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- research-articleOctober 2024
Advancing Mixed Reality Game Development: An Evaluation of a Visual Game Analytics Tool in Action-Adventure and FPS Genres
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 290, Pages 1–32https://doi.org/10.1145/3677055In response to the unique challenges of Mixed Reality (MR) game development, we developed GAMR, an analytics tool specifically designed for MR games. GAMR aims to assist developers in identifying and resolving gameplay issues effectively. It features ...
- research-articleJune 2024
Cloud Gaming: Revolutionizing the Gaming World for Players and Developers Alike
This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player ...
- research-articleOctober 2022
NCAlt: Alternatives and Difference Visualizations for Behavior Trees in Game Development Learning
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 245, Pages 1–31https://doi.org/10.1145/3549508When learning how to develop AI behavior it is common for students to test different ideas before settling on a desired outcome. This functionality is not available in modern behavior tree systems beyond the traditional methods of duplication and ...
- ArticleJune 2022
Spell Painter: Motion Controlled Spellcasting for a Wizard Video Game
AbstractMotion controlled video games were popular with the release of the original Nintendo Wii, but that popularity faded over time as new peripherals were released. While the Wii’s success demonstrated the interest that customers have in motion ...
- research-articleApril 2022
NCCollab: collaborative behavior tree authoring in game development
Multimedia Tools and Applications (MTAA), Volume 82, Issue 3Pages 4671–4708https://doi.org/10.1007/s11042-022-12307-2AbstractGame development is a collective process in which a variety of different professionals from different backgrounds collaborate together not only by means of conversational interaction but also collaborative participation, one of which is ...
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- Work in ProgressOctober 2021
Jessy: A Conversational Assistant for Tutoring Digital Board Games
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in PlayPages 168–173https://doi.org/10.1145/3450337.3483496We present Jessy, an interactive intelligent digital board game assistant for The Royal Game of Ur. Jessy is capable of answering questions regarding the game rules, giving suggestions for best moves considering the player's state, and informing the ...
- ArticleJuly 2021
Automated Escalation and Incident Management in Healthcare During Mass Casualties and Pandemic Events
Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. AI, Product and ServicePages 68–85https://doi.org/10.1007/978-3-030-77820-0_6AbstractWe present Hypercare – a system for automated escalation and incident management in healthcare, which allows clinicians to create escalation logic in the hospitals. We present eight common escalation use cases and the results of a heuristic ...
- research-articleNovember 2020
Echo: Analyzing Gameplay Sessions by Reconstructing Them From Recorded Data
CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in PlayPages 281–293https://doi.org/10.1145/3410404.3414254Games user research (GUR) is centered on ensuring games deliver the experience that their designers intended. GUR researchers frequently make use of playtesting to evaluate games. This often requires watching back hours of video footage after the ...
- Work in ProgressOctober 2019
Getting the Player's Attention: Comparing the Effectiveness of Common Notification Types in Task Management Games
CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended AbstractsPages 797–804https://doi.org/10.1145/3341215.3356300Video games of all genres make heavy use of notifications as a means of alerting the user to important information. Cooking task management games such as Overcooked and Cook Serve Delicious force the user to manage multiple tasks at the same time and ...
- research-articleAugust 2019
SuBViS: the use of subjunctive visual programming environments for exploring alternatives in game development
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital GamesArticle No.: 27, Pages 1–11https://doi.org/10.1145/3337722.3337740Game development is a naturally iterative process where many ideas are tested and prototyped before final decisions are made. Given the increased usage of visual scripting systems in game development recently, it is apparent that these tools must be ...
- ArticleJuly 2019
Social Spending: An Empirical Study on Peer Pressure and Player Spending in Games
AbstractThis study explores the relationship between a player’s spending habits and peer pressure with regards to optional purchases in online multiplayer games. We hypothesized that there is a positive correlation between player spending and the number ...
