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Garrett Eastman

Exploring social play in a shared hybrid space enabled by handheld augmented reality - 0 views

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    Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Garrett Eastman

Standing up and falling down: balance as an interface - 0 views

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    Abstract: "This is a paper that details the issues and problems of the process of implementing a surfing experience simulation - a surfing game. The central issue is using a person's sense of balance as the primary interface controller for a game: this paper details the process the project went through in implementing such an interface, as well as a few games which use it, included for demonstration purposes. The motivation for creating this game came from a discussion of how to integrate an active element of sense of balance into a game interface. This paper also briefly discusses the human-computer interaction (HCI) issues of new interfaces, focused on the recent shift in electronic trends away from the "classical" WIMP (windows, icons, menus and pointing device) design, toward forms of HCI which emulate more closely the natural relationship between a human body and its surroundings."
Garrett Eastman

Creating and Analyzing Stereoscopic 3D Graphical User Interfaces in Digital Games - 0 views

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    abstract: "Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs."
Garrett Eastman

The Role of Haptics in Games - 0 views

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    From a book on haptic interfaces ,"Currently, a diverse spectrum of games available in the market take advantage of the force feedback stimuli effects offered by mainstream haptic interfaces. Here we intend to give a broad view of past and present developments aimed at enabling game environment with haptic augmented interfaces, while discussing the strengths and weaknesses of such developments."
Garrett Eastman

Supporting Player Diversity: Game Interfaces for People with Disabilities - 0 views

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    Abstract: "As a way to support developers , we propose the creation of specialized tools to deal with accessibility. The hypothesis defined was that it is possible to produce tools that coul d reduce the cost and effort needed to adapt games for people with special needs while achi eving a sufficient level of usability and a pleasant player exper ience . Because of the ambitious of the approach , the goal of the project is to explore if it is feasible through preliminary research . T hree experiments were set up to cover and explore different alternatives , given the diversity of player characteristics and game develop ment approaches . In these experiments we targeted t wo different platforms: a desktop game authoring tool oriented to educators , and a mobile game development framework oriented to programmers . In these experiments we used the to ols developed to produce several games that were also tested by end users . While the project focuses on disability, the ideas proposed can be generalized and applied to support optimizing game interfaces for a wide and diverse audience."
Garrett Eastman

Democracy has arrived! A Model for Ethical Decision Making of Players in MMOs - 1 views

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    Abstract: "In digital games and virtual worlds, like in other digital media, the structure of the medium, its code, influences the emerging interaction and culture. A deliberate modification of this code to facilitate democratic decision making might thus lead to more meaningful interaction in games. If we see virtual worlds as learning environments this might even help players to understand and question real-world power structures. A way to modify the code of a virtual world is by extending its interface with an add-on that interacts with the application programming interface of the game. In this paper we present the design vision and theoretical framework of a digital tool for ethical decision making that will be implemented in the virtual world World of Warcraft. Its purpose will be to supply players with means to modify the power structure built into the code of this virtual world and to support more ethical and democratic decision making in the game."
Garrett Eastman

Character Creation Processes in MMORPGs - 1 views

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    Abstract Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; "Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players? To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters."
Garrett Eastman

Crowd-sourced biotech: gamers tweak protein, give it big activity boost - 0 views

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    via FoldIt and video-game interface, players engage in protein engineering
Garrett Eastman

COMBIFORM: A CONSOLE FOR THE NEW COMMUNAL CASUAL GAME GENRE - 0 views

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    Abstract: "Combiform is a novel digital gaming console featuring four combinable handheld controllers. It is a new and unique tangible gaming interface that stresses the importance of co-located, co-attentive social interactions among players. In particular, multiple players may freely combine and lock together their handheld game controllers, thereby creating a very flexible collective and transformable tangible interface. Combiform emphasizes social interaction through controller-to-controller contact. The platform and its 10 games introduce novel, tangible and physical co-attentive experiences that are not found in traditional co-located gaming platforms using mimetic interfaces (e.g. Nintendo Wii and Microsoft Kinect). The project is the first game console especially designed for a new emerging digital game genre - Communal Casual Game. The new game genre captures a perspective of integrating classical folk game design approach with digital elements"
Garrett Eastman

PlayAffect: A Developer API for Creating Affective Video Games Using Physiological and ... - 0 views

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    Abstract: "Herein is proposed the creation of an Application Program- ming Interface (API) for the Unity 3 and 4 video game de- velopment engine that not only reads behavioral measures from traditional video game input devices (such as if there has been an increase in mouse movements and clicks) but also takes into account physiological measures from biomet- ric devices (such as an increase in respiratory rate). The API parses these inputs based on study results that correlated player performance and engagement with physio- logical signs across several di erent game genres. Through the use of several rudimentary machine learning algorithms, raw physiological data is transformed into data relevant to a developer, including player engagement. The results of these calculations allow a game designer to have powerful tools for detecting when players experience certain emotions, and al- low for the design of a ective games. Furthermore, the API also exposes the raw data to de- velopers wishing to propose and utilize their own learning algorithms, to allow for a rich development environment for developers of all skill levels. These development tools will enrich the game experience for the player, as well as prepare designers for the use of the next wave of non-traditional in- put hardware. This report serves to illustrate the current status of the API. A brief overview of the signi cance of galvonic skin re- sponse (GSR), heart rate (HR), and respiratory rate (RR) in detecting player performance and engagement will be fol- lowed by a discussion of the API itself and the design choices therein."
Garrett Eastman

GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames - 0 views

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    Abstract: "In recent years videogame companies have recognized the role of player engagement as a major factor in user experience and enjoyment. This en-couraged a greater investment in new types of game controllers such as the WiiMote™, Rock Band™ instruments and the Kinect™. However, the native software of these controllers was not originally designed to be used in other game applications. This work addresses this issue by building a middleware framework, which maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it al-so defines an interoperable virtual controller. In this version of the framework, body poses and voice commands are respectively recognized through the Ki-nect's built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo's Wiimote™ as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. System validation was performed by analyzing the per-formance of certain tasks and examining user reports. Both confirmed this ap-proach as a practical and alluring alternative to the game's native interaction scheme. In sum, this framework provides a game-controlling tool that is totally customizable and very flexible, thus expanding the market of game consumers."
Garrett Eastman

What You Draw Is What You Play: a natural approach to participatory game creation - 0 views

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    Abstract: "Game design and development still needs complex technical skills that only some people master. This can be a huge barrier to game creation by end-users limiting the emergence of a participatory culture around games - similar to the one we have seen with Web 2.0. While there have been approaches to lessen that problem, such as level editors and content creation tools, we think we could go further. We propose that considering and developing design interfaces that make use of common natural skills such as drawing could be a key step to achieve that phenomenon. Therefore we describe and present the Playsketch concept, and it's current implementation, a game creation approach based on the Paper Prototyping concept which invites the users to create simple personalized games."
Garrett Eastman

Design and Development of an Affect-Sensitive Horror Game - 0 views

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    Using a brain-computer-interface, researchers attempt to discover what game elements evoke fear in players
Garrett Eastman

Towards the Development of an Affect-Sensitive Game - 0 views

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    Abstract: "The purpose of this study is to create a brain-computer interface-dependent game that relies on user affect as a method of control. The paper first summarizes the existing research into BCI-based applications. It then describes the steps the researchers have been taking in order to develop a game that makes use of the OCZ Neural-Impulse Actuator to retrieve brain signals from a user in order to manipulate different powers utilizing arousal."
Garrett Eastman

A Platformer Game in Flash Self Defined Project - 0 views

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    "This project involves developing an action-platformer game for the Flash platform. The user controls a character who must progress through levels, while avoiding obstacles, collecting items and fighting many types of enemies. Role-playing game elements such as equipment and upgrades support user customization and varied battle strategies. Developing a successful Flash game involves several factors. Flash games must be simple to get into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must offer something unique to stand out from the crowd, in a market where hundreds of free games are published every month. This report covers the research, design and implementation done to achieve these requirements, in terms of game mechanics, interface, level design, visual design, accessibility options, and replay value. Technical challenges include building, testing and optimizing a game engine and interface from scratch, balancing the game mechanics and difficulty, and structuring the whole development process in a way that enables easy creation of new content. In addition to game design and development, this project also deals with the business aspects of developing online games; how games generate revenue, how they are marketed and distributed, and developing trends in the consumer market. Project success in different areas has been evaluated through usability studies, user ratings and reviews, and vast quantities of usage and distribution statistics. Overall, the project has been a success in terms of user reception and generated revenue, and the final section of this report includes plans for a second game, utilizing and building upon the same game engine and mechanics."
Garrett Eastman

Machine learning technology and its application to computer games for health education - 0 views

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    "Driven by an initiative of the Adult & Paediatric Diabetes Psychology Service of New Zealand, research has been performed to develop new mechanisms, in the form of computer games, to educate children and teenagers about living with diabetes. Aimed at achieving maximum education effectiveness, the ultimate goal of our research is to develop innovative machine learning algorithms that can be used in games to improve their ability to learn about the changing needs of children and to incorporate this intelligence into the game interface. We also plan to collect and report on the information collected from testing our computer games within a small group of children who have been diagnosed with type I diabetics. "
Garrett Eastman

Modular Digital Game System: An experiment in game design platforms - 0 views

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    "This project created an Application Programming Interface (API) for a simulated modular digital game system. Each module consists of a triangle that displays colors at the center and edges, monitors an input and signals from the surrounding modules, and communicates with a computer controller. The API allows users to develop game programs for the system. The simulation runs the game files and displays the results. The focus was on practical coding and design of an instructional game system. The challenges in creating such a system provided a valuable learning environment for us in the areas of user interface design, system tool management and design, human computer interaction, and designing educational platforms"
Garrett Eastman

FindMe (Autism) | Interface3 - 0 views

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    Practice simple social skills with iPad game, designed for toddlers on autism spectrum
Garrett Eastman

Skill Atoms as Design Lenses for User - Centered Gameful Design - 0 views

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    Abstract This paper describes the use of skill atoms as a design lens for gameful design that focuses the optimal structuring of challenges inherent in a user's goal pursuit.
Garrett Eastman

Movers and Shakers : Conversation and Conflict in a Serious Game for Tablets - 0 views

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    Abstract: "Movers and Shakers is a tablet - based serious game that explores how subversive game design can foster meaningful conversational conflict beyond outside the game's digital screens . This two - player strategy puzzle was developed at the Singapore - MIT GAMBIT Game Lab and is used as a research tool to ex plore novel challenges in multi player serious games. The project provides insights into the affordances and challenges of mobile serious games for co - located players."
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