A large set of pathologies can make it impossible for several users to use an OS (Operating Syste... more A large set of pathologies can make it impossible for several users to use an OS (Operating System) or a software. In fact, most User Interface (UI) are developed around WIMP (Windows Icon Menu Pointer) interfaces while Post-WIMP interfaces are not yet widely used. While consoles designers have started to include this paradigm in their products and have a long history on ergonomic studies, most of these approaches are not exploited to give the opportunity to disabled people to use a computer or a game console. In this paper, we present the first step towards a multimodal interaction approach for designing therapeutic games. This approach is conceived to work in conjunction with a game for all design. This means that not only the game has to be usable by regular user and disabled people but also that the conceived game has to be fun for both targets. In this paper we present a first set of interview we conducted with four therapists. These interviews allowed us to present a first sol...
This year AAMAS conference introduced a perspective track for "papers that analyze in some w... more This year AAMAS conference introduced a perspective track for "papers that analyze in some way the agent research community". The aim of this track is to understand what the trends are in agent research and foresee possible future directions. Instead of looking at where the agent community is going in an emergent way analyzing numerical trends, with this article we want to suggest where agent research could go but is not yet going. We are of the opinion that in the agent research community most of the current trends originate from the translation of particular concepts -- mostly from analytic philosophy -- which are only a particular western way to look at philosophy and agents. With this article we want to suggest that other paths originating from philosophy could be taken into account in order to create different directions in agent design.
ABSTRACT Don't Panic is a serious game created to enhance soft skills in the crisis manag... more ABSTRACT Don't Panic is a serious game created to enhance soft skills in the crisis management field. The game is conceived to (i) add the fun element to training about stressful situations linked to panic management and (ii) teach skills such as communication styles, team management and coordination, time management, stress management and coping strategies. In this paper we present the first paper-based version of the game and its evaluation. The paper discusses the game design motivations, the methodological reasons behind its conception, and presentsa pilot study. Results show that, even in its paper version, the game is a promising tool if linked with adequate and realistic procedures. This opens methodological questions about the role of computer based serious games.
ABSTRACT Most young people (at least in countries were social communication technologies are esta... more ABSTRACT Most young people (at least in countries were social communication technologies are established from a long run) carry mobile devices, surf the Internet and download music. They are always connected and live in a world where the distinction between virtual and real fade. The design of new interfaces becomes, in this context, a complex activity that involves a series of methodological problems. To one side designers have to create interfaces using basic HCI principles, on the other side they have to merge them with others ICT principles able to support social aspects, bearing in mind that they are addressing the above described generation of younger. Is our opinion that designers can find useful suggestion in game design strategies. Looking at games interface design choices, in fact, can help software engineers to improve the usability of other types of - more conventional - applications. In order to demonstrate this we will compare two social web applications: the new Facebook website and a French online game, Hordes.
RÉSUMÉ. Les « natifs numériques » sont les utilisateurs potentiels des nombreuses applications qu... more RÉSUMÉ. Les « natifs numériques » sont les utilisateurs potentiels des nombreuses applications qui sont conçues et construites aujourd'hui. Pour cette génération plus que pour la précédente, tout ce qui est lié aux interactions sociales et à l'informatique ubiquitaire semble évident. Pour cette raison, nous devons fournir des cadres et des méthodes de conception qui intègrent les fonctions sociales au stade de la conception. Dans cet article nous proposons un cadre pour la conception de Systèmes Sociaux Interactifs (SIS), et en particulier de jeux sérieux, qui repose sur quatre critères : l'identité, l'espace, le temps et l'action. Afin de démontrer l'utilité du cadre, l'article décrit une expérience que nous avons conçue en utilisant un monde virtuel développé ad hoc en nous basant sur ce cadre de conception. MOTS-CLÉS : Natifs numériques, Web social, méthodes de conception.
L'adaptation dans les jeux qu'ils soient ludiques ou sérieux est une fonctionnalité impor... more L'adaptation dans les jeux qu'ils soient ludiques ou sérieux est une fonctionnalité importante qui permet d'individualiser et contextualiser l'expérience de jeu. Elle permet également de gérer la frustration des joueurs- apprenants tout en augmentant leurs motivations. Cet article présente l'état de l'art des travaux traitant de l'adaptation dans les jeux ludiques et sérieux. Ces travaux sont ensuite analysés suivant un cadre d'évaluation qui détermine le périmètre, les paramètres, le modèle de l'adaptation ainsi que le type de jeu : mono ou multi joueurs. L'analyse de l'état de l'art montre que la réalisation de jeux sérieux multi-joueurs adaptables soulève des problèmes importants à tous les niveaux allant de la conception jusqu'à la gestion des vues et interactions avec les joueurs-apprenants. Ceci nous conduit à identifier le développement de jeux sérieux multi-joueurs adaptables comme un défi majeur à aborder par la communauté...
Adaptation of the game experience in therapeutic serious games is an important feature to increas... more Adaptation of the game experience in therapeutic serious games is an important feature to increase patients engagement and motivation.This report presents our proposed difficulty balancing technique dedicated to a family of therapeutic games for upper limb rehabilitation. The proposed technique is based on users profile and prior clinical assessment of their physical capabilities. It provides a generic real-time adaptation module to adapt dynamically the game experience to each patient according to her/his observed performances and capabilities. An initial prototype and a pre-pilot experimentation are presented to demonstrate how this technique has been implemented and will be integrated effectively to post-stroke therapeutic games.
