century skills |
Embedding and Implementation of Quantum Computational Concepts in Digital Narratives | | BIBAK | Full-Text | 140-154 | |
Nikitas M. Sgouros | |||
Quantum computational concepts introduce a host of new ideas for describing
and implementing computational processes based on notions of superposition,
entanglement, interference and measurement. This paper explores how such
quantum mechanical ideas can be used in the development and implementation of
computational narrative environments. In particular we focus on the use of
quantum computing concepts for the representation of character state and
beliefs, the development of point-of-view and context-sensitive processes for
decision making along with the representation of the notion of conflict. We
describe the implementation of these ideas in QuNL, our novel, special-purpose
declarative language for narrative construction along with QuNE its associated
interpreter. Both systems are available on the Web for testing and
experimentation. Keywords: Quantum Computing; Computational Methodologies for Entertainment; Narratives |
EmotionBike: A Study of Provoking Emotions in Cycling Exergames | | BIBAK | Full-Text | 155-168 | |
Larissa Müller; Sebastian Zagaria; Arne Bernin; Abbes Amira; Naeem Ramzan; Christos Grecos; Florian Vogt | |||
In this work, we investigate the effect of how exercise game design elements
generate deliberate real-time sensed emotional responses in gamers. Our
experimental setup consists of a cycling game controller, a designed 3D
first-person cycling game to provoke emotions, a data recording system, and an
emotion analysis system. The physical cycling game controller is an enhanced
computer controlled bike-exercise-trainer that enables handle bar steering and
sets pedal resistance. Our developed 3D first person cycling game provokes
emotions with game elements in different game settings: timed race, parcours
traversal, and virtual world exploration. Our recording system synchronously
captures video, game controller activity, and game events for emotion analysis.
In this case study, we show evidence that crafted computer exergame elements
are able to provoke subject emotions displayed in their facial expressions,
which can be quantified with our developed analysis method. The game elements
selected in the specific gameplay situations follow patterns that give inside
and judge of individual players involvement and emotional tension. Our emotion
analysis of game events provides insights into player reactions during specific
game situations. Our results show that strong differing responses by
individuals may be taken into account in the design of game mechanics. For
example, the falling event of level 3 showed that two opposing strong reactions
could be triggered in players. The emotion analysis methods may be used in
other types of games. Hereby we believe that a combination of questionnaires
and our in situ emotion analysis provide valuable feedback to aid decision in
for game design and game mechanics. Keywords: Exergame; Affective Gaming; Physical Activity; Cycling Game; Big Five
Personality Test; Facial Expression; Emotion Provocation; Emotion Recognition |
Evaluating the Impact of Highly Immersive Technologies and Natural Interaction on Player Engagement and Flow Experience in Games | | BIBAK | Full-Text | 169-181 | |
Raffaello Brondi; Leila Alem; Giovanni Avveduto; Claudia Faita; Marcello Carrozzino; Franco Tecchia; Massimo Bergamasco | |||
Social interaction in videogames has a big impact on players experience and
is often used to increase enjoyment and retention. In the current study a
highly immersive setup based on the Oculus Rift and depth cameras and
exploiting natural user interaction is compared with a classical Keyboard &
Mouse configuration in the context of a videogame experience taking place in a
shared Virtual Environment. The research aims at assessing the impact of new
technologies and interaction metaphors on users engagement when playing social
games. Initial findings from our study suggest that while players perform
better using the classic Keyboard & Mouse setup, the new technological
setup and the Natural User Interface offer higher level of engagement and
facilitate user flow state. Keywords: Flow; Collaborative; Social Game; Natural User Interfaces; Player
Engagement; Social Presence; Game Design; Mixed Reality; Virtual Reality |
Evolutionary Changes of Pokemon Game: A Case Study with Focus On Catching Pokemon | | BIBAK | Full-Text | 182-194 | |
Chetprayoon Panumate; Shuo Xiong; Hiroyuki Iida; Toshiaki Kondo | |||
Game refinement is a unique theory that has been used as a reliable tool for
measuring the attractiveness and sophistication of the games considered. A game
refinement measure is derived from a game information progress model and has
been applied in various games. In this paper, we aim to investigate the
attractiveness of Pokemon, one of the most popular turn-based RPG games. We
focus on catching Pokemons which are important components in the game. Then, we
propose a new game refinement model with consideration on a prize cost and
apply it to catching Pokemons. We analyze in every generation of the game.
Experimental results show that a game refinement value of catching Pokemons
which has been changed many times tries to reach to an appropriate range of
game refinement value: 0.07-0.08 for which previous works have confirmed. Keywords: Game refinement theory; engagement; Pokemon |
Game-Based Interactive Campaign Using Motion-Sensing Technology | | BIBAK | Full-Text | 195-208 | |
Alf Inge Wang; Mari Hansen Asplem; Mia Aasbakken; Letizia Jaccheri | |||
The article describes an evaluation of a prototype for doing game-based
interactive advertisement campaigns in crowded public spaces using
motion-sensing technology. The prototype was developed using OpenNi, XNA and
Kinect, in which people who pass by a large display would be reflected on a
large screen in the form of a silhouette and automatically become a part of a
game. The goal of the game is for the players to gather falling objects into a
container using the body to direct the objects. The objects move around when
the objects collide with the silhouette of the player. The graphical
representation of the falling objects and the container can be changed to fit
various advertisement purposes.
The game-based interactive campaign was tested at four different public locations, and was evaluated through observations and questionnaires. Our findings suggest that there is a potential for using motion control in game-based interactive campaigns in public settings. The game attracted a good amount of attention, and seemed to tempt the curiosity of passers-by. An observed trend was that participants were comfortable playing in public and got easily engaged. Children and adolescents in groups were by far the most active participants. Keywords: Interactive advertisement campaigns; motion-sensing control; games;
evaluation |
Gamification and Family Housework Applications | | BIBAK | Full-Text | 209-223 | |
Anne Berit Kigen Bjering; Marikken Høiseth; Ole Andreas Alsos | |||
This conceptual work represents an initial exploration into a little
researched area, namely app design for families. We explore how gamification is
incorporated in applications that target family housework, also known as
chores. During the last five years an increasing number of apps aim to
transform routine based housework into entertaining activities. Many parents
think it is important that children, at an early age, learn about family values
and responsibilities that comes with the role as a family member. However, a
gamified approach towards housework can influence family interaction in both
positive and negative ways. We analyze a selection of so-called chore apps by
building on an existing classification framework for educational apps and
applying concepts of game design elements. Our findings show (1) that existing
apps tend to be mostly instructive and partly manipulable, (2) that they tend
to focus on external rather than intrinsic motivation, (3) that they target
family members individually, rather than the family as a whole. We discuss the
results from a motivation perspective by drawing attention to three concepts
that relate to intrinsic motivation: Competence, autonomy and relatedness. Keywords: Gamification; housework; family; motivation; children; parents |
IdleWars: An Evaluation of a Pervasive Game to Promote Sustainable Behaviour in the Workplace | | BIBA | Full-Text | 224-237 | |
Evangelos Tolias; Enrico Costanza; Alex Rogers; Benjamin Bedwell; Nick Banks | |||
Energy reduction is one of the main challenges that countries around the world currently face, and there is potential to contribute to this by raising awareness towards sustainability in the workplace. We introduce IdleWars, a pervasive game played using smartphones and computers. In the game, workers' proenvironmental or wasteful behaviour is reflected in their game score, and displayed through eco-feedback visualisations to try and call attention to energy wastage and potentially reduce it. A field deployment, over two weeks in a medium sized organisation, revealed that the physical and competitive elements of the game work well in engaging participants and stimulating discussion around energy wasted and conservation. However, the game turned out to encourage also some anti-conservation behaviours, as participants appropriated the game and extended its rules, sometimes in a way that favoured engagement and fun rather than proenvironmental behaviour. More in general, our study uncovered how both the game and idle time reduction in itself can rub against the daily practices of the workplace where the study was run. |
Interactive Digital Gameplay Can Lower Stress Hormone Levels in Home Alone Dogs -- A Case for Animal Welfare Informatics | | BIBAK | Full-Text | 238-251 | |
Annika Geurtsen; Maarten H. Lamers; Marcel J. M. Schaaf | |||
Social isolation, when owners are not home, is a major stressor for dogs
leading to separation anxiety and related behavioral and physiological issues.
We investigate whether a digital interactive game requiring no human
interference reduces stress response in dogs when isolated. An interactive game
was developed specifically for canines. Dogs were domestically tested, totaling
15 days with and 15 days without the game. Twice-daily saliva samples were
analyzed for cortisol stress hormone concentrations; ethograms were
constructed. Combined data confirm that digital interactive games can lessen
physiological and behavioral stress responses in dogs, and that the effect is
modulated by a dog's personality. Keywords: animal welfare; interactive games; stress; games for health and well-being |
KINJIRO: Animatronics for Children's Reading Aloud Training | | BIBAK | Full-Text | 252-260 | |
Hisanao Nakadai; Lee Seung Hee; Muneo Kitajima; Junichi Hoshino | |||
Reading aloud during childhood is fundamental to develop the necessary power
of expression and imagination needed in our society, and is adopted by many
elementary schools in language classes. Teaching reading aloud focuses on the
ability to adjust the way one reads to improve the understanding of the
listener. However, it is difficult for children not in class to correctly read
aloud while being aware of the listeners. In this paper we propose a support
robot that will allow children to enjoy reading aloud by themselves or with
their family, and encourage them to do so while paying attention to their
listeners. Keywords: Animatronics robots; Aloud Training; Robot therapy |
Rogue-Like Games as a Playground for Artificial Intelligence -- Evolutionary Approach | | BIBAK | Full-Text | 261-271 | |
Vojtech Cerny; Filip Dechterenko | |||
Rogue-likes are difficult computer RPG games set in a procedurally generated
environment. Attempts have been made at playing these algorithmically, but few
of them succeeded. In this paper, we present a platform for developing
artificial intelligence (AI) and creating procedural content generators (PCGs)
for a rogue-like game Desktop Dungeons. As an example, we employ evolutionary
algorithms to recombine greedy strategies for the game. The resulting AI plays
the game better than a hand-designed greedy strategy and similarly well to a
mediocre player -- winning the game 72% of the time. The platform may be used
for additional research leading to improving rogue-like games and general PCGs. Keywords: artificial intelligence; computer games; evolutionary algorithms; rogue-like |
Software Architectures and the Creative Processes in Game Development | | BIBAK | Full-Text | 272-285 | |
Alf Inge Wang; Njål Nordmark | |||
Game development is different from traditional software engineering in that
there are no real functional requirements and the customers buy and use the
software only because it is engaging and fun. This article investigates how
game developers think about and use software architecture in the development of
games. Further, it looks at how creative development processes are managed and
supported. The results presented in this article come from responses to a
questionnaire and a survey among thirteen game developers. The research
questions answered in this study are: what role does the software architecture
play in game development, how do game developers manage changes to the software
architecture, how are creative development processes managed and supported, and
how has game development evolved the last couple of years. Some of our findings
are that software architectures play a central role in game development where
the focus is mainly on achieving software with good performance and high
modifiability, creative processes are supported through flexible game engines
and tools, use of scripting and dynamic loading of assets, and feature-based
teams with both creative and technical professions represented, and game
developers are incrementally using more game-specific engines, tools and
middleware in their development now compared to earlier. Keywords: Game development; Creative software development; Software architecture |
Storytelling Variants: The Case of Little Red Riding Hood | | BIBAK | Full-Text | 286-300 | |
Edirlei Soares de Lima; Antonio L. Furtado; Bruno Feijó | |||
A small number of variants of a widely disseminated folktale is surveyed,
and then analyzed in an attempt to determine how such variants can emerge while
staying within the conventions of the genre. The study follows the
classification of types and motifs contained in the Index of Antti Aarne and
Stith Thompson. The paper's main contribution is the characterization of four
kinds of type interactions in terms of semiotic relations. Our objective is to
provide the conceptual basis for the development of semi-automatic methods to
help users compose their own narrative plots. Keywords: Folktales; Variants; Types and Motifs; Semiotic Relations; Digital
Storytelling; Plan Recognition |
Tags You Don't Forget: Gamified Tagging of Personal Images | | BIBAK | Full-Text | 301-314 | |
Nina Runge; Dirk Wenig; Danny Zitzmann; Rainer Malaka | |||
Mobile multi-purpose devices such as smartphones are progressively replacing
digital cameras; people use their smartphones as everyday companions and
increasingly take pictures in their daily life. Tagging is a way to organize
huge collections of photos but raises two challenges. First, tagging
(especially on mobile devices) is a boring task. Second, remembering the
assigned tags is important to find images with tags. We propose gamification
for more entertaining tagging. Most gamification approaches use crowd-based
assessments of good or bad tags, which is a good way to prevent cheating and to
not assign improper tags. However, it is not appropriate for personal images
because users don't want to share every image with the crowd. We developed and
evaluated two mobile apps with gamification elements to tag images, a
single-player and a multiplayer app. While both variants were more entertaining
than a simple tagging app, the single-player app helps users to remember
significant more tags. Keywords: gamification; image tagging; mobile devices |
The Design Process Continues | | BIBAK | Full-Text | 315-328 | |
Rikard Lindell | |||
How to attend experiential values of a design throughout the implementation
is still an open issue. The interplay between experience design and software
engineering is problematic because of the different epistemologies of design
and engineering. Interaction design is a design practice, whereas software
engineering describes itself as engineering and science. There is a long
tradition in design of discussing materials and the craft of making artefacts.
Thus, if we have a material, it is reasonable to say that we have a craft. If
programming language code is a design material, then, making a finished
artefact is the shaping of material. The development process can thus continue
as a design process up to version 1.0. This paper presents a design case up to
version 1.0 of a music creativity app, utilising design through programming.
The app design validity was evaluated in a field study at an electronica music
festival. Material consciousness of code, and an open-ended, and quality-driven
design process allow attention to the experiential qualities of the design. Keywords: Experience Design; Interaction Design; Music; Creativity; Craft;
Artisanship; Material; Materiality |
Three Apps for Shooting Sports: The Design, Development, and Deployment | | BIBAK | Full-Text | 329-342 | |
Agnieszka Besz; Maciej Górnicki; Toni Heinonen; Tapani Kiikeri; Ilkka Ratamo; Mika Luimula; Taisto Suominen; Aki Koponen; Jouni Saarni; Tomi "bgt" Suovuo; Jouni Smed | |||
Video games rarely simulate shooting sports accurately. In this paper, we
introduce three mobile applications that try to convey the essence of target
shooting and biathlon to the players. We look at the applications from the
perspectives of game design, implementation, and marketing. Our analysis
provides a basis for developing games that take a real-world sport and help the
player to appreciate the nuances of the sport, and maybe even to try it out in
reality. Keywords: mobile games; shooting sports; sport games; biathlon; game development; game
design; mobile marketplaces |
Yasmine's Adventures: An Interactive Urban Experience Exploring the Sociocultural Potential of Digital Entertainment | | BIBAK | Full-Text | 343-356 | |
Valentina Nisi; Mara Dionisio; Julian Hanna; Luis Ferreira; Nuno Nunes | |||
Urban computing systems impact quality of life in densely populated areas.
With the widespread availability of wireless networks and portable devices,
urban areas are fast becoming a hybrid of the physical environment and the
digital datasphere. This paper describes Yasmine's Adventures, a location aware
storytelling platform that leverages on urban computing strategies to create an
interactive walk through the Mehringplatz area, surrounding the Jewish Museum
in Berlin. Yasmine's Adventures (YA) is a mobile application that delivers a
sequence of animations clips tailored specifically to the Mehringplatz
neighbourhood. The story follows an adventurous local girl as she walks home
alone, visiting local landmarks. Yasmine's perceptions of the landmarks,
identified by community members in an earlier workshop, reflect the real
concerns of the community. This interactive experience was created to engage
visitors of the Jewish Museum to explore the relatively neglected streets of
the area in which the museum is situated. Keywords: Mobile socially driven entertainment; Interactive narrative; Digital
storytelling; Location aware virtual reality; Urban computing |
Asterodrome: Force-of-Gravity Simulations in an Interactive Media Theater | | BIBAK | Full-Text | 359-366 | |
Marcel Köster; Michael Schmitz; Soenke Zehle; Burkhard Detzler | |||
This paper presents an interactive entertainment experience deployed in a
configurable surround projection environment that we called the media theater.
This immersive installation is based on a real-time space simulator displaying
several asteroid belts with large amounts of objects orbiting a sun. The sun
acts as a dynamic center of gravitation that can be controlled by users with
the help of a tracking system. Furthermore, it allows users to experiment with
gravity in order to see how their interaction manipulates all objects in space. Keywords: Virtual reality; interactive environment; interactive installation; physics
simulation; n-body simulation; motion tracking; projection mapping |
Exploring the Importance of "Making" in an Educational Game Design | | BIBAK | Full-Text | 367-374 | |
Michail N. Giannakos; Varvara Garneli; Konstantinos Chorianopoulos | |||
Educational games have been employed in many settings as a means to engage
young students. Different genres and applications of games have been used to
improve learning experience. The design or making of games in learning
activities has been linked to teaching of new skills. Within this paper we
explore and discuss the differences of involving young students into the game
design and development process compared to just playing an educational game. In
particular, we designed an educational math-game and an activity that involves
children in playing or modifying the game, and we performed a between groups
experiment with sixty students of the second grade of middle school (12 to 13
years old). Students formed three equivalent groups of twenty. The first group
played the game, the second engaged with re-designing and modifying the game
and the third (control) group solved the same exercises (with the educational
game) on paper. The results showed that the making group exhibits certain
attitudinal benefits. Hence, our findings suggest that learning through games
should include more than just playing a well-designed game, it should also
consider the involvement of students with various "making" affordances. Keywords: Interaction design; empirical evaluation; serious games; learning; design
principles |
Simple Games -- Complex Emotions: Automated Affect Detection Using Physiological Signals | | BIBAK | Full-Text | 375-382 | |
Thomas Friedrichs; Carolin Zschippig; Marc Herrlich; Benjamin Walther-Franks; Rainer Malaka; Kerstin Schill | |||
Understanding the impact of interaction mechanics on the user's emotional
state can aid in shaping the user experience. For eliciting the emotional state
of a user, designers and researchers typically employ subjective or expert
assessment. Yet these methods are typically applied after the user has finished
the interaction, causing a delay between stimulus and assessment. Physiological
measures potentially offer more reliable indication of a user's affective state
in real-time. We present an experiment to increase our understanding of the
relation of certain stimuli and valence of induced emotions in games. For this
we designed a simple game to induce negative and positive emotions in the
player. The results show a high correspondence between our classification of
participants' physiological signals and subjective assessment. However,
creating a clear causality between game elements and emotions is a daunting
task, and our designs offer room for improvement. Keywords: Objective game evaluation; Psycho-physiology; Affective gaming; Valence
detection |
Studying an Author-Oriented Approach to Procedural Content Generation through Participatory Design | | BIBAK | Full-Text | 383-390 | |
Rui Craveirinha; Licinio Roque | |||
The paper describes the design research process of a procedural content
generation tool aimed at supporting creative game design processes. An author
oriented approach to procedural content generation tools is used where these
tools can be manipulated so as to let authors define the design space they want
to explore and the design solution they wish to find, therefore maintaining
their creative agenda intact. We present two Participatory Design exercises
where game designers were tasked with creating a complete Interface Design for
an implementation of this approach. Content Analysis from participants'
discourse during these design exercises showed two important results. First,
designers have trouble understanding how this procedural content generation
works, and how to express their design problem within its conceptual framework.
Second, subjects were averse to a pure optimization led approach to content
generation and suggested the need for an exploratory phase, where content is
created only to grasp the design landscape, without having to specifically
define the desired solution. Keywords: Creativity Support Tools; Participatory Design; Prototyping; Human-Centered
Design |
The Role of Embarrassment to Shape Public Interactions | | BIBAK | Full-Text | 391-398 | |
Licia Calvi | |||
Can audience embarrassment be used to shape interactions in public settings?
Is this the threshold for an audience to step in and / or out of the
interaction in performative interactions in public space?
The proliferation of mobile and ubiquitous devices has shifted the attention to the design of interactive systems for use in public settings. This design applies the notion of performance to attract and engage audiences. Because performance becomes such a core part of the interaction, the success of those interactive systems heavily depends upon the physical, social and emotional context in which they are to be used. Indeed, strangers around a potential user may hinder or encourage that individual's participation in the interaction. Similarly, the physical space in which the interaction takes place, public or semi-public space may as well facilitate audience participation or prevent it. This paper investigates what characteristics of this setting (perceived / felt) can trigger audience participation in the interaction. A model based on the notion of performance and entailing some degree of felt embarrassment is applied to two cases to explain how the potential embarrassment implicit in any interaction in public space can be used to encourage users' participation in it. Keywords: Performance; public space; embarrassment; social norms; design to limit
embarrassment |
Towards Smart City Learning: Contextualizing Geometry Learning with a Van Hiele Inspired Location-Aware Game | | BIBAK | Full-Text | 399-406 | |
Matthias Rehm; Catalin Stan; Niels Peter Wøldike; Dimitra Vasilarou | |||
We present an approach to geometry learning that is based on play. For a
mobile and location-aware game, the concept of smart city learning is exploited
to situate learning about geometric shapes in concrete buildings and thus make
them more accessible for younger children. A game was developed in close
collaboration with a local school and tested on a field trip and in class. A
mixed measures evaluation is presented, where the quantitative results show a
significant increase in correct answers in a standardized test and the
qualitative analysis reveals increased motivation and curiosity for geometric
concepts. Keywords: Smart City Learning; Location-Aware Games |
A Simultaneous, Multidisciplinary Development and Design Journey -- Reflections on Prototyping | | BIBA | Full-Text | 409-416 | |
Achim Gerstenberg; Heikki Sjöman; Thov Reime; Pekka Abrahamsson; Martin Steinert | |||
This paper proposes a wayfaring approach for the early concept creation stage of development projects that have a very high degree of intended innovation and thus uncertainty. The method is supported by a concrete game design example involving the development of a tangible programming interface for virtual car racing games. We focus onto projects that not only have high degrees of freedom, for example in terms of reframing the problem or iterating the final project vision, but are also complex in nature. For example, these can be projects that allow for the exploration and exploitation of unknown unknowns and serendipity findings. Process wise we are primarily focusing onto the early stage that precedes the requirement fixation, which we see as more dynamic and evolutionary in nature. The core conceptual elements that we have derived from the development experiences are: simultaneous prototyping in multiple disciplines (such as computer science, electronics and mechanics and engineering in general, abductive learning based on the outcome of rapid cycles of designing, building and testing prototypes (probing), and the importance of including all the involved disciplines (knowledge domains) from the beginning of the project on. |
A Role-Switching Mechanic for Reflective Decision-Making Game | | BIBAK | Full-Text | 417-423 | |
Thomas Constant; Axel Buendia; Catherine Rolland; Stéphane Natkin | |||
This paper introduces issues about a methodology for the design of serious
games that help players/learners understand their decision-making process.
First, we discuss the development of a video game system based on a
role-switching mechanic where the player becomes the game leader of the
experience. Then, we introduce game mechanics designed to induce a specific
behavior, overconfidence, that helps to understand the players' decision-making
processes. Finally, we describe tools for measuring the players'
self-reflection regarding their judgment process. Keywords: serious game; game design; decision-making; overconfidence |
Adaptation to TV Delays Based on the User Behaviour towards a Cheating-Free Second Screen Entertainment | | BIBAK | Full-Text | 424-432 | |
Rui Neves Madeira; Pedro Centieiro; Nuno Correia | |||
Recent advances in technology created new opportunities to enhance TV
personalization, providing viewers with individualized ways to watch TV and to
interact with its content. Second screen applications are promising vehicles to
enhance the viewers' experiences, but researchers need to take into account the
effect that the TV delay has on viewers, in particular when watching
broadcasted live events. In this paper, we propose a software-based solution to
deal with TV delays. It is mainly directed for a gaming context in which the
user has the means to control the synchronisation between the second screen
application and the TV content. Taking this scenario into account, we
implemented a cheating-detection mechanism to cope with the potential
exploitation of the system by its users. Keywords: Second screen; TV delays; broadcast live events; adaptation; ubiquitous
personalization; user profile; game cheating |
Exploring Deep Content in Physical Rehabilitation Games | | BIBAK | Full-Text | 433-438 | |
Niels Quinten; Steven Malliet; Karin Coninx | |||
This paper argues that game mechanics are important tools to combine
rehabilitation therapy concerns with immersive game play. Through the practical
design of a game we describe how properties of game mechanics (actions,
attributes, dynamics, rules, space, and skill/ chance) connect to elements of
rehabilitation therapy (exercise motion, parameters, therapy context, goals,
motion trajectory, and motion constraints). We aim to stimulate rehabilitation
game researchers to consider applying the presented approach in their own
designs. Keywords: Game Design; Physical Rehabilitation; Deep Content; Design Research; Game
Mechanics; Game Conventions |
Games, from Engaging to Understanding: A Perspective from a Museum of Computing Machinery | | BIBAK | Full-Text | 439-444 | |
Giovanni A. Cignoni; Leonora Cappellini; Tommaso Mongelli | |||
Science museums have a natural role in the building of public understanding
of science. For some time now, museums are particularly focused on engaging the
public: it is a necessary condition to raise interest and cause active
responses from the public. In this context, gamification, that is the usage of
game dynamics to drive participation, is a way to engage the public.
The paper presents the experiences of the Museum of Computing Machinery of the University of Pisa in the adoption of gaming approaches for attracting and involving its public. Being a museum dedicated to computer science and its history, entertainment software has a noteworthy role. In particular, young people may be involved in projects aimed to the development of toy games and mods, two kinds of software artefacts that can still be faced as one-person projects -- that is, simple, personal, and rewarding. Keywords: Computing History; Museum; Gamification; Game modding |
Interactive Painterly Rendering for Mobile Devices | | BIBAK | Full-Text | 445-450 | |
Dongwann Kang; Kyunghyun Yoon | |||
Painterly rendering is among the most popular non-photorealistic rendering
techniques and has been employed in many applications. Research on painterly
rendering mainly focuses on automatically generating artistic results. In this
study, we aim to develop an entertaining and interactive application for
painterly rendering with touchscreen mobile devices. The proposed application
provides user interaction for added enjoyment and ensures high-quality
painterly results. We provide a method for finding the appropriate position of
the brush stroke around the points touched by the user and for generating and
rendering the brush stroke. With the proposed method, users can quickly
generate high-quality painterly results. Keywords: Non-photorealistic rendering; Painterly rendering; Stylization |
Lessons from Practicing an Adapted Model Driven Approach in Game Development | | BIBAK | Full-Text | 451-456 | |
Hong Guo; Hallvard Trætteberg; Alf Inge Wang; Shang Gao; Maria Letizia Jaccheri | |||
Various authoring tools have been used to ease the game creation. However,
these pre-defined tools may not be suitable for some emerging or special
domains. We proposed an approach named Game Creation with Customized Tools
(GCCT) to create tools for certain domains first, and then create games using
these tools. GCCT is based on the widely applied Model Driven Development (MDD)
approach. Despite the apparent appropriateness and benefits, MDD also has
drawbacks. Among them, non-trivial cost for tools development is prominent. To
address this, some enhancements were made in GCCT, and two case studies were
performed to evaluate the cost and the productivity when involving GCCT. In
this paper, we reported the results of the case studies as well as practical
lessons we have learnt. Keywords: Computer Game Development; Model Driven Development; Cost |
Measuring Latency in Virtual Reality Systems | | BIBAK | Full-Text | 457-462 | |
Kjetil Raaen; Ivar Kjellmo | |||
Virtual Reality (VR) systems have the potential to revolutionise how we
interact with computers. However motion sickness and discomfort are currently
severely impeding the adoption. Traditionally the focus of optimising VR
systems have been on frame-rate. Delay and frame-rate are however not
equivalent. Latency may occur in several steps in image processing, and a
frame-rate measure only picks up some of them. We have made an experimental
setup to physically measure the actual delay from the user moves the head until
the screen of the VR device is updated. Our results show that while dedicated
VR-equipment had very low delay, smartphones are in general not ready for
VR-applications. Keywords: Latency; Virtual Reality; Framerate; Mixed Reality |
MindSpace: A Cognitive Behavioral Therapy Game for Treating Anxiety Disorders in Children | | BIBA | Full-Text | 463-468 | |
Barbara Göbl; Helmut Hlavacs; Jessica Hofer; Isabelle Müller; Hélen Müllner; Claudia Schubert; Halina Helene Spallek; Charlotte Rybka; Manuel Sprung | |||
We describe the design process and implementation of the serious game MindSpace. MindSpace provides a playful setting for treating children with a variety of social and specific anxiety disorders. An age-appropriate approach is explained, taking a closer look on cognitive-behavioral techniques, how they are implemented within a game setting and what special needs to take into account when designing for children in a therapeutic context. |
Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders | | BIBAK | Full-Text | 469-474 | |
Johan K. Helsing; Anne C. Elster | |||
In online procedural generation, content is generated as the game is running
on the consumers computer. Our GPU-based Noise Modeler composites noise and
other functions through a flow-graph editor similar to the ones used by
procedural shader editors and offline terrain generators. Our framework enables
non-programmers to edit models for procedural terrain while observing the
effect of changes immediately in a real-time preview. Each time a change is
made to the model, a corresponding GLSL shader function is automatically
generated. The shader is then compiled, and used to render a real-time terrain
preview. Keywords: Online terrain generation; noise synthesis; real-time procedural content
generation; stochastic implicit surface modeling |
Serious Games: Is Your User Playing or Hunting? | | BIBA | Full-Text | 475-481 | |
Sofya Baskin; Sharon Anavi-Goffer; Anna Zamansky | |||
There is an increasing demand for entertainment applications developed for pets, in particular for dogs and cats. However, play interaction between animals and technological devices still remains an uncharted territory both for animal behavior and entertainment computing scientific communities. While there is a lot of anecdotal evidence of pets playing digital games, the nature of animal-computer play interactions is still not understood. In this paper we report on empirical findings based on observing and analyzing dog-tablet game interactions. Using categories emerging from our data analysis, we construct an ethogram, a "catalogue" of behavioral patterns typical of dog-tablet interactions. Based on our data analysis, we hypothesize that the nature of the observed interactions is that of predatory behavior, in response to stimuli in the form of "prey-like" virtual objects displayed on the screen. Based on our hypothesis, we further propose some questions for future investigation, and raise some issues that need to be addressed by game developers when targeting dogs as their users. |
Space for Seriousness? | | BIBAK | Full-Text | 482-489 | |
Heinrich Söbke | |||
Quiz apps as a genre have seen a huge leap in distribution over the past
year. Their applicability to any subject matter of any subject area, along with
their ubiquitous availability, means they could be considered as a potential
learning tool. However, popular quiz apps are optimized for entertainment.
Furthermore, multiple choice questions have so far been used predominantly for
assessment but not for learning. We have examined popular quiz apps in a
two-stage approach. First, test persons played quiz apps of their choice on a
daily basis and took field notes. A questionnaire for an online survey was then
developed from the results. Our research questions were: (1) What are the
contexts in which quiz apps are played? (2) What game mechanics are perceived
as motivating? The survey with 396 participants helped us identify usage
characteristics and the main motivations for utilizing these apps. Among
relevant findings are a distinct willingness to learn and the phenomenon of
sociability, i.e. the motivation to play with and compete against friends. Keywords: Quiz apps; Mobile gaming; Mobile learning; Game design; Educational app |
Spheres of Play: Designing Games and Interfaces for Media Architectures | | BIBAK | Full-Text | 490-495 | |
Michael Schmitz; Dominik Scholl; Julian Saraceni; Pascal Klein; Carsten Blaser; Jorge Olmeda; Soenke Zehle; André Miede | |||
The paper describes a game-based interaction scenario around an existing
media architecture, developed to integrate aesthetic, social, and technological
dynamics. On screen, the game unfolded as users moved across a globe, using a
spherical input device to direct their avatars across a dynamic world of
obstacles. Recalling the singularity and site-specificity of a performative
intervention, the multidisciplinary project is part of a larger research effort
that explores the use of media facades as an infrastructural core of complex
interfaces for multiple forms of engagement and the co-creation of transmedial
scenarios. Keywords: Media facade; Urban HCI; User interfaces; Game design |
Supporting the Collaboration between Programmers and Designers Building Game AI | | BIBA | Full-Text | 496-501 | |
Ismael Sagredo-Olivenza; Marco Antonio Gómez-Martín; Pedro A. González-Calero | |||
The design of the behavior of non-player characters (NPCs) in a game is a
collaborative task between programmers and designers. Nevertheless this
collaboration is an open problem since the limits, responsibilities and
competences are not well defined.
