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Query: Smeddinck_J* Results: 18 Sorted by: Date  Comments?
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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.

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.

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.

Designing Wheelchair-Based Movement Games Papers from Assets 2013 / Gerling, Kathrin M. / Mandryk, Regan L. / Miller, Matthew / Kalyn, Michael R. / Birk, Max / Smeddinck, Jan D. ACM Transactions on Accessible Computing 2015-03 v.6 n.2 p.6
ACM Digital Library Link
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 / Gerling, Kathrin Maria / Miller, Matthew / Mandryk, Regan L. / Birk, Max Valentin / Smeddinck, Jan David Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2201-2210
ACM Digital Library Link
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 / 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.

Visual complexity, player experience, performance and physical exertion in motion-based games for older adults Papers / Smeddinck, Jan / Gerling, Kathrin M. / Tiemkeo, Saranat Fifteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2013-10-21 p.25
ACM Digital Library Link
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 / 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.

Adaptive difficulty in exergames for Parkinson's disease patients Health, wellness, and snippets / Smeddinck, Jan / Siegel, Sandra / Herrlich, Marc Proceedings of the 2013 Conference on Graphics Interface 2013-05-29 p.141-148
ACM Digital Library Link
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 / Krause, Markus / Smeddinck, Jan / Meyer, Ronald Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.445-450
ACM Digital Library Link
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) / Gerling, Kathrin Maria / Schulte, Frank Paul / Smeddinck, Jan / 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
Link to Digital Content at Springer
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 / 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
Link to Digital Content at Springer
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 / Takhtamysheva, Aneta / 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
Link to Digital Content at Springer
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 / Taktamysheva, Aneta / Krause, Markus / 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
Link to Digital Content at Springer
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 / Smeddinck, Jan / Wajda, Kamila / Naveed, Adeel / Touma, Leen / Chen, Yuting / Hasan, Muhammad Abu / Latif, Muhammad Waqas / Porzel, Robert Proceedings of the 2010 International Conference on Intelligent User Interfaces 2010-02-07 p.427-428
Keywords: HCI, conversational agents, embodiment, evaluation
ACM Digital Library Link
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.