- abstractMay 2019
FRVRIT: A Tool for Full Body Virtual Reality Game Evaluation
- Daniel MacCormick,
- Alain Sangalang,
- Jackson Rushing,
- Ravnik Singh Jagpal,
- Pejman Mirza-Babaei,
- Loutfouz Zaman
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: LBW1710, Pages 1–6https://doi.org/10.1145/3290607.3312825Virtual reality (VR) games continue to grow in popularity with the advancement of commercial VR capabilities such as the inclusion of full body tracking. This means game developers can design for novel interactions involving a player's full body rather ...
- abstractApril 2018
GEM-NI+: Leveraging Difference Visualization and Multiple Displays for Supporting Multiple Complex Generative Design Alternatives
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing SystemsPaper No.: LBW106, Pages 1–6https://doi.org/10.1145/3170427.3188593In the conceptual design phase, designers routinely generate dozens of alternatives based on a single idea. This is especially relevant in generative design where an algorithm can generate a large number of viable design options. While solutions for ...
- abstractApril 2018
Chromotype: A Computer-Assisted Design Tool for Palette Generation
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing SystemsPaper No.: LBW109, Pages 1–6https://doi.org/10.1145/3170427.3188574Colour plays a critical role in the design of artistic works and visual media. Existing colour management tools are liMassachusetts Institute of Technologyed in their ability to support generation and manipulation of multiple palette variations. We ...
- research-articleAugust 2017
MACE: A New Interface for Comparing and Editing of Multiple Alternative Documents for Generative Design
DocEng '17: Proceedings of the 2017 ACM Symposium on Document EngineeringPages 67–76https://doi.org/10.1145/3103010.3103013We present a new interface for interactive comparisons of more than two alternative documents in the context of a generative design system that uses generative data-flow networks defined via directed acyclic graphs. To better show differences between ...
- research-articleApril 2015
GEM-NI: A System for Creating and Managing Alternatives In Generative Design
- Loutfouz Zaman,
- Wolfgang Stuerzlinger,
- Christian Neugebauer,
- Rob Woodbury,
- Maher Elkhaldi,
- Naghmi Shireen,
- Michael Terry
CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing SystemsPages 1201–1210https://doi.org/10.1145/2702123.2702398We present GEM-NI -- a graph-based generative-design tool that supports parallel exploration of alternative designs. Producing alternatives is a key feature of creative work, yet it is not strongly supported in most extant tools. GEM-NI enables various ...
- research-articleMay 2011
The effect of animation, dual view, difference layers, and relative re-layout in hierarchical diagram differencing
GI '11: Proceedings of Graphics Interface 2011Pages 183–190We present a new system for visualizing and merging differences in diagrams that uses animation, dual views, a storyboard, relative re-layout, and layering. We ran two user studies investigating the benefits of the system. The first user study compared ...
- abstractMay 2011
DARLS: differencing and merging diagrams using dual view, animation, re-layout, layers and a storyboard
CHI EA '11: CHI '11 Extended Abstracts on Human Factors in Computing SystemsPages 1657–1662https://doi.org/10.1145/1979742.1979824We present a new system for visualizing and merging differences in diagrams. It uses animation, dual views, a storyboard, relative re-layout, and layering to visualize differences. The system is also capable of differencing UML class diagrams. An ...
- research-articleMay 2010
A new interface for cloning objects in drawing systems
Cloning objects is a common operation in graphical user interfaces. One example is calendar systems, where users commonly create and modify recurring events, i.e. repeated clones of a single event. Inspired by the calendar paradigm, we introduce a new ...
- research-articleMay 2010
Touchscreens vs. traditional controllers in handheld gaming
Futureplay '10: Proceedings of the International Academic Conference on the Future of Game Design and TechnologyPages 183–190https://doi.org/10.1145/1920778.1920804We present a study which compares touchscreen-based controls and physical controls for game input using Ubisoft's Assassin's Creed: Altair's Chronicles. Our study used the Apple iPhone as a representative touchscreen-based controller and the Nintendo DS ...