Archive for the ‘games’ Category

Strategies for Playful Design when Gamifying Rehabilitation

Korn, Oliver; Tietz, Stefan:

Strategies for Playful Design when Gamifying Rehabilitation. A Study on User Experience

In: PETRA ’17 Proceedings of the 10h Int. Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2017, pp. 209-214

DOI = http://dx.doi.org/10.1145/3056540.3056550 [to be published]

Text on ResearchGate

Abstract

Gamifying rehabilitation is an efficient way to improve motivation and exercise frequency. However, between flow theory, self-determination theory or Bartle’s player types there is much room for speculation regarding the mechanics required for successful gamification, which in turn leads to increased motivation. For our study, we selected a gamified solution for motion training (an exergame) where the playful design elements are extremely simple.

The contribution is three-fold: we show best practices from the state of the art, present a study analyzing the effects of simple gamification mechanics on a quantitative and on a qualitative level and discuss strategies for playful design in therapeutic movement games.

Presentation

The paper has been presented on June 23 at PETRA ’17, the 10th International Conference on PErvasive Technologies Related to Assistive Environments.

Designing Authentic Emotions for Non-Human Characters

By Oliver on June 1st, 2017 in affective, games, gamification, KORION, publications

Korn, Oliver; Stamm, Lukas; Moeckel, Gerd:

Designing Authentic Emotions for Non-Human Characters. A Study Evaluating Virtual Affective Behavior

In: DIS 17 Proceedings of the ACM SIGCHI Designing Interactive Systems Conference 2017

DOI = http://dx.doi.org/10.1145/3064663.3064755

Text on ResearchGate

Abstract

While human emotions have been researched for decades, designing authentic emotional behavior for non-human characters has received less attention. However, virtual behavior not only affects game design, but also allows creating authentic avatars or robotic companions.

After a discussion of methods to model and recognize emotions, we present three characters with a decreasing level of human features and describe how established design techniques can be adapted for such characters.

In a study, 220 participants assess these characters’ emotional behavior, focusing on the emotion “anger”. We want to determine how reliable users can recognize emotional behavior, if characters increasingly do not look and behave like humans. A secondary aim is determining if gender has an impact on the competence in emotion recognition.

The findings indicate that there is an area of insecure attribution of virtual affective behavior not distant but close to human behavior. We also found that at least for anger, men and women assess emotional behavior equally well.

Presentation

The paper is presented on June 13 at the
ACM SIGCHI Designing Interactive Systems Conference 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.

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.

Call for Chapters: PCG in the Game Industry

By Oliver on January 17th, 2016 in games, HCI, KORION, publications
Spaceship with procedurally generated configuration (KORION)

Spaceship with procedurally generated configuration (KORION)

Together with Newton Lee I am currently editing a book for the
Springer International Series on Computer Entertainment & Media Technology:

Procedural Content Generation in the Game Industry: Best Practices and Perspectives

 

Call for Chapter Proposals, by February 29, 2016

Overview

Procedural content generation (PCG) uses algorithms to create levels, items or story elements in games at runtime. The purpose of this book is to provide a hands-on overview on the application and the potentials of PCG.

The book is intended for game developers, computer scientists and gaming enthusiasts.

While there will be some historical and mathematical background on PCG, the focus lies on the actual application of PCG methods in games and game studies. The book will present a wide range of best practices ranging from platform games to sci-fi strategy, from indie to AAA; we are also interested in contributions on the economic and organizational potentials and challenges of projects where PCG was used.

The book draws upon an interdisciplinary approach. We invite contributions from researchers and practitioners from Game Studies, Computer Sciences, Human-Computer Interaction, Psychology and other disciplines.

Structure

Procedural Content Generation in the Game Industry is structured in three sections.

  • section 1 briefly describes the historical and mathematical background of PCG
  • section 2 represents the book’s main body: here best practices are presented. While we are especially interested in user experience studies, more technical topics are welcome
  • section 3 examines the economic and organizational potentials and challenges of projects where PCG was used

Topics

Topics include, but are not limited to:

  • Game Design for games with procedurally generated content
  • User Experience (UX) Studies on games with PCG elements
  • PCG algorithms and tools, e.g. Perlin noise
  • History of PCG use in games, from Rogue to Borderlands and beyond
  • Organizational and management strategies related to PCG
  • Economic impact of PCG

Submission

In the first step, researchers and practitioners are invited to submit a 2-page (max. 1200 words) chapter proposal explaining the mission and concerns of their proposed chapter by February 21, 2016. Author anonymity is not required in this step.