A large set of pathologies can make it impossible for several users to use an OS (Operating Syste... more A large set of pathologies can make it impossible for several users to use an OS (Operating System) or a software. In fact, most User Interface (UI) are developed around WIMP (Windows Icon Menu Pointer) interfaces while Post-WIMP interfaces are not yet widely used. While consoles designers have started to include this paradigm in their products and have a long history on ergonomic studies, most of these approaches are not exploited to give the opportunity to disabled people to use a computer or a game console. In this paper, we present the first step towards a multimodal interaction approach for designing therapeutic games. This approach is conceived to work in conjunction with a game for all design. This means that not only the game has to be usable by regular user and disabled people but also that the conceived game has to be fun for both targets. In this paper we present a first set of interview we conducted with four therapists. These interviews allowed us to present a first sol...
This year AAMAS conference introduced a perspective track for "papers that analyze in some w... more This year AAMAS conference introduced a perspective track for "papers that analyze in some way the agent research community". The aim of this track is to understand what the trends are in agent research and foresee possible future directions. Instead of looking at where the agent community is going in an emergent way analyzing numerical trends, with this article we want to suggest where agent research could go but is not yet going. We are of the opinion that in the agent research community most of the current trends originate from the translation of particular concepts -- mostly from analytic philosophy -- which are only a particular western way to look at philosophy and agents. With this article we want to suggest that other paths originating from philosophy could be taken into account in order to create different directions in agent design.
ABSTRACT Don't Panic is a serious game created to enhance soft skills in the crisis manag... more ABSTRACT Don't Panic is a serious game created to enhance soft skills in the crisis management field. The game is conceived to (i) add the fun element to training about stressful situations linked to panic management and (ii) teach skills such as communication styles, team management and coordination, time management, stress management and coping strategies. In this paper we present the first paper-based version of the game and its evaluation. The paper discusses the game design motivations, the methodological reasons behind its conception, and presentsa pilot study. Results show that, even in its paper version, the game is a promising tool if linked with adequate and realistic procedures. This opens methodological questions about the role of computer based serious games.
ABSTRACT Most young people (at least in countries were social communication technologies are esta... more ABSTRACT Most young people (at least in countries were social communication technologies are established from a long run) carry mobile devices, surf the Internet and download music. They are always connected and live in a world where the distinction between virtual and real fade. The design of new interfaces becomes, in this context, a complex activity that involves a series of methodological problems. To one side designers have to create interfaces using basic HCI principles, on the other side they have to merge them with others ICT principles able to support social aspects, bearing in mind that they are addressing the above described generation of younger. Is our opinion that designers can find useful suggestion in game design strategies. Looking at games interface design choices, in fact, can help software engineers to improve the usability of other types of - more conventional - applications. In order to demonstrate this we will compare two social web applications: the new Facebook website and a French online game, Hordes.
RÉSUMÉ. Les « natifs numériques » sont les utilisateurs potentiels des nombreuses applications qu... more RÉSUMÉ. Les « natifs numériques » sont les utilisateurs potentiels des nombreuses applications qui sont conçues et construites aujourd'hui. Pour cette génération plus que pour la précédente, tout ce qui est lié aux interactions sociales et à l'informatique ubiquitaire semble évident. Pour cette raison, nous devons fournir des cadres et des méthodes de conception qui intègrent les fonctions sociales au stade de la conception. Dans cet article nous proposons un cadre pour la conception de Systèmes Sociaux Interactifs (SIS), et en particulier de jeux sérieux, qui repose sur quatre critères : l'identité, l'espace, le temps et l'action. Afin de démontrer l'utilité du cadre, l'article décrit une expérience que nous avons conçue en utilisant un monde virtuel développé ad hoc en nous basant sur ce cadre de conception. MOTS-CLÉS : Natifs numériques, Web social, méthodes de conception.
L'adaptation dans les jeux qu'ils soient ludiques ou sérieux est une fonctionnalité impor... more L'adaptation dans les jeux qu'ils soient ludiques ou sérieux est une fonctionnalité importante qui permet d'individualiser et contextualiser l'expérience de jeu. Elle permet également de gérer la frustration des joueurs- apprenants tout en augmentant leurs motivations. Cet article présente l'état de l'art des travaux traitant de l'adaptation dans les jeux ludiques et sérieux. Ces travaux sont ensuite analysés suivant un cadre d'évaluation qui détermine le périmètre, les paramètres, le modèle de l'adaptation ainsi que le type de jeu : mono ou multi joueurs. L'analyse de l'état de l'art montre que la réalisation de jeux sérieux multi-joueurs adaptables soulève des problèmes importants à tous les niveaux allant de la conception jusqu'à la gestion des vues et interactions avec les joueurs-apprenants. Ceci nous conduit à identifier le développement de jeux sérieux multi-joueurs adaptables comme un défi majeur à aborder par la communauté...
Adaptation of the game experience in therapeutic serious games is an important feature to increas... more Adaptation of the game experience in therapeutic serious games is an important feature to increase patients engagement and motivation.This report presents our proposed difficulty balancing technique dedicated to a family of therapeutic games for upper limb rehabilitation. The proposed technique is based on users profile and prior clinical assessment of their physical capabilities. It provides a generic real-time adaptation module to adapt dynamically the game experience to each patient according to her/his observed performances and capabilities. An initial prototype and a pre-pilot experimentation are presented to demonstrate how this technique has been implemented and will be integrated effectively to post-stroke therapeutic games.
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