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IE Tables of Contents: 0607080910121314

Proceedings of the 2010 Australasian Conference on Interactive Entertainment

Fullname:Proceedings of the 7th Australasian Conference on Interactive Entertainment
Note:Fish of the day: Play as an agent for change
Editors:Aukje Thomassen; Erik Champion
Location:Wellington, New Zealand
Dates:2010-Nov-22 to 2010-Nov-23
Standard No:ISBN: 978-1-4503-0566-2; ACM DL: Table of Contents; hcibib: IE10
Links:Conference Website
Elective music students experiences with Jam2Jam BIBAFull-Text 1
  Andrew Johnston; James Humberstone
This paper presents findings from a trial of the interactive music software Jam2Jam in a classroom music setting. Jam2Jam is software which allows musical novices to control generative music in real time. It has an interface which enables users to control multiple audio-visual parameters with a single gesture -- an approach intended to facilitate complex, conversational interaction. Examination of students experiences with Jam2Jam indicates that students find Jam2Jam attractive and that it has considerable potential. However, a number of issues for improvement, particularly a need for increased transparency of operation are identified. Extensions to Jam2Jam which would enable students to incorporate more of their own material into the music and visual they create during jam sessions are also proposed.
Building better bad guys: a new framework for game AI design BIBAFull-Text 2
  David Conroy; Peta Wyeth
Realistic artificial intelligence in video games is important to developers in the games industry. It helps to better immerse the player and keep them in a state of flow. In order to achieve this it is important to design computer opponents to behave and react similarly to human players. In this study we designed a model of human behaviour for a specific interactive component in gaming (aiming). It was built using player game play data and user opinion regarding the subject. The result was a system of behaviour akin to that of human players.
Sketch interaction in real time strategy games BIBAFull-Text 3
  Elwyn Benson; Peter Andreae
As real time strategy games are becoming increasingly complex and large scale, new interaction methods need to be explored to overcome the limitations found in conventional interaction methods. This paper explores sketching as an interaction technique, and discusses some of the advantages and disadvantages of sketching for spatial tasks, which are common in real time strategy games. The paper describes two novel sketch interaction techniques for giving precise orders to units -- a technique for selecting groups of units, and a technique for specifying movement paths. The paper reports on a user study to evaluate these techniques. Our results show no significant time advantage for sketching when selecting groups of units, however the results for sketching movement paths suggest the sketching technique is faster.
Playing in Traffic: pervasive gaming for commuters BIBAFull-Text 4
  Kah Chan
The influx of cycle commuters and the resulting paradigm shift in traffic composition is causing friction between road users. This paper proposes the use of an experimental alternate reality game (ARG) that is also a role-playing game (RPG) layered on top of the commuting experience. This experimental social game, Playing in Traffic, is played with a global positioning system (GPS) capable smart phone, such as an iPhone, and is aimed at the expanding community of casual gamers. The game is designed to encourage more positive behaviour while in traffic by introducing game rewards mechanisms, such as the collection of achievements, and provides a positive feedback loop to augment commuter behaviour. Playing in Traffic is an exploratory suggestion that looks at the role of pervasive gaming in addressing the larger issues of urban planning, traffic congestion and the challenges around active commuting.
Towards the problem of maintaining suspense in interactive narrative BIBAFull-Text 5
  Yuliya Khrypko; Peter Andreae
The paper introduces the problem of creating and maintaining suspense in interactive narrative. We argue that by manipulating choice options offered to the audience in suspenseful scenes in the interactive story both when it is read the first time and after it is reread later, is possible to create stronger suspense.
Constructionist learning through serious games BIBAFull-Text 6
  Kah Chan
The role of gaming in communicating environmental concerns is increasingly important as video gaming and sustainability concerns make parallel ascensions in our contemporary social and cultural vernacular. This paper discusses the evolution of a game design class that adjusted its focus towards exploring the communicative potential of serious games, specifically to stimulate learning in children about sustainability concepts such as energy conservation, deforestation and carbon footprints. The author had a specific interest in the potential of integrating constructionist learning principles with increased ubiquity of video games. The course covered theoretical precedents in play and learning, design processes and methods used in creating persuasive games, and investigated character and level design. This paper will also describe selected case studies of student prototypes.
Pets and play: do they have fun? BIBAFull-Text 7
  Inosha Wickrama; Denisa Kera
This paper describes the current research done to in the area pet-pet owner interaction, and the possible area that could be looked into to improve the current human-centric interfaces to optimize the pets' enjoyment with the system and to make them less anthropocentric.
Playing the museum: towards a rationale for games in exhibition design BIBAFull-Text 8
  Anton Berndt
The research, that this paper is a summary of, explores the potential of games to assist in the improvement of visitors' immersive engagement and in the reduction of didactic modes of knowledge transfer in museums. It will test the hypothesis that in spite games already being present in museum exhibitions, theoretical understanding of the function and value of play and games is currently lacking in the curatorial teams that produce exhibitions. The study will contribute to the field of museum studies by identifying current obstacles limiting the incorporation of games into the fabric of an exhibition's concept and design.
Proposal for an installation of four games BIBAFull-Text 9
  Daniel Cermak-Sassenrath; Charles Walker
An installation of four games-in-development produced by students in the new transdisciplinary Bachelor of Creative Technologies degree at Auckland University of Technology in 2010.
Up with the play: TUI prototype design for retail experiences BIBAFull-Text 10
  Stuart Foster; Sven Mehzoud; Rodney Adank
With the increasing popularity of online shopping environments there is an emerging trend to augment the physical retail shopping experience with digital technologies. However, engagements with digital technologies in retail environments typically suffer from a disconnect between two different modes of behavior; the physical engagement with products and that of online shopping activities. This paper discusses the prototype of a digitally interactive retail environment and explores how the desirable qualities of physical and online retail experiences and brand encounters can be combined to create more playful, meaningful, interpretive and experience focused environments.
Interactive memories within museums BIBAFull-Text 11
  Tanya Marriott
This exhibition will discuss the museum visitor; and the need to record and make available, memory testimony and artefacts of Bomber Command Veterans. Storytelling Memories provides the framework for the user to synthesise a physical relationship with the memories and artefacts, which informs an emotional connection. Memory testimony is a reflective narrative, visually and emotionally rich within the mind of the contributor. This project suggests that if this richness of memory could be provided within a visual context, which is substantiated by the unique situation of each memory, it could foster an engaging understanding and relationship between the museum visitor and the memories.
Face to face: meeting histories on the street BIBAFull-Text 12
  Caroline McCaw; Morgan Oliver; A Leyton
In this paper, we describe collaborative processes for developing interactive design solutions for the Otago Settlers Museum. Design School staff and students working within an Otago Institute of Design project team describe the concept development stages of a temporary exhibition and develop scenarios for participation in ways that challenge traditional Museological experiences.
Solving preadolescent anti socialism through play BIBAFull-Text 13
  Danielle Millar; Roshan Patel; Amber-Jean Hornsby
Anti socialism within preadolescents comes from feeling bad & distress derived from social problems. This project is designed to help 8-13 year old children's social development by providing them with a product and game, where through play they can learn valuable social skills and can express who they are creativity. This helps to relieve them from the everyday stresses caused by anti socialism and low self-esteem. The exhibition piece of 400 level of Bachelor of Design will demonstrate how this will support this issue.
Roopadhyana BIBAFull-Text 14
  Roshan Patel
Hindu devotees in this current day and age are experiencing difficulty in connecting to their God. This research project investigates how experiential design can be used to educate Hindu devotees on the key characteristics of Bhaktiyoga (loving devotion) to help them connect with their God Krishna, and achieve their ultimate aim in life.
University culture and community building BIBAFull-Text 15
  Joel Schroyen; Mellissa Hartwick; Jo Anne Tay
Currently, there is a lack of university culture and community at Massey University Wellington. Our project is a real-world-based game that uses a mysterious narrative and play theory, combined with Massey's campus, to create community and culture within it. Traditional fraternities and school-based Houses have a longstanding history of creating community and culture. They offer a genuine sense of belonging that derives from playful exclusivity. The Massey University campus will become Huizinga's (1938) Magic Circle.
Expressive video games BIBAFull-Text 16
  Joel Schroyen
This research project investigates the communicative power of game play in video games in informing social attitudes through Dynamical Meaning. Dynamical Meaning, as Jonathan Blow (2007) termed it, is the semiotics of game play; the meaning the player interprets from the way the game system responds to their agency within the game world. Contemporary game design often focuses on a narrative as the main source of meaning, but Dynamical Meaning stems from the core interactive nature of games and can be more meaningful to the player.
More Than A Craze: photographs of New Zealand's early digital games scene: exhibition BIBAFull-Text 17
  Melanie Swalwell
"More Than A Craze" is an online exhibition consisting of 46 photographs of New Zealand's early digital games scene, in the 1980s. The exhibition includes the work of some of New Zealand's best known documentary photographers -- Ans Westra, Christopher Matthews, Robin Morrison -- with images from the archives of Wellington's Evening Post and Auckland's Fairfax newspapers. These photographers captured images of games, gamers and gameplay in the moment when these were novel. These images are significant in that they offer insights into the early days of digital games. They are an important primary source material for researchers interested in the history of play and interactive entertainment.
   The exhibition has been curated by Melanie Swalwell and Janet Bayly. It is an online exhibition, hosted by Mahara Gallery, Waikanae (http://www.maharagallery.org.nz/MoreThanACraze/). It is one of the outcomes of Swalwell's research into the history of digital games in New Zealand, in the 1980s.
Frightful realities BIBAFull-Text 18
  Karl Johan Thiart
This project utilises interactive animation to create a new form of narrative media which is directly dependant on the participant. It deals with an idea that everyday discriminative behaviour we subtly partake in, affects minority groups negatively. It explores the idea of a caged animal in a zoo. The idea that we as a society put it there, and its characteristics and lifestyle are directly affected by our actions.