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.
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.
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
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Smeddinck, Jan David
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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.
Designing Wheelchair-Based Movement Games
Papers from Assets 2013
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Gerling, Kathrin M.
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Mandryk, Regan L.
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Miller, Matthew
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Kalyn, Michael R.
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Birk, Max
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Smeddinck, Jan D.
ACM Transactions on Accessible Computing
2015-03
v.6
n.2
p.6
© Copyright 2015 ACM
Summary: People using wheelchairs have access to fewer sports and other physically
stimulating leisure activities than nondisabled persons, and often lead
sedentary lifestyles that negatively influence their health. While motion-based
video games have demonstrated great potential of encouraging physical activity
among nondisabled players, the accessibility of motion-based games is limited
for persons with mobility disabilities, thus also limiting access to the
potential health benefits of playing these games. In our work, we address this
issue through the design of wheelchair-accessible motion-based game controls.
We present KINECTWheels, a toolkit designed to integrate wheelchair movements
into motion-based games. Building on the toolkit, we developed Cupcake Heaven,
a wheelchair-based video game designed for older adults using wheelchairs, and
we created Wheelchair Revolution, a motion-based dance game that is accessible
to both persons using wheelchairs and nondisabled players. Evaluation results
show that KINECTWheels can be applied to make motion-based games
wheelchair-accessible, and that wheelchair-based games engage broad audiences
in physically stimulating play. Through the application of the wheelchair as an
enabling technology in games, our work has the potential of encouraging players
of all ages to develop a positive relationship with their wheelchair.
Effects of balancing for physical abilities on player performance,
experience and self-esteem in exergames
Exergame design
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Gerling, Kathrin Maria
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Miller, Matthew
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Mandryk, Regan L.
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Birk, Max Valentin
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Smeddinck, Jan David
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.2201-2210
© Copyright 2014 ACM
Summary: Game balancing can help players with different skill levels play multiplayer
games together; however, little is known about how the balancing approach
affects performance, experience, and self-esteem'especially when differences in
player strength result from given abilities, rather than learned skill. We
explore three balancing approaches in a dance game and show that the explicit
approach commonly used in commercial games reduces self-esteem and feelings of
relatedness in dyads, whereas hidden balancing improves self-esteem and reduces
score differential without affecting game outcome. We apply our results in a
second study with dyads where one player had a mobility disability and used a
wheelchair. By making motion-based games accessible for people with different
physical abilities, and by enabling people with mobility disabilities to
compete on a par with able-bodied peers, we show how to provide empowering
experiences through enjoyable games that have the potential to increase
physical activity and self-esteem.
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.
Visual complexity, player experience, performance and physical exertion in
motion-based games for older adults
Papers
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Smeddinck, Jan
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Gerling, Kathrin M.
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Tiemkeo, Saranat
Fifteenth Annual ACM SIGACCESS Conference on Assistive Technologies
2013-10-21
p.25
© Copyright 2013 ACM
Summary: Motion-based video games can have a variety of benefits for the players and
are increasingly applied in physical therapy, rehabilitation and prevention for
older adults. However, little is known about how this audience experiences
playing such games, how the player experience affects the way older adults
interact with motion-based games, and how this can relate to therapy goals. In
our work, we decompose the player experience of older adults engaging with
motion-based games, focusing on the effects of manipulations of the game
representation through the visual channel (visual complexity), since it is the
primary interaction modality of most games and since vision impairments are
common amongst older adults. We examine the effects of different levels of
visual complexity on player experience, performance, and exertion in a study
with fifteen participants. Our results show that visual complexity affects the
way games are perceived in two ways: First, while older adults do have
preferences in terms of visual complexity of video games, notable effects were
only measurable following drastic variations. Second, perceived exertion shifts
depending on the degree of visual complexity. These findings can help inform
the design of motion-based games for therapy and rehabilitation for older
adults.
Exercise My Game: Turning Off-The-Shelf Games into Exergames
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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
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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.
Adaptive difficulty in exergames for Parkinson's disease patients
Health, wellness, and snippets
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Smeddinck, Jan
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Siegel, Sandra
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Herrlich, Marc
Proceedings of the 2013 Conference on Graphics Interface
2013-05-29
p.141-148
© Copyright 2013 Authors
Summary: Parkinson's disease (PD) patients can benefit from regular physical
exercises which may ease their symptoms and can slow down the progression of
the disease. Motion-based video games can provide motivation to carry out the
often repetitive exercises, as long as they establish a suitable balance
between the level of difficulty and each player's skills. We present an
adaptive game system concept, which is based on separate difficulty parameters
for speed, accuracy and range of motion. We then describe the heuristic
performance-evaluation and adjustment mechanisms in a prototypical
implementation which was applied in a case study with three PD patients over a
period of three weeks. Results indicate that the system facilitated a
challenging yet suitable game experience and a detailed analysis of the results
informed a number of follow-up research questions for future research.
