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User Interfaces for Pervasive Games: Experiences of a Formative Multi-method Evaluation and Its Implications for System Development [chapter]

Carsten Röcker, Carsten Magerkurth, Maral Haar
Universal Access in Ambient Intelligence Environments  
This paper presents a formative multi-method evaluation on future gaming systems.  ...  Based on the results of the different evaluation parts, a set of design requirements for future home entertainment systems is derived.  ...  We would like to thank our colleagues and friends Timo Engelke, Norbert A. Streitz, Wolfgang Hinrich, and Dan Grollman who contributed to this work.  ... 
doi:10.1007/978-3-540-71025-7_23 dblp:conf/EUprojects/RockerMH06 fatcat:z5n5d3qoejcuhn2krqdyrp7svm

Playground games

Deborah Tatar, Joon-Suk Lee, Nouf Alaloula
2008 Proceedings of the 7th ACM conference on Designing interactive systems - DIS '08  
As it happens, our sample systems are themselves games; however, taking playground games as our model helps us create systems that support game play featuring not enforcement of plans but emergence of  ...  experience and action.  ...  ACKNOWLEDGMENTS We thank the students in CS4984 in Fall, 2005 and 2006. We particularly thank Curtis Dahn, Mehmet Dasiyici, Firat Alpergin, Priyadharsini Duraisamy, and Seungwon Yang.  ... 
doi:10.1145/1394445.1394453 dblp:conf/ACMdis/TatarLA08 fatcat:do6cvy24z5bdbfxsbbtu4raht4

A component based architecture for distributed, pervasive gaming applications

Carsten Magerkurth, Timo Engelke, Dan Grollman
2006 Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology - ACE '06  
In this paper, we describe a component based architecture for developing distributed, pervasive games that integrate tangible and graphical user interface components.  ...  On top of Pegasus we have created a language for describing pervasive games called DHG and briefly present a first sample application that is based on the component based architecture and defined with  ...  There are also several pervasive-game specific concepts that are built into the DHG, making it easy for developers to write games without knowing the interior mechanics of the system.  ... 
doi:10.1145/1178823.1178842 dblp:conf/ACMace/MagerkurthEG06 fatcat:yncrrgzqmzbgdnge4tbu6awe3m

Games as Blends: Understanding Hybrid Games

Ville Kankainen, Jonne Arjoranta, Timo Nummenmaa
2017 Journal of Virtual Reality and Broadcasting  
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology.  ...  Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.  ...  A few years later Multi-User Dungeon [TB78] emulated Colossal Cave Adventure's text interface, but introduced real-time multi-playing and borrowed both fantasy elements and game mechanics from D&D.  ... 
doi:10.20385/1860-2037/14.2017.4 fatcat:a4edpv6q4nb65b53tj3ixwas5m

A Multi Platform Pain Assessment Tool using Bespoke Gaming Sensors

Fotios Spyridonis, Tor-Morten Grønli, Ioannis Th. Paraskevopoulos, Gheorghita Ghinea
2016 Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments - PETRA '16  
It is anticipated that our tool will provide a more natural user experience that enables pain sufferers to also assess their pain experience either in a clinical setting or in the comfort of a home environment  ...  In this paper, we present a proposed conceptual design and one example tool for pain assessment using Microsoft Kinect as the interaction method.  ...  A pan-European consensus report [1] revealed that one in five Europeans (19%) is estimated to have some form of pain, and this has had tremendous cost and quality of life implications to healthcare systems  ... 
doi:10.1145/2910674.2910701 fatcat:x3jwcbpsgnh2nkfpahvjp75rcq

Practical, appropriate, empirically-validated guidelines for designing educational games

Conor Linehan, Ben Kirman, Shaun Lawson, Gail Chan
2011 Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11  
Describes a multi-touch steering wheel as novel in-car user interface. Presents a user-defined gesture set and a comparative study to conventional UIs for infotainment systems.  ...  Lab, USA Our goals are to demonstrate a system for shared exertion gaming for children using a tangible augmented rope and explore physical and spatial implications for a remotely shared game space alt.chi  ... 
doi:10.1145/1978942.1979229 dblp:conf/chi/LinehanKLC11 fatcat:xxy5vdbobbbh3dbwkzh6w76zqq

"That's not a secure area"– physical-digital sound links in commercial locative games

Inger Ekman
2014 Transactions of the Digital Games Research Association  
One form of pervasive games are locative mobile games, which utilize physical movement as game control.  ...  Pervasive games break the boundary between digital and physical to make use of elements in the real world as part of the game.  ...  I also thank Kim Nevelsteen, Kalervo Järvelin and Frans Mäyrä for valuable feedback on this study and comments on drafts of this paper.  ... 
doi:10.26503/todigra.v1i3.27 fatcat:wsjnfahunrcm7haxbjbav5dyrq

On Metrics for Location-Aware Games

Luis Rodríguez-Pupo, Sven Casteleyn, Carlos Granell
2017 ISPRS International Journal of Geo-Information  
Metrics are important and well-known tools to measure users' behavior in games, and gameplay in general.  ...  Particularities of location-aware games-a class of games where the player's location plays a central role-demand specific support in metrics to adequately address the spatio-temporal features such games  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/ijgi6100299 fatcat:w72gfyjff5fvjcj6c5v3hb7vra