Please use the Easy Chair submission system:

https://easychair.org/conferences/?conf=pcgbook17

or send the abstract to: pcgbook17@easychair.org

Springer-Book-Chapter-Template.

Important Dates

  • February 29, 2016: Proposal Submission Deadline (abstract, max. 1200 words)
  • March 06, 2016: Notification of Proposal Acceptance
  • June 12, 2016: Full Chapter Submission
  • July 24, 2016: Review Results Returned
  • September 25, 2016: Final Chapter Submission
  • October 23, 2016: Final Chapter Acceptance Notification

All submitted chapters are peer-reviewed on a single-blind review basis.
Contributors may also be asked to serve as reviewers.

Determining the Characteristics of Preferred Virtual Faces

By Oliver on November 12th, 2015 in games, HCI, publications, Uncategorized

Schwind, Valentin; Wolf, Katrin; Henze, Niels; Korn, Oliver:

Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator

In: CHI PLAY ’15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, pp. 221-230, ACM, New York, NY, USA, 2015
DOI = 10.1145/2793107.2793116

Avatar-GeneratorAbstract

Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities.

We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender. The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.

Presentation

This work was presented at CHI PLay ’15 in London.

Small-Scale Cross Media Productions

By Oliver on April 21st, 2015 in conferences, games, publications

Small-Scale-Cross-Media-Productions

Korn, Oliver; Rees, Adrian; Schulz, Uwe:
Small-Scale Cross Media Productions. A Case Study of a Documentary Game

In: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video (TVX), ACM, New York, NY, USA, 2015, 149-154
DOI = 10.1145/2745197.2755516

Abstract

With major intellectual properties there is a long tradition of cross-media value chains – usually starting
with books and comics, then transgressing to film and TV and finally reaching interactive media like video games. In recent years the situation has changed:

  1. smaller productions start to establish cross media value chains
  2. there is a trend from sequential towards parallel content production.

In this work we describe how the production of a historic documentary takes a cross media approach
right from the start. We analyze how this impacts the content creation pipelines with respect to story,
audience and realization. The focus of the case study is the impact on the production of a documentary game. In a second step we reflect on the experiences gained so far and derive recommendations for future smallscale cross media productions.

Presentation

This work was presented at the TVX 2015 in Brussels, the ACM International Conference on Interactive Experiences for Television and Online Video

TVX 2015

By Oliver on April 21st, 2015 in conferences, games

The ACM International Conference on Interactive Experiences for Television and Online Video

tvx-logo2015

http://tvx2015.com/

June 03-05, Brussels, Belgium

Presentation of Paper:
Small-Scale Cross Media Productions. A Case Study of a Documentary Game

Gamification of Business Processes: Re-Designing Work in Production and Service Industry

Korn, Oliver; Schmidt, Albrecht:
Gamification of Business Processes: Re-Designing Work in Production and Service Industry

In: Procedia Manufacturing, 2015 [to be published]
DOI = 10.1016/j.promfg.2015.07.616

AbstractGamification-in-Production

In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: an introduction focusing on the progression of gamification through the hype cycle in the recent years (1), a brief introduction to gamification mechanics (1) and an overview of the state of the art in established areas (3). The focus is a discussion of more recent attempts of gamification in service and production (4). We also discuss the ethical implications (5) and the future perspectives (6)
of gamified business processes.

Gamification has been successfully applied in the domains education (serious games) and health (exergames) and is spreading to other areas. In recent years there have been various attempts to “gamify” business processes. While the first efforts date back as far as the collection of miles in frequent flyer programs, we will portray some of the more recent and comprehensive software-based approaches in the service industry, e.g. the gamification of processes in sales and marketing. We discuss their accomplishments as well as their social and ethical implications. Finally a very recent approach is presented: the application of gamification in the domain of industrial production. We discuss the special requirements in this domain and the effects on the business level and on the users. We conclude with a prognosis on the future development of gamification.

Presentation

This work will be presented at the AHFE 2015, the 6th International Conference on Applied Human Factors and Ergonomics within the conference track: 3rd International Conference on Human Side of Service Engineering