A digital game to support voice treatment for Parkinson's disease
Health
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Krause, Markus
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Smeddinck, Jan
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Meyer, Ronald
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.445-450
© Copyright 2013 ACM
Summary: Parkinson's disease causes a wide range of motor impairments that also
affect speech. Even patients with mild speech motor disabilities do suffer from
symptoms such as reduced dynamics, melody, tone, pace and continuity of speech.
Besides invasive or drug based treatments, effective logopedic treatments do
exist. However, constant training is a key factor for this type of therapy.
Digital games can be one way to enhance patient's motivation for repetitive
exercises both in therapy sessions and in prolonged use at home. This paper
examines the possibilities of such a digital logopedic game developed for PD
patients and reports first promising study results that indicate an increased
peak voice loudness of the players' voice when playing the game.
Game Design for Older Adults: Effects of Age-Related Changes on Structural
Elements of Digital Games
Serious Games (Health and Social)
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Gerling, Kathrin Maria
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Schulte, Frank Paul
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Smeddinck, Jan
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Masuch, Maic
Proceedings of the 2012 International Conference on Entertainment Computing
2012-09-26
p.235-242
Keywords: Game design; older adults; accessibility; design recommendations
© Copyright 2012 IFIP
Summary: Recent studies report various positive effects on elderly persons playing
digital games. Yet, games are rarely designed with an elderly user group in
mind. In this paper, this issue is addressed by providing an overview of common
age-related changes followed by a summary of game design considerations for
senior audiences. The impact of age on game design is discussed based on an
analysis of the most important structural elements of games. The analysis shows
that age-related changes in users' cognitive and physical abilities affect the
use of games on multiple levels, making the complexity of games and
interrelations between different game mechanics a crucial factor when designing
for older adults.
Adaptive Difficulty with Dynamic Range of Motion Adjustments in Exergames
for Parkinson's Disease Patients
Posters
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Siegel, Sandra
/
Smeddinck, Jan
Proceedings of the 2012 International Conference on Entertainment Computing
2012-09-26
p.429-432
Keywords: serious games; Parkinson's disease; motion-based games; exergames;
difficulty adaptation; elderly entertainment
© Copyright 2012 IFIP
Summary: Motion-based video games offer great promise in the support of traditional
physiotherapy and are currently explored in a growing number of research
projects. With a focus on Parkinson's disease (PD) patients, their therapeutic
needs and strong individual differences in capabilities, this work describes an
approach to dynamic difficulty adjustments in an exergame tailored for PD
patients. The automated ongoing adjustment of the required range of motion, the
amplitude parameter, is introduced as an important aspect of such adaptations.
Results from a first case study suggest that the approach is viable and
appreciated by therapists, yet could benefit from increased flexibility.
Serious Questions in Playful Questionnaires
Posters
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Takhtamysheva, Aneta
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Smeddinck, Jan
Proceedings of the 2012 International Conference on Entertainment Computing
2012-09-26
p.449-452
Keywords: Social networks; social gaming; social media; playful applications;
opinion-mining; survey
© Copyright 2012 IFIP
Summary: Conducting surveys is a time consuming and often expensive process. One of
the main hurdles is motivating people to participate. The project presented
herein proposes a playful approach, distributed via social network
environments, where participants are intrinsically motivated to participate. A
first evaluation showed an increased incentive to recommend friends to
participate in the survey, as well as a preference of the playful approach to
conducting surveys in general.
Serious Questionnaires in Playful Social Network Applications
Posters
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Taktamysheva, Aneta
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Krause, Markus
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Smeddinck, Jan
Proceedings of the 2011 International Conference on Entertainment Computing
2011-10-05
p.436-439
Keywords: questionnaire; human subject survey; game; social networks; social media;
Facebook; playful applications
© Copyright 2011 IFIP
Summary: Conducting surveys is a costly and time-consuming process. We developed a
playful questionnaire that addresses the issue of motivation for voluntary
participation. In addition, distributing playful questionnaires on Facebook
gives access to basic user data, which may allow employing some of them as
quality control questions or simply help to lessen the number of questions.
QuickWoZ: a multi-purpose wizard-of-oz framework for experiments with
embodied conversational agents
Demonstrations
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Smeddinck, Jan
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Wajda, Kamila
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Naveed, Adeel
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Touma, Leen
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Chen, Yuting
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Hasan, Muhammad Abu
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Latif, Muhammad Waqas
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Porzel, Robert
Proceedings of the 2010 International Conference on Intelligent User
Interfaces
2010-02-07
p.427-428
Keywords: HCI, conversational agents, embodiment, evaluation
© Copyright 2010 ACM
Summary: Herein we describe the QuickWoZ system, a Wizard-of-Oz (WoZ) tool that
allows for the remote control of the behavior of animated characters in a 3D
environment. The complete scene, character, behaviors and sounds can be defined
in simple XML documents, which are parsed at runtime, so that setting up an
experiment can be done without programming expertise. Quick selection lists and
buttons enable the wizard to easily control the agents' behavior and allow for
fast reactions to the subjects' input.
The system is tailored for experiments with embodied conversational agents
(ECAs) featuring multimodal interaction and was designed as a rapid prototyping
system for evaluating the impact of an agent's behavior on the user.