How to Present Game Difficulty Choices?: Exploring the Impact on Player
Experience
Engaging Players in Games
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Smeddinck, Jan D.
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Mandryk, Regan L.
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Birk, Max V.
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Gerling, Kathrin M.
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Barsilowski, Dietrich
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Malaka, Rainer
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5595-5607
© Copyright 2016 ACM
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
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Runge, Nina
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Schöning, Johannes
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Malaka, Rainer
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Frigo, Alberto
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.541-552
© Copyright 2016 ACM
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
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Smeddinck, Jan David
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Hey, Jorge
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Runge, Nina
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Herrlich, Marc
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Jacobsen, Christine
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Wolters, Jan
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Malaka, Rainer
Seventeenth International ACM SIGACCESS Conference on Computers and
Accessibility
2015-10-26
p.389-390
© Copyright 2015 ACM
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
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Eggert, Christoph
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Herrlich, Marc
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Smeddinck, Jan
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Malaka, Rainer
Proceedings of the 2015 International Conference on Entertainment Computing
2015-09-29
p.112-125
Keywords: multi-player games; player roles; classification
© Copyright 2015 IFIP
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
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Runge, Nina
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Wenig, Dirk
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Zitzmann, Danny
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Malaka, Rainer
Proceedings of the 2015 International Conference on Entertainment Computing
2015-09-29
p.301-314
Keywords: gamification; image tagging; mobile devices
© Copyright 2015 IFIP
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
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Friedrichs, Thomas
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Zschippig, Carolin
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Herrlich, Marc
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Walther-Franks, Benjamin
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Malaka, Rainer
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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
© Copyright 2015 IFIP
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
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Walther-Franks, Benjamin
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Smeddinck, Jan
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Szmidt, Peter
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Haidu, Andrei
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Beetz, Michael
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Malaka, Rainer
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3623-3632
© Copyright 2015 ACM
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
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Malaka, Rainer
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.4143-4146
© Copyright 2015 ACM
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
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Herrlich, Marc
/
Malaka, Rainer
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.401-402
© Copyright 2014 ACM
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
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Malaka, Rainer
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.513-518
© Copyright 2014 ACM
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
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Pollmann, Frederic
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Wenig, Dirk
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Malaka, Rainer
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1261-1266
© Copyright 2014 ACM
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
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Smeddinck, Jan David
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Voges, Jens
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Herrlich, Marc
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Malaka, Rainer
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.2377-2382
© Copyright 2014 ACM
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
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Pollmann, Frederic
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Wenig, Dirk
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Picklum, Mareike
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Malaka, Rainer
Proceedings of the 2013 International Conference on Entertainment Computing
2013-10-16
p.120-125
© Copyright 2013 IFIP
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
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Wenig, Dirk
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Smeddinck, Jan
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Malaka, Rainer
Proceedings of the 2013 International Conference on Entertainment Computing
2013-10-16
p.126-131
Keywords: exergames; active games; design framework
© Copyright 2013 IFIP
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
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Wenig, Dirk
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Smeddinck, Jan
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Malaka, Rainer
Proceedings of the 2013 International Conference on Entertainment Computing
2013-10-16
p.185-188
Keywords: physical locomotion interfaces; virtual environments; games
© Copyright 2013 IFIP
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
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Döring, Tanja
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Sylvester, Axel
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Schmidt, Albrecht
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Malaka, Rainer
Proceedings of 2013 Conference on Human-computer interaction with mobile
devices and services
2013-08-27
2013-08-27
p.528-533
© Copyright 2013 ACM
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
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Apken, Daniel
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Landwehr, Hendrik
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Herrlich, Marc
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Krause, Markus
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Paul, Dennis
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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
© Copyright 2012 IFIP
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
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Knoop, Susanne
/
Lichtenberg, Toke
/
Dittmann, Philipp
/
Böhme, Tammo
/
Fehn, Volker
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John, Christian
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Kenkel, Johannes
/
Krieter, Philipp
/
Niethen, Patrick
/
Pampuch, Nicole
/
Schnelle, Marcel
/
Schwarte, Yvonne
/
Stark, Sanja
/
Steenbergen, Alexander
/
Stehr, Malte
/
Wielenberg, Henning
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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
© Copyright 2012 IFIP
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
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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
© Copyright 2012 IFIP
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
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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
© Copyright 2012 IFIP
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
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Biermann, Florian
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Steenbergen, Nikolaas
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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
© Copyright 2012 IFIP
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
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Friederichs-Büttner, Gesa
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Walther-Franks, Benjamin
/
Malaka, Rainer
Proceedings of DIS'12: Designing Interactive Systems
2012-06-11
p.770-778
© Copyright 2012 ACM
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
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Walther-Franks, Benjamin
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Herrlich, Marc
/
Karrer, Thorsten
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Wittenhagen, Moritz
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Schröder-Kroll, Roland
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Malaka, Rainer
/
Borchers, Jan
Proceedings of the 2012 Conference on Graphics Interface
2012-05-28
p.101-108
© Copyright 2012 Authors
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
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Assad, Oliver
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Hermann, Robert
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Lilla, Damian
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Mellies, Björn
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Meyer, Ronald
/
Shevach, Liron
/
Siegel, Sandra
/
Springer, Melanie
/
Tiemkeo, Saranat
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Voges, Jens
/
Wieferich, Jan
/
Herrlich, Marc
/
Krause, Markus
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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
© Copyright 2011 IFIP
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
© Copyright 2010 IFIP
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.