Posts Tagged ‘game’

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.

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.

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

The Effect of Gamification on Emotions. The Potential of Facial Recognition in Work Environments

Korn, Oliver; Boffo, Sandra; Schmidt, Albrecht:
The Effect of Gamification on Emotions. The Potential of Facial Recognition in Work Environments

In: Human-Computer Interaction: Design and Evaluation, Lecture Notes in Computer Science, Vol. 9169, 489-499, Springer, Heidelberg, 2015
DOI = 10.1007/978-3-319-20901-2_46

Abstract

Emotion-DetectionGamification is a delightful concept: it is a creditable idea to use “video game elements to improve user experience and user engagement in non-game services and applications”. The link between emotions and motivation, especially in context of employee motivation, is important: after all, increased engagement should have numerous benefits like improved performance and greater user satisfaction.

This article describes how gamification can be used in work contexts like industrial production. Since industrial production already involves processes with measurable physical outcomes (e.g. the number of parts produced per hour), gaming elements like scores and leaderboards could be implemented with comparatively little effort. Ideally the system should also be able to measure the effect on speed and quality of the gamified work processes.

Presentation

The work will be presented at HCI International 2015 in Los Angeles, CA, USA, 2-7 August 2015

MuC 2013 in Bremen

By Oliver on September 8th, 2013 in conferences, HCI, publications, Uncategorized

International Conference on Humans & Computer (Mensch und Computer, MuC)
(organized by the University of Bremen, Germany)

2013-MuC2

http://www.interaktivevielfalt.org/

September 08-11, Bremen, Germany

Presentation of Paper: Augmentierte Produktion. Assistenzsysteme mit Projektion und Gamification für leistungsgeminderte und leistungsgewandelte Menschen

Impression from keynote:

MuC_130909a-sm

Context-sensitive User-centered Scalability: An Introduction Focusing on Exergames and Assistive Systems in Work Contexts

Korn, Oliver; Brach, Michael; Schmidt, Albrecht; Hörz, Thomas; Konrad, Robert:
Context-sensitive User-centered Scalability: An Introduction Focusing on Exergames and Assistive Systems in Work Contexts

In: Göbel, Stefan; Müller, Wolfgang; Urban, Bodo & Wiemeyer, Josed (eds.): E-Learning and Games for Training, Education, Health and Sports, Lecture Notes in Computer Sciences, vol. 7516, Springer, Berlin 2012, 164-176

Abstract (more…)

Development of a Computer-animated System for Strength- and Balance-Training for the Elderly in the Project Motivotion60+

Brach, Michael; Hauer, Klaus; Korn, Oliver; Konrad, Robert; Unkauf, Sven; Göbel, Stefan:
Development of a Computer-animated  System for Strength- and Balance-Training for the Elderly in the Project Motivotion60+
In: Proceedings of the AAL-Congress, Berlin 2012

Abstract (more…)