09:15-09:30Conference Opening
Room: Magnolian Chair: Per Backlund
09:30-10:30Invited speaker: Dr. Ernst Kruijff
Room: Magnolian
10:30-11:00Coffee Break
Track: Tools and technologies (I)
Room: Spegeln Chair: Fotis Liarokapis
Time Author(s) Title Type
Teemu J. Heinimäki and Tapio Elomaa
Augmenting Technology Trees: Automation and Tool Support
In this work we tackle the rigidity of predefined technology trees common in many digital games. Technology trees have been a well-understood concept in the industry for approximately two decades. Unfortunately, so far they have mainly been considered as fixed structures. Some attempts of adding ostensible temporal variability to them have been made before by the means of simulating the effect. Our approach, on the other hand, aims to create a stepping stone towards true runtime technology generation for (both serious and leisure) games in order to improve them. We present potentially useful ideas, constructs, and methods to achieve this goal. Initial observations on our test implementation are also presented.
Jan Čejka
Continuous Collision Detection Using Tetrahedral Structures
This work presents a new method for computing continuous collision detection between two rigid bodies. It in- troduces a new acceleration structure that divides the object space into tetrahedra, and describes how this structure can utilize temporal coherence in computing collision detection. It explains how to detect collisions between basic primitives using this structure, especially vertex-face, edge-edge, and face-vertex collisions.
Track: Models and methods
Room: Magnolian Chair: Jana Rambusch
Time Author(s) Title Type
Lilia Garcia-Mundo, Marcela Genero and Mario Piattini
Towards a Construction and Validation of a Serious Game Product Quality Model
A Serious Game (SG) is a game for purposes other than mere entertainment. SGs are currently in widespread use and their popularity has begun to increase steadily. The number of users of these systems is also growing day-by-day, signifying that their social impact is very high; it is precisely for this reason that SG quality evaluation is of the utmost importance. The principal objective of our long-term research, initiated one year and a half ago, is therefore to define and validate a quality model adapted specifically to SGs that has been agreed on by experts and is useful in practice, in order to allow SG designers and developers to ensure, evaluate and improve the quality of the SGs they build from the early stages of its development. The main goal of this paper is to present the construction processes of a preliminary version of the SG Quality Model (QSGame-Model) adapted from the ISO/IEC 25010 standard, which is a product quality model that can be applied to any kind of SG and will be validated in the near future.
Frederik Van Broeckhoven, Joachim Vlieghe and Olga De Troyer
Mapping between Pedagogical Design Strategies and Serious Game Narratives
Successful serious games include a compelling nar- rative context and empirically validated pedagogical intervention methods. In order to create such games, design teams must consist of a multidisciplinary group of technical and pedagogical experts. In this paper, the authors show how the domain specