Archive for April, 2017

Procedural Content Generation for Game Props? A Study on the Effects on User Experience

By Oliver on April 12th, 2017 in games, HCI, publications

Korn, Oliver; Blatz, Michael; Rees, Adrian; Schaal, Jakob; Schwind, Valentin; Görlich, Daniel:

Procedural Content Generation for Game Props? A Study on the Effects on User Experience

In: Computers in Entertainment, 15(2), ACM, New York, NY, USA, 1:1–1:15

DOI = 10.1145/2974026

Text in ACM DL | Text on ResearchGate

Abstract

This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently.

In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.

Gamification in der Produktion – Anforderungen und Potenziale

Korn, Oliver; Vauderwangem, Oliver:

Gamification in der Produktion – Anforderungen und Potenziale

In: Henke, Michael & Kaczmarek, Sandra (Eds.): Gamification in der Logistik. Effektiv und spielend zu mehr Erfolg,  Huss, München, 50-77

http://www.huss-shop.de/item/Gamification-in-der-Logistik.html

Abstract

Gamification, die spielerische Anreicherung von Tätigkeiten, erfreut sich zunehmender Beliebtheit. Insbesondere in den Bereichen Gesundheit (Exergames) oder Lernen (Serious Games, Edutainment) gibt es eine Vielzahl erfolgreicher Anwendungen. Weniger verbreitet ist Gamification dagegen bislang bei Arbeitsprozessen. Zwar gibt es erfolgreiche Ansätze im Bereich Dienstleistung und Service (z. B. bei Callcentern), der Bereich der industriellen Produktion wurde jedoch bis vor wenigen Jahren nicht adressiert.

Dieses Kapitel gibt einen Überblick der Entwicklung von Gamification und zeigt den Stand der Technik. Wir leiten allgemeine Anforderungen für Gamification im Produktionsumfeld ab und stellen zwei neue Ansätze aus der aktuellen Forschung vor. Diese werden in einer Studie mit Trainern aus der Automobilbranche auf Akzeptanz untersucht. Die Ergebnisse zeigen eine insgesamt positive Haltung zur Gamifizierung der Produktion und eine sehr hohe Akzeptanz insbesondere des Pyramiden-Designs.

A Very Short History of Dynamic and Procedural Content Generation

By Oliver on April 7th, 2017 in games, publications

Blatz, Michael; Korn, Oliver:

A Very Short History of Dynamic and Procedural Content Generation

In: Korn, Oliver; Lee, Newton (Eds.): Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation, Springer Berlin Heidelberg, 2017, 1-13

DOI = 10.1007/978-3-319-53088-8_1

Abstract

This chapter portrays the historical and mathematical background of dynamic and procedural content generation (PCG). We portray and compare various PCG methods and analyze which mathematical approach is suited for typical applications in game design. In the next step, a structural overview of games applying PCG as well as types of PCG is presented. As abundant PCG content can be overwhelming, we discuss context-aware adaptation as a way to adapt the challenge to individual players’ requirements. Finally, we take a brief look at the future of PCG.

Book: Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation

By Oliver on April 5th, 2017 in games, HCI, publications

Korn, Oliver; Lee, Newton (Eds.):

Game Dynamics.
Best Practices in Procedural and Dynamic Game Content Generation

Springer Berlin Heidelberg, ISBN 978-3-319-53087-1

DOI = 10.1007/978-3-319-53088-8

Text on ResearchGate | Text on SpringerLink

Abstract

This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise.

In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value.

The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.