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Garrett Eastman

Develop ing and Testing Smartphone Game Applications for Physical Activity Promotion in... - 0 views

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    Abstract: "The purpose of this research was to develop and test smartphone game application for physical activity promotion in adolescen ts. The first study included various user - centered approaches (e.g. qualitative data, idea sessions) to get feedback on what was desired from the adolescents in terms of game development and design. The second study examined the degree to which mobile heal th studies reported on internal and external validity indicators. The last study evaluated the smartphone game applications through a mixed - methods approach. The results of this research showed that ph ysical activity while playing smartphone game applica tions can yield moderate physical activity intensity. Moreover, adolescents had moderate perceptions of the games and recommended specific changes to the games. Likewise, t he data suggest that smartphone physical activity game applications can be enjoyable if they are aesthetically appealing, easy to use, and foster social peer interactions . Overall, t his research demonstrated that smartphone games that were developed and designed based on adolescents' preferences and persuasive technology design principles could increase physical activity in adolescents and provides a tool for further exploration."
Garrett Eastman

BrainQuest: an active smart phone game to enhance executive function - 0 views

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    Abstract: "Brain Quest is an active smart phone game designed to promote both physical activity and executive function in 10-11 year old children. This paper describes the user centred design process which involved a team of psychologists, HCI experts, physical activity specialists and thirty four children over a period of 18 months. Results of two preliminary studies are promising, suggesting that BrainQuest is enjoyable, promotes moderate physical activity and has the potential to provide cognitive scaffolding of the key executive function (EF) skill of multitasking."
Garrett Eastman

Bubble Popper: Body Contact in Digital Games - 0 views

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    From the abstract: "we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without t he need to sense body contact. Through reflecting on our design and analyzing observations of play , we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display c an have on body contact. Our results aid game designers in creat ing engaging exertion game s by guiding them when considering body contact, ultimately helping players benef it more from engaging exertion games."
Garrett Eastman

Leveling Up: Game Enjoyment Threshold Model and Player Feedback on the Design of a Seri... - 0 views

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    "The game enjoyment threshold model was used to evaluate player feedback in the feasibility study of a serious game, Wellness Partners. This game was purposefully developed as a web-based application that combines digital gaming and social networking to promote physical activity and a healthy lifestyle. The game design team led by the second author consisted of current students and alumni at the Interactive Media Division at the School of Cinematic Arts, University of Southern California. The primary participants were middle-aged university staff (egos) and they were asked to invite at least one family member or friend to enroll in the game as their wellness partners (alters). Players can accumulate points by sending status updates about their physical activities or setbacks. They can redeem their points to collect virtual objects or play animations of a virtual character related to healthy activities. A tag cloud is generated based the frequency of physical activities reported by members in a playgroup."
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

AJET 27(6) Carr and Bossomaier (2011) - Relativity in a rock field: A study of physics ... - 0 views

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    Relativity in a rock field: A study of physics learning with a computer game David Carr and Terry BossomaierCharles Sturt University These results appear to run counter to people's intuitive understanding, and lead to such unexpected effects as length contraction, time dilation and mass dilation (some background is provided in the following Literature review section).
Garrett Eastman

Angry Birds, Happy Physicists - 0 views

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    Principles of physics applied to popular mobile video games
Garrett Eastman

Interacting with Objects in Games Through RFID Technology - 0 views

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    From the introduction::"The main objective of this chapter is focused on how to exploit the evolution of technology to improve user interaction in game environments through digitalized objects with identifi‐ cation technology (such as RFID or Near Field Communication). Digitalized objects are used as interaction resources. They are used in conjunction with mobile devices providing the performance of tasks with a simple and intuitive gesture. In the first place, mobile devices offer sophisticated methods to provide users with services to make use of information and to interact with objects in the real world. In the second place, physical objects are associated with digital information through identification technologies such as RFID. In this context, physical mobile interactions allow users to play games through natural interaction with ob‐ jects in the real world. This chapter has six sections. Section 2 describes some concepts such as: Ubiquitous Computing, the Internet of Things and the types of interaction used in games. Section 3 presents the general infrastructure of RFID systems. In section 4, we de‐ scribe the development of two RFID games. In section 5 their advantages and disadvantages are presented. Finally, conclusions are set out in Section 6."
Garrett Eastman

A Slower Speed of Light - 0 views

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    "A Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player's own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience."
Garrett Eastman

Design Strategies for Youth - F ocused Pervasive Social Health G ames - 0 views

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    Abstract: "Adolescent obesity is an increasing challenge, and pervasive social health games hold much promise for promoting sustained healthy behaviors. Researchers and d esigners of these systems have many potential theories and existing best practices at their disposal. Our study, grounded in participatory design, shows which ones matter - both for pervasive social health games and within the cultural context of a community we studied over the course of three years. We worked with 112 US middle school students from a lower - income community in a series of participatory design exercises focused on social rewards for everyday physical activity. In our analysis, we discuss design implications in four key areas : social presence, gender effects, incentives and competition. We show how these themes manifested in students' designs and why they were particularly important to our participa nts. We then use our findings to suggest design strategies for youth - focused pervasive social health games."
Garrett Eastman

