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How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience Engaging Players in Games / Smeddinck, Jan D. / Mandryk, Regan L. / Birk, Max V. / Gerling, Kathrin M. / Barsilowski, Dietrich / Malaka, Rainer Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5595-5607
ACM Digital Library Link
Summary: Matching game difficulty to player ability is a crucial step toward a rewarding player experience, yet making difficulty adjustments that are effective yet unobtrusive can be challenging. This paper examines the impact of automatic and player-initiated difficulty adjustment on player experience through two studies. In the first study, 40 participants played the casual game THYFTHYF either in motion-based or sedentary mode, using menu-based, embedded, or automatic difficulty adjustment. In the second study, we created an adapted version of the commercially available game fl0w to allow us to carry out a more focused study of sedentary casual play. Results from both studies demonstrate that the type of difficulty adjustment has an impact on perceived autonomy, but other player experience measures were not affected as expected. Our findings suggest that most players express a preference for manual difficulty choices, but that overall game experience was not notably impacted by automated difficulty adjustments.

You Can Touch This: Eleven Years and 258218 Images of Objects alt.chi: See this, hear this, touch this, keep this / Runge, Nina / Schöning, Johannes / Malaka, Rainer / Frigo, Alberto Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.541-552
ACM Digital Library Link
Summary: Touch has become a central input modality for a wide variety of interactive devices, most of our mobile devices are operated using touch. In addition to interacting with digital artifacts, people touch and interact with many other objects in their daily lives. We provide a unique photo dataset containing all touched objects over the last 11 years. All photos were contributed by Alberto Frigo, who was involved early on in the "Quantified Self" movement. He takes photos of every object he touches with his dominant hand. We analyzed the 258,218 images with respect to the types objects, their distribution, and related activities.

MoviTouch: Mobile Movement Capability Configurations Poster Session 2 / Smeddinck, Jan David / Hey, Jorge / Runge, Nina / Herrlich, Marc / Jacobsen, Christine / Wolters, Jan / Malaka, Rainer Seventeenth International ACM SIGACCESS Conference on Computers and Accessibility 2015-10-26 p.389-390
ACM Digital Library Link
Summary: Strong adaptability is a major requirement and challenge in the physiotherapeutic use of motion-based games for health. For adaptation tool development, tablets are a promising platform due to their similarity in affordance compared to traditional clipboards. In a comparative study, we examined three different input modalities on the tablet that allow for configuring joint angles: direct-touch, classic interface components (e.g. buttons and sliders), and a combination of both. While direct touch emerged as the least preferable modality, the results highlight the benefits of the combination of direct-touch and classic interface components as the most accessible modality for configuring joint angle ranges. Furthermore, the importance of configuring joint angles along three distinct axes and the interesting use-case of configuration tools as communication support emerged.

Classification of Player Roles in the Team-Based Multi-player Game Dota 2 Full Papers / Eggert, Christoph / Herrlich, Marc / Smeddinck, Jan / Malaka, Rainer Proceedings of the 2015 International Conference on Entertainment Computing 2015-09-29 p.112-125
Keywords: multi-player games; player roles; classification
Link to Digital Content at Springer
Summary: Computer games are big business, which is also reflected in the growing interest in competitive gaming, the so-called electronic sports. Multi-player online battle arena games are among the most successful games in this regard. In order to execute complex team-based strategies, players take on very specific roles within a team. This paper investigates the applicability of supervised machine learning to classifying player behavior in terms of specific and commonly accepted but not formally well-defined roles within a team of players of the game Dota 2. We provide an in-depth discussion and novel approaches for constructing complex attributes from low-level data extracted from replay files. Using attribute evaluation techniques, we are able to reduce a larger set of candidate attributes down to a manageable number. Based on this resulting set of attributes, we compare and discuss the performance of a variety of supervised classification algorithms. Our results with a data set of 708 labeled players see logistic regression as the overall most stable and best performing classifier.

Tags You Don't Forget: Gamified Tagging of Personal Images Full Papers / Runge, Nina / Wenig, Dirk / Zitzmann, Danny / Malaka, Rainer Proceedings of the 2015 International Conference on Entertainment Computing 2015-09-29 p.301-314
Keywords: gamification; image tagging; mobile devices
Link to Digital Content at Springer
Summary: Mobile multi-purpose devices such as smartphones are progressively replacing digital cameras; people use their smartphones as everyday companions and increasingly take pictures in their daily life. Tagging is a way to organize huge collections of photos but raises two challenges. First, tagging (especially on mobile devices) is a boring task. Second, remembering the assigned tags is important to find images with tags. We propose gamification for more entertaining tagging. Most gamification approaches use crowd-based assessments of good or bad tags, which is a good way to prevent cheating and to not assign improper tags. However, it is not appropriate for personal images because users don't want to share every image with the crowd. We developed and evaluated two mobile apps with gamification elements to tag images, a single-player and a multiplayer app. While both variants were more entertaining than a simple tagging app, the single-player app helps users to remember significant more tags.