Behavior trees are the technology of choice nowadays for programming the behavior of NPCs, and they are first and foremost a programmers tool. In this paper we describe an experiment that shows that with the right division of labor and a reduced background in Programming, designers can also build behavior trees and thus find a principled way to collaborate with programmers in that task. |
The Impact of Sensor Noise on Player Experience in Magic Window Augmented Reality Aiming Games | | BIBA | Full-Text | 502-507 | |
Farjana Z. Eishita; Kevin G. Stanley | |||
Augmented reality (AR) requires superimposing digital artifacts on real world scenes. Unfortunately, sensors used to render digital artifacts are subject to noise and imprecision, making the registration difficult in practice. Using a modified version of the Android operating system, we experimentally examined the impact of orientation sensor noise on player experience in three commercial AR aiming games employing different mechanics and input techniques. |
Towards a Framework for Gamification-Based Intervention Mapping in mHealth | | BIBAK | Full-Text | 508-513 | |
Helf Christopher; Patrick Zwickl; Helmut Hlavacs; Peter Reichl | |||
Given increasing obesity rates, reduced physical activity and other
unhealthy practices, mobile gamification-based health applications have gained
momentum in motivating individuals towards behavioral change. The lack of
corresponding frameworks enabling the efficient cooperation between health
professionals and independent game developers has resulted in a clutter of
mHealth apps, which uncoordinately make use of large numbers of motivational
techniques, gamification metrics and health data. In this paper, a unified
user-centered framework is proposed, running health applications crafted by
external developers within a sandbox, and thus mitigating the most concerning
privacy and safety issues. It is capable of differentiating between apps on
intervention-level granularity and tailoring suggested treatments based on
users and their current environment, and aims at maximizing motivational impact
in order to sustain and facilitate healthy lifestyles in the long run. Keywords: mHealth; eHealth; Gamification; Individualisation; Health Intervention;
Framework |
[self.]: Realization / Art Installation / Artificial Intelligence: A Demonstration | | BIBAK | Full-Text | 517-522 | |
Axel Tidemann; Øyvind Brandtsegg | |||
This interactive installation paper describes [self.], an open source art
installation where the people interacting with it determine its auditory and
visual vocabulary. When the system starts, it knows nothing since the authors
have decided that it should be without any kind of bias. However, the robot is
equipped with the ability to learn and be creative with what it has
internalized. In order to achieve this behaviour, biologically inspired models
are implemented. The robot itself is made up of a moving head, mounted with a
camera, projector, microphone and speaker. As an art installation, it has a
clear robotic visual appearance, although it is designed to demonstrate
life-like behaviour. This is done by making the system start in a "tabula rasa"
state, forming categories and concepts as it learns through interaction. This
is achieved by linking sounds, faces, video and their corresponding temporal
information to form novel sentences. The robot also projects an association
between sound and image; this is achieved using neural networks. This provides
a visual and immediate way of seeing how the internal representations actually
learn a certain concept. Keywords: artificial intelligence; robot; interaction; art |
Bridging Tangible and Virtual Interaction: Rapid Prototyping of a Gaming Idea | | BIBA | Full-Text | 523-528 | |
Thov Reime; Heikki Sjöman; Achim Gerstenberg; Pekka Abrahamsson; Martin Steinert | |||
The Fibo Car is an example for a game interface that allows a user to modify a virtual car in a racing game through assembling tangible car parts. This paper describes the 6 week development journey towards a fully functional proof of concept prototype, reflections on the process as well as the technical details of the prototype. |
Can Interactive Art Installations Attract 15 Years Old Students to Coding? | | BIBAK | Full-Text | 529-532 | |
Michail N. Giannakos; Finn Inderhaug Holme; Letizia Jaccheri; Irene Dominguez Marquez; Sofia Papavlasopoulou; Ilse Gerda Visser | |||
In this art demonstration we will present the art installations which are at
the center of a creative development program for young students with the name
KODELØYPA. KODELØYPA is based on the philosophy of creative reuse
of recycled materials and the open-source software Scratch and Arduino.
KODELØYPA is based on an empirically validated framework, designed and
implemented by researchers and artists. Keywords: Creative activities; software and hardware development; physical-digital
creativity; art and technology |
Digital Art Application Development: A Project to Increase Motivation in Systems Development Courses for Bachelor Students in Computer Engineering | | BIBAK | Full-Text | 533-538 | |
Anniken Karlsen; Robin T. Bye | |||
In this demonstration, we present some in-progress results of using digital
art application development as an example of entertainment computing for
increasing motivation and participation in a computer engineering undergraduate
systems development course, with the purpose of improving the chances of
reaching the intended learning outcomes. By stimulating motivation and
participation via an openly defined project description of making an
interactive art application in a competitive context, a variety of interesting
project outcomes were produced, despite the fact that the project did not count
towards the final grading of the course. The students made their applications
by combining existing programming skills with the programming language
Processing, lessons in Human-Computer-Interaction and software development
methodologies. Keywords: Art and motivation; Creative activities; Digital creativity; Teaching;
Software engineering |
Pedal Tanks | | BIBAK | Full-Text | 539-544 | |
Kristoffer Hagen; Stian Weie; Konstantinos Chorianopoulos; Alf Inge Wang; Letizia Jaccheri | |||
This installation presents a multiplayer stationary bicycle exergame for
four players. The game is played in teams of two, where the players compete to
outmaneuver the opposition. Pedal Tanks is being developed to increase the
physical activity levels of people struggling to find motivation to exercise.
Inspiration for the gameplay has been found in the computer game industry,
using elements from contemporary popular computer games and combining them in a
cohesive way yields an exergame that is both familiar and engaging. Both the
software and hardware used has been custom-made to create an immersive
experience where the user forgets that he/she is exercising while playing. Keywords: Exergame; exertion game; active video game; computer game; sedentary
lifestyle; competitive multiplayer; physical activity |
The Vocal Range of Movies -- Sonifying Gender Representation in Film | | BIBAK | Full-Text | 545-550 | |
Marcello A. Gómez Maureira; Lisa E. Rombout | |||
Research has shown that in contemporary movies, male characters consistently
outnumber female characters. In recent years, the number of speaking roles
identified as female has declined or remained stable. Guidelines like the
Bechdel and Mako Mori test have emerged as a method of evaluating gender
representation in film. In this study, a more abstract and experiential form of
evaluation is proposed. The per-segment sonification of the assigned gender of
a character and the amount of lines they have in that segment of the script
creates an audio file, showcasing the gender-representation in the movie
dynamically. Two focus groups, one specifically consisting of young filmmakers,
have expressed their interest in this form of movie-sonification. Expressed
wishes for additional features and other suggested improvements are taken into
consideration for the creation of the next prototype. Keywords: Gender; Sonification; Representation; Data Perceptualization; Movie; Film;
Audio |
Workshop: AI and Creativity in Entertainment | | BIBA | Full-Text | 553-555 | |
Axel Tidemann; Agnar Aamodt | |||
Many different artificial intelligence/machine learning concepts are driving mechanisms behind entertainment systems. Further, computational creativity (CC) is an area with increased focus within entertainment computing as well as AI. This workshop provides a forum where AI and creativity can be discussed within the context of entertainment computing and related areas, as described in the main conference call. |
Creating Video Content for Oculus Rift | | BIBAK | Full-Text | 556-559 | |
Mirjam Vosmeer; Ben Schouten | |||
In this workshop, we will first discuss previous experiences with producing
and/or watching video content for Oculus Rift, or other 360° video devices.
After determining the challenges and possibilities, we will works towards
developing concepts for settings and stories for this particular medium. Keywords: interactive narrative; digital storytelling; scriptwriting; content
development; Oculus Rift |
Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media | | BIBA | Full-Text | 560-565 | |
J. M. Baalsrud Hauge; T. Lim; S. Louchart; I. A. Stanescu; M. Ma; T. Marsh | |||
This workshop investigates the mechanisms for behaviour change and
influence, focusing on the definition of requirements for pervasive gameplay
and interaction mechanics, procedures, actions, mechanisms, systems, story,
etc.) with the purpose of informing, educating, reflecting and raising
awareness. By connecting various experts such as designers, educators,
developers, evaluators and researchers from both industry and academia, this
workshop aims to enable participants share, discuss and learn about existing
relevant mechanisms for pervasive learning in a Serious Game (SG) context.
Research in SG, as a whole, faces two main challenges in understanding: the transition between the instructional design and actual game design implementation [1] and documenting an evidence-based mapping of game design patterns onto relevant pedagogical patterns [2]. From a practical perspective, this transition lacks methodology and requires a leap of faith from a prospective customer to the ability of a SG developer to deliver a game that will achieve the desired learning outcomes. This workshop aims to present and apply a preliminary exposition though a purpose-processing methodology to probe, from various SG design aspects, how SG design patterns map with pedagogical practices. |
Making as a Pathway to Foster Joyful Engagement and Creativity in Learning | | BIBAK | Full-Text | 566-570 | |
Michail N. Giannakos; Monica Divitini; Ole Sejer Iversen; Pavlos Koulouris | |||
The International Workshop of Making as a Pathway to Foster Joyful
Engagement and Creativity in Learning (Make2Learn) aims to discuss the
introduction of creative and joyful production of artifacts in the learning
processes. A variety of environments have been developed by researchers to
introduce making principles to young students. Making principles enable them
foster co-creativity and joy in learning processes and construct knowledge. By
involving students in the design decisions they begin to develop technological
fluency and the needed competences, in a joyful way. Make2Learn aims to bring
together international researchers, educators, designers, and makers for the
exploration of making principles towards the acquisition of 21st Century
learning competences, by employing the state of the art aspects of
entertainment technologies, new media, gaming, robotics, toys and applications.
The main objective is to build a research community around this topical area.
In particular, Make2Learn aims to develop a critical discussion about the
well-established practices and entertainment technologies of the maker
movement, and expected outcomes of putting them into practice under different
spaces such as Hackerspaces, Makerspaces, TechShops, FabLabs etc. This will
allow us to better understand and improve the value of Maker philosophy and the
role of entertainment technologies to support teaching and learning. Keywords: Maker movement; entertainment technologies; creativity; knowledge
construction; technological fluency; constructionist |
Playful Experiences and Game Concepts for Multi-screen Environments | | BIBAK | Full-Text | 571-574 | |
Jeroen Vanattenhoven; David Geerts | |||
In this workshop we will focus on how to design for playful experiences in
multi-screen environments (smartphone, tablet, PC and TV), how existing gaming
concepts can or cannot be transferred to the design of novel multi-screen
formats, and how current insights in sociability, genres and attention can
inspire new game concepts. These insights should ultimately lead to novel
concepts for multi-screen formats utilising the opportunities offered by the
recently increased functionality and interactivity. We will invite experts from
industry and academia to discuss the latest research efforts and applications,
analyse the current "gamified" media landscape, and formulate essential
directions for future research. Keywords: Gaming; playful experiences; multi-screen; sociability; media |
Quantum and Entertainment Computing | | BIBAK | Full-Text | 575-577 | |
Nikitas M. Sgouros | |||
Quantum computing offers a radically different paradigm for dealing with
information and its processing. This tutorial seeks to serve as a springboard
that can inform and motivate entertainment computing researchers to delve into
this new and exciting field and investigate novel ways for utilizing
quantum-computational concepts in their work both from a theoretical and a
practical point of view. Keywords: Quantum Computing; Quantum Mechanics; Computational Methodologies for
Entertainment; Theory and Practice of Entertainment |
Tutorial: Service-Oriented Architecture (SOA) Development for Serious Games | | BIBA | Full-Text | 578-580 | |
Maira B. Carvalho; Jun Hu; Francesco Bellotti; Alessandro De Gloria; Matthias Rauterberg | |||
This tutorial aims to introduce the benefits of applying a service-oriented architecture (SOA) approach to serious games developers. For that end, we propose a hands-on session in which we will provide information on state-of-the-art services for serious games and guide developers in rethinking one of their existing games or game ideas using our SOA framework for serious games. |