Water Simulation Methods for Games: a Comparison - 0 views

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    "Physics engines have created a whole new source of emergence and fun for digital games. Water simulation could add another similar emergent interaction element, but it is currently only rarely used as a part of gameplay. The reasons for this are analysed and different water simulation methods are compared, focusing on actual game usage. Based on this, we suggest using the extremely simple but fast pipe model. The simplicity of the underlying simulation can be masked in many ways using modern shader effects and other tricks. An example of the pipe method in action is given and compared to more sophisticated fluid solvers."
Garrett Eastman

Tellart: Games for Health - 0 views

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    "We have created a suite of physical computing activity games for Humana's Innovation Center office space - using web-connected sensors embedded in clothing, mobile devices, toys, exercise equipment, home and office accessories and appliances, and even buildings themselves. These challenges encourage people to be more physically active through social web-based games. Each experience is connected to the Humana employees' RFID badges, which allows them to participate in scheduled events, accrue points, and win top scores. A major component of every one of these games is the social platform behind them, which has been proven to be a major motivator in building and maintaining enthusiasm for healthy living. The ideas are developed through collaborative brainstorms, facilitated by Tellart and including Humana Innovation Center personnel. Tellart then refines the ideas, proposing and implementing several of them per round as medium-fidelity prototypes for the office."
Garrett Eastman

Digital game sales are up but still can't touch Call of Duty (infographic) | VentureBeat - 0 views

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    Sales of physical games on decrease compared with digital games
Garrett Eastman

The Role of Physical Controllers in Motion Video Gaming - 0 views

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    "In this study, we investigate these issues in the context of a table tennis video game. The results show that the impact of holding a physical controller, or indeed of the fidelity of that controller, does not appear in simple measures of performance. Rather, the difference between controllers is a function of the responsiveness of the game being controlled, as well as other factors to do with expectations, real world game experience and social context."
Garrett Eastman

Games for Physical Therapy - 0 views

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    "Motion-based games help to increase the likelihood that a patient will complete therapeutic exercises at home by using a game context to motivate the patients. The scope of this paper is to explore the interactive technologies that are used to develop these games, and their value in the context of stroke rehabilitation. The games will be evaluated from both a result focused perspective and patient usability perspective."
Garrett Eastman

PLOS ONE: Teaching the Blind to Find Their Way by Playing Video Games - 0 views

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    Abstract: "Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world."
Garrett Eastman

Mobile games in Museums: from learning through game play to learning through game design - 1 views

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    "This paper investigates aspects of learning in museums through mobile games, i.e games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility of the players. It is argued that playing these games (which usually follow the pattern of scavenger hunt or role playing narratives), results in visitor engagement, motivation and knowledge about museum exhibits. Despite of these positive aspects, it has been observed that learning remains at the level of transfer of factual information about the exhibits. It is argued that in order to enrich the learning experience of game play we need to also involve the visitors in the process of designing mobile games for the museum."
Garrett Eastman

Real - time Rendering of Melt ing Objects in Video Games - 0 views

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    Abstract: "We present a method for simulating the melting and owing of material in burning objects fast enough to be of use in video games where most of the graphical and computational resources are needed elsewhere. The standard practice of us- ing particle engines or uid dynamics for melting are far too costly for use in this environment. We demonstrate that our method, which is based on systematic polygonal expanding and folding, uses only a fraction of the computational power avail- able by implementing the computation on a very modest GPU using CUDA"
Garrett Eastman

A Cloud-Based Pervasive Serious Game Framework to Support Obesity Treatment - 0 views

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    Abstract: "Obesity has become an outstanding public health issue in most countries around the world. Many attempts have been made to address this issue that ranges from taking medication to doing exercise to follow- ing a diet plan to playing games. Few approaches combine exercise and game to engage the obese people in playing fun-based games or pur- poseful games, also known as serious games, while monitoring their bio- signals. However, existing work hardly provides a configurable, scalable and context-aware serious game framework that can be used as a sup- port for obesity treatment. In this paper, we take an attempt to propose such a framework. The proposed framework facilitates bio-signal monitor- ing based on body sensor network, context-awareness based on perva- sive sensors, and on-the-spot activity recommendation based on current game-playing context. It uses the cloud computing platform as infrastruc- tural support that ensures the scalability of the framework. In order to demonstrate the suitability of the proposed framework, we developed a sample serious game; deploy it over a cloud platform; and experiment with it by capturing some psycho-physical data while the obese are en- gaged in game-play. We observed that the obese people were very much engaged in game-play and they had positive experience using the system"
Garrett Eastman

Local and Global Planning for Collision-Free Navigation in Video Games - 0 views

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    from the introduction: "Collision avoidance and navigation among virtual agents is an important component of modern video games. Recent de- velopments in commodity hardware, in particular the utiliza- tion of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of vir- tual agents to be incorporated into game levels in increasing numbers and with increasing fidelity. As a result, there is a need for efficient techniques to automatically generate real- istic behaviors for such groups of virtual agents"
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