Simple Games -- Complex Emotions: Automated Affect Detection Using Physiological Signals Short Papers / Friedrichs, Thomas / Zschippig, Carolin / Herrlich, Marc / Walther-Franks, Benjamin / Malaka, Rainer / Schill, Kerstin Proceedings of the 2015 International Conference on Entertainment Computing 2015-09-29 p.375-382
Keywords: Objective game evaluation; Psycho-physiology; Affective gaming; Valence detection
Link to Digital Content at Springer
Summary: Understanding the impact of interaction mechanics on the user's emotional state can aid in shaping the user experience. For eliciting the emotional state of a user, designers and researchers typically employ subjective or expert assessment. Yet these methods are typically applied after the user has finished the interaction, causing a delay between stimulus and assessment. Physiological measures potentially offer more reliable indication of a user's affective state in real-time. We present an experiment to increase our understanding of the relation of certain stimuli and valence of induced emotions in games. For this we designed a simple game to induce negative and positive emotions in the player. The results show a high correspondence between our classification of participants' physiological signals and subjective assessment. However, creating a clear causality between game elements and emotions is a daunting task, and our designs offer room for improvement.

Robots, Pancakes, and Computer Games: Designing Serious Games for Robot Imitation Learning Robot Personalities / Walther-Franks, Benjamin / Smeddinck, Jan / Szmidt, Peter / Haidu, Andrei / Beetz, Michael / Malaka, Rainer Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3623-3632
ACM Digital Library Link
Summary: Autonomous manipulation robots can be valuable aids as interactive agents in the home, yet it has proven extremely difficult to program their behavior. Imitation learning uses data on human demonstrations to build behavioral models for robots. In order to cover a wide range of action strategies, data from many individuals is needed. Acquiring such large amounts of data can be a challenge. Tools for data capturing in this domain must thus implement a good user experience. We propose to use human computation games in order to gather data on human manual behavior. We demonstrate the idea with a strategy game that is operated via a natural user interface. A comparison between using the game for action execution and demonstrating actions in a virtual environment shows that people interact longer and have a better experience when playing the game.

Exergames for Physiotherapy and Rehabilitation: A Medium-term Situated Study of Motivational Aspects and Impact on Functional Reach Home Physiotherapy & Rehabilitation / Smeddinck, Jan David / Herrlich, Marc / Malaka, Rainer Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.4143-4146
ACM Digital Library Link
Summary: Exergames are increasingly considered as an exercise instruction modality in health applications. Studies are typically conducted in non-situated contexts and capture short-term effects. We present first results from a medium-scale study conducted over the course of 5 weeks and integrated into a normal rehabilitation program. The study features three groups, comparing manually adjustable exergames with the identical games in adaptive versions and manual physiotherapy interventions without games. The results indicate that the exergames and traditional therapy are comparable regarding measures of competence and enjoyment, while exergames led to significantly higher scores for autonomy, presence, and in a functional reach test. With traditional therapy, scores for tension-pressure and effort-importance were significantly higher. The initial results of the broader study presented in this paper deliver insights regarding motivational aspects of exergames and traditional therapy and point out which motivational aspects could be strengthened in future implementations.

Ad hoc genre switching: a concept for generalized parametrizable game mechanics Works-in-progress / Apken, Daniel / Herrlich, Marc / Malaka, Rainer Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.401-402
ACM Digital Library Link
Summary: Game designers have to satisfy the needs of different player types. This paper presents a generalizable concept for switching between different play styles or genres without changing the basic game elements. As an example we employ specific combinations of parametrized game elements to emulate well-known genres: platformer, shooter, and puzzle games that can be switched at run-time by the player. We discuss first insights gained through a preliminary study.

Keep an eye on your photos: automatic image tagging on mobile devices Poster Presentations / Runge, Nina / Wenig, Dirk / Malaka, Rainer Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.513-518
ACM Digital Library Link
Summary: In this paper we present how to tag images automatically based on the image and sensor data from a mobile device. We developed a system that computes low-level tags using the image itself and meta data. Based on these tags and previous user tags we learn high-level tags. With a client-server-implementation we source out computational expensive algorithms to recommend the tags as fast as possible. We show what are the best feature extraction methods in combination with a machine learning technique to recommend good tags.