Spot that Bird: A Location Based Bird Game [article]

Sneha Mehta
2018 arXiv   pre-print
It is designed to be a game for better engagement and learning.  ...  If spotted correctly the user scores points. I also discuss some design methods and evaluation approaches for the application.  ...  ACKNOWLEDGMENTS I would like to thank the Computer Science department of Virginia Tech and HCI qualifier committee 2017 for giving me the opportunity to work on this paper.  ... 
arXiv:1802.01713v1 fatcat:fgrvcacheff6vaiijgriwu5z6y

The Role of Transfer in Designing Games and Simulations for Health: Systematic Review

Derek A Kuipers, Gijs Terlouw, Bard O Wartena, Job TB van 't Veer, Jelle T Prins, Jean Pierre EN Pierie
2017 JMIR Serious Games  
It may be envisaged that these and other developments, such as mobile wireless capabilities and pervasive gaming, may also become part of a more synthesized set of interfaces allowing for more complex  ...  of gaming (e.g. mobile games) and convergent forms of gaming emerging (e.g. social and alternate reality gaming) The emergence of the wide use of mobile and pervasive gaming also has implications for  ...  The engine greatly simplifies the task of games development, and often allows the game to be used on different platforms, e.g. different game consoles and PC operating systems.  ... 
doi:10.2196/games.7880 pmid:29175812 pmcid:PMC5722978 fatcat:he5bwioszfhivnr7jbcznjcnce

Using prototypes in early pervasive game development

Elina M. I. Ollila, Riku Suomela, Jussi Holopainen
2008 Computers in Entertainment  
At the same time game design has developed into a profession of its own.  ...  The main goals of this thesis are to understand in a more profound way how to design games and based on that understanding develop frameworks and methods for aiding game design.  ...  The second prototype concentrated on evaluating the game user interface as well.  ... 
doi:10.1145/1371216.1371220 fatcat:s2dubne72nbe5dl7u3ozedp7ea

Flow in gaming: literature synthesis and framework development

Fiona Fui Hoon Nah, Brenda Eschenbrenner, Qing Zeng, Venkata Rajasekhar Telaprolu, Sepandar Sepehr
2014 International Journal of Information Systems and Management  
Flow, a state of optimal experience where one is completely absorbed and immersed in an activity, is an important phenomenon for studying and designing games.  ...  We also discuss implications for research and practice as well as provide suggestions for future research.  ...  Acknowledgements We would like to thank Rushika Singh at the Missouri University of Science and Technology for her help and involvement in the earlier part of this research project.  ... 
doi:10.1504/ijisam.2014.062288 fatcat:65lbr3jwrzeknklligmkhbqhya

Expanding exertion gaming

Joe Marshall, Florian 'Floyd' Mueller, Steve Benford, Sebastiaan Pijnappel
2016 International Journal of Human-Computer Studies  
to the way exertion changes over time, designing for the inevitable and not necessarily negative effects of pain in exertion games, and designing for the highly socially situated nature of exertion gaming  ...  Using our experiences with these designs we highlight three key strategies to guide designers in the creation of richer exertion game experiences: designing a temporal trajectory through games with reference  ...  Evaluations of such interfaces generally involve short-term studies in which people play the game, and it is shown either that people move when they are playing the game, or that they move more than they  ... 
doi:10.1016/j.ijhcs.2016.02.003 fatcat:4r3xnztlirbqnjfy4n4n2cdc6i

How psychophysiology can aid the design process of casual games

Stefano Gualeni, Dirk Janssen, Licia Calvi
2012 Proceedings of the International Conference on the Foundations of Digital Games - FDG '12  
From a development point of view, games developed in the casual sector of the games industry are characterized by very short production cycles which make them ill-suited for complex and lengthy psychophysiological  ...  The game was tested in different stages of its development to dry-run a cycle of design improvements derived from psychophysiological data.  ...  and NHTV for their support in this research. 7.  ... 
doi:10.1145/2282338.2282369 dblp:conf/fdg/GualeniJC12 fatcat:rnalwplwwrcfhcp4aklxt2tjse

Player–video game interaction: A systematic review of current concepts

Loïc Caroux, Katherine Isbister, Ludovic Le Bigot, Nicolas Vibert
2015 Computers in Human Behavior  
confrontation"method"to"evaluate"the" variations"of"presence"during"a"game"session,"and"validated"it"with"a"case"study."  ...  Methods+used+in+the+design+and+evaluation+of+playerRvideo+game+interaction+ Currently,"video"game"designers"may"adopt"a"range"of"methods"within"the"framework"of"a"user?  ...  Journal"of"Usability"Studies" x" " " ?" Journal"of"Visual"Languages"and"Computing" x" " " ?" Journal"on"Multimodal"User"Interfaces" " x" " ?" Kybernetes" " x" " ?" Kybernetika" " x" " ?"  ... 
doi:10.1016/j.chb.2015.01.066 fatcat:3ci4iku6ofdmtku7nl44ixuw6i
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