HoverZoom: making on-screen keyboards more accessible Works-in-progress / Pollmann, Frederic / Wenig, Dirk / Malaka, Rainer Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1261-1266
ACM Digital Library Link
Summary: Text entry on mobile devices such as smartphones or tablets almost exclusively depends on using on-screen keyboards that base on touch interaction. Due to the often limited space available on the touchscreen, the keys are displayed very small and are therefore hard to hit, especially in mobile scenarios or with users that do not have perfect eyesight. In our work we utilize a feature of some smartphones where a user's finger is detected before it touches the screen. This hover detection is used to enlarge the area of the keyboard under the finger to make it more readable and easier to use. A first working prototype exists and will be evaluated in the near future.

Comparing modalities for kinesiatric exercise instruction Works-in-progress / Smeddinck, Jan David / Voges, Jens / Herrlich, Marc / Malaka, Rainer Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2377-2382
ACM Digital Library Link
Summary: We present an experimental comparison of three kinesiatric exercise instruction modalities: a live human instructor (human), recorded video (video) and a virtual figure displayed next to the representation of the users' approximate skeleton (interactive). The results regarding user experience, preferences, and exercise accuracy indicate a preference for the human instructor across measures. A disparity exists between exercise accuracy and perceived ease of understanding when comparing the video with the interactive modality. Perception measures indicate a slight preference for the video modality, whilst performance data shows a significantly higher accuracy in the interactive condition. Our findings support the further investigation of digital interfaces to support physical therapy and rehabilitation as a cost-effective and potentially more efficiently customizable addition to traditional exercise instruction forms.

Evaluation of Interaction Methods for a Real-Time Augmented Reality Game / Pollmann, Frederic / Wenig, Dirk / Picklum, Mareike / Malaka, Rainer Proceedings of the 2013 International Conference on Entertainment Computing 2013-10-16 p.120-125
Link to Digital Content at Springer
Summary: Augmented reality is a way to enhance mobile games and can be easily implemented on today's powerful smartphones. Developers need to consider additional constraints when choosing the input method for such an AR game. We implemented three control methods for a mobile AR multiplayer fighting game using a virtual joystick, a touch interface and continuous crosshair tracking. We evaluated the effect of the control methods on the game experience with 43 participants and conducted a survey using a questionnaire for intuitive use (QUESI [1]) and individual interviews. We found significant differences between two of the three implemented input methods, but in the interviews the test persons did not prefer the control method with the highest survey score.

Exercise My Game: Turning Off-The-Shelf Games into Exergames / Walther-Franks, Benjamin / Wenig, Dirk / Smeddinck, Jan / Malaka, Rainer Proceedings of the 2013 International Conference on Entertainment Computing 2013-10-16 p.126-131
Keywords: exergames; active games; design framework
Link to Digital Content at Springer
Summary: Exercise video games (exergames) can motivate players to be more physically active. However, most exergames are controlled by confined and predefined movements and do not promote long-term motivation. Well-funded commercial games often excel at long-term motivation, but are not operated with motion input. Exercise My Game (XMG) is a design framework for turning off-the-shelf action games into full-body motion-based games. Challenges with this approach involve finding mappings from control input to game-action, as well as blending active input feedback with the game's interface. XMG facilitates transforming well-produced, non-exercise video games into captivating exergames by structuring the design space and outlining game requirements. We illustrate XMG with the example of turning the popular first-person action game Portal 2 into the exergame Sportal.

Suspended Walking: A Physical Locomotion Interface for Virtual Reality / Walther-Franks, Benjamin / Wenig, Dirk / Smeddinck, Jan / Malaka, Rainer Proceedings of the 2013 International Conference on Entertainment Computing 2013-10-16 p.185-188
Keywords: physical locomotion interfaces; virtual environments; games
Link to Digital Content at Springer
Summary: We present a novel physical locomotion interface for virtual environments. It suspends the user in a torso harness so that the feet just touch ground. Low friction materials allow walking motions with ground contact similar to real walking, while maintaining the user in the same position. We detail the hardware and motion tracking setup and outline results of a first user study.

Exploring mobile representations of folksonomies to support the example context of a community gardening project Posters / Döring, Tanja / Sylvester, Axel / Schmidt, Albrecht / Malaka, Rainer Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.528-533
ACM Digital Library Link
Summary: In this paper, we present results from an ongoing participatory design research project that focuses on the design and evaluation of a tagging-system and corresponding visualizations to support actors and visitors of an urban gardening project. The contributions of this work are threefold. First, it addresses the yet underexplored field of integrating context information beyond location and time into mobile tagging systems and folksonomies. Second, it suggests novel visualizations to explore tagged data and folksonomies beyond tag clouds and simple map representations on mobile phones. And third, it gives novel insights into supporting the embedded practices of a DIY (Do-It-Yourself) urban gardening community with interactive systems based on ethnographic fieldwork and participatory design.

Design and Evaluation of Parametrizable Multi-genre Game Mechanics Storytelling / Apken, Daniel / Landwehr, Hendrik / Herrlich, Marc / Krause, Markus / Paul, Dennis / Malaka, Rainer Proceedings of the 2012 International Conference on Entertainment Computing 2012-09-26 p.45-52
Keywords: multi-genre games; genre blending; parametrizable game mechanics; game mashups
Link to Digital Content at Springer
Summary: Designing digital games is primarily interaction design. This interaction manifests as a meaningful change in the game world. An aspect of a game can only change dynamically with a parametric model of this aspect available. One aspect of digital games is yet missing such a systematic description: the genre of a game is currently only determined by its designer. This paper introduces a new approach that allows for dynamic blending between genres. We describe a set of game mechanics that express the characteristics of different game genres. We extract a parametric model from these mechanics to allow dynamic blending. The paper illustrates the possibilities of this approach with an implementation of a multi-genre-game. It also provides empiric evidence that the described model successfully generates different game genres.

Player Control in a Real-Time Mobile Augmented Reality Game Posters / Picklum, Mareike / Modzelewski, Georg / Knoop, Susanne / Lichtenberg, Toke / Dittmann, Philipp / Böhme, Tammo / Fehn, Volker / John, Christian / Kenkel, Johannes / Krieter, Philipp / Niethen, Patrick / Pampuch, Nicole / Schnelle, Marcel / Schwarte, Yvonne / Stark, Sanja / Steenbergen, Alexander / Stehr, Malte / Wielenberg, Henning / Yildirim, Merve / Yüzüncü, Can / Pollmann, Frederic / Wenig, Dirk / Malaka, Rainer Proceedings of the 2012 International Conference on Entertainment Computing 2012-09-26 p.393-396
Keywords: mobile gaming; augmented reality; AR; user interaction; gestures
Link to Digital Content at Springer
Summary: Controlling virtual characters in AR games for modern smartphones is even more challenging than controls for 'pure' VR games because the player has to keep the AR world in view. We propose six interaction concepts based on combinations of both physical and virtual buttons and sensor input and suggest an evaluation according to game experience criteria.

The Influence of Music on Player Performance in Exergames for Parkinson's Patients Posters / Lilla, Damian / Herrlich, Marc / Malaka, Rainer / Krannich, Dennis Proceedings of the 2012 International Conference on Entertainment Computing 2012-09-26 p.433-436
Keywords: exergames; auditory cues; kinect; Parkinson's disease
Link to Digital Content at Springer
Summary: Music therapy and music and rhythm in general can support standard physiotherapy for people suffering from Parkinson's disease to improve the motion performance and quality, sometimes even helping to overcome motion blocks. With the availability of cheap motion-tracking devices, exergames have become an interesting option to complement traditional physiotherapy. However, the role of music and rhythm in the context of games for this special audience is still largely unexplored. Based on a prototype exergame we developed, a user study was conducted to compare the effects of different auditory clues and their absence in exergames for this target group. The results show significant performance differences with music versus without music, but surprisingly no differences were found between music synchronized with the interaction and unsynchronized background music.

Mobile Gaming with Indirect Sensor Control Posters / Böhrs, Daniel / Wenig, Dirk / Malaka, Rainer Proceedings of the 2012 International Conference on Entertainment Computing 2012-09-26 p.441-444
Keywords: mobile gaming; sensors; mobile devices; labyrinth game
Link to Digital Content at Springer
Summary: The rapid growth of the mobile gaming market and the steadily improved hardware of mobile phones enable developers to create complex and extensive 3D games on mobile phones. While most current casual games have simple interfaces with few buttons, 3D games require new control interfaces to providing sufficient control options without limiting the field of view on the screen. This is important to improve the user experience. Within this work new ideas based on the use of the accelerometer as indirect control mechanism are presented. The accelerometer is used to switch between different interaction layers, which are also different game views for the player. Combined with this concept a buttonless touch area interface is used. We are planning to evaluate the ideas with a 3D game prototype running on Android devices.

The Animation Loop Station: Near Real-Time Animation Production Demonstrations / Walther-Franks, Benjamin / Biermann, Florian / Steenbergen, Nikolaas / Malaka, Rainer Proceedings of the 2012 International Conference on Entertainment Computing 2012-09-26 p.469-472
Keywords: computer animation; computer puppetry; performance animation; layered animation; loop stations; performing arts
Link to Digital Content at Springer
Summary: We present the animation loop station, a near real-time animation production system. It brings the concept of loop stations or loopers commonly used for live music performances to the animation domain. Our system allows a single animator to build an animation layer by layer by capturing his own movement and building up complex motion through several passes or takes. In order not to interfere with capture and not break the performer's flow, control commands are handled by a speech interface.

An unfinished drama: designing participation for the theatrical dance performance Parcival XX-XI Designing for the body / Friederichs-Büttner, Gesa / Walther-Franks, Benjamin / Malaka, Rainer Proceedings of DIS'12: Designing Interactive Systems 2012-06-11 p.770-778
ACM Digital Library Link
Summary: The partnership of theater and digital media shows much potential for new means of storytelling. Digital scenery can be joined to the performer's action on stage; algorithmic influences can blur the linearity of a drama; interactive technology offers novel means of involving the audience in the creation of the piece. Interaction can thus enhance the dramaturgical possibilities of traditional theater. However, the narrative task also accompanies various new challenges for the designers of such a play. On the basis of our dance performance Parcival XX-XI, we define requirements for making an audience interact in a theatrical play and introduce four interaction-enabling criteria for theatrical performances that use gestural interfaces.

Dragimation: direct manipulation keyframe timing for performance-based animation Enhancing performance / Walther-Franks, Benjamin / Herrlich, Marc / Karrer, Thorsten / Wittenhagen, Moritz / Schröder-Kroll, Roland / Malaka, Rainer / Borchers, Jan Proceedings of the 2012 Conference on Graphics Interface 2012-05-28 p.101-108
ACM Digital Library Citation
Summary: Getting the timing and dynamics right is key to creating believable and interesting animations. However, using traditional keyframe animation techniques, timing is a tedious and abstract process. In this paper we present Dragimation, a novel technique for interactive performative timing of keyframe animations. It is inspired by direct manipulation techniques for video navigation that leverage the natural sense of timing all of us possess. We conducted a user study with 27 participants including professional animators as well as novices, in which we compared our approach to two other interactive timing techniques, timeline scrubbing and sketch-based timing. Dragimation is comparable regarding objective error measurements to the sketch-based approach and significantly better than scrubbing and is the overall preferred technique by our test users.

Motion-Based Games for Parkinson's Disease Patients Active Games / Assad, Oliver / Hermann, Robert / Lilla, Damian / Mellies, Björn / Meyer, Ronald / Shevach, Liron / Siegel, Sandra / Springer, Melanie / Tiemkeo, Saranat / Voges, Jens / Wieferich, Jan / Herrlich, Marc / Krause, Markus / Malaka, Rainer Proceedings of the 2011 International Conference on Entertainment Computing 2011-10-05 p.47-58
Keywords: serious games for health; Parkinson's disease; motion-based game controls; physiotherapy
Link to Digital Content at Springer
Summary: Games for rehabilitation are developing rapidly in recent years. It has been shown that utilization of therapy and gaming technology affects positively on the patients' physical and mental condition. However, to this day there are only few playable games for Parkinson's disease patients. This paper presents the development process of WuppDi! -- a collection of five motion-based games for Parkinson's disease patients, aimed at supporting their exercises routines in various playful environments. We describe the game design challenges for Parkinson's disease patients and our solutions used in the games. Finally, we present the results of a conducted field test showing a very positive motivational effect among the majority of the patients but also highlighting remaining issues and technical difficulties, which can be beneficial for the future development in this field.

Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360 Serious Games / Herrlich, Marc / Holle, Henrik / Malaka, Rainer Proceedings of the 2010 International Conference on Entertainment Computing 2010-09-08 p.270-277
Link to Digital Content at Springer
Summary: Computer games and serious geographic information systems (GIS) share many requirements with regard to storage, exchange, and visualization of geographic data. Furthermore, there is a demand for high-fidelity photo-realistic and non-photo-realistic visualization. This poses at least two questions: Is there a single data format standard suitable for serious GIS-based applications and computer games that supports state-of-the-art visual quality? How can computer games and serious applications benefit from each other, especially platform-wise? In this paper we will investigate both questions by taking a closer look at the CityGML standard in comparison to COLLADA and we will report on our findings in integrating CityGML with mainstream game technology. The main contribution of this paper to the field is a suggested way of integrating an important features of CityGML and Collada for high-quality visualization, i.e. programmable shader effects, and demonstrating the feasibility of employing a game console as a cheap and widely available device for geodata visualization and possibly other geodata-centric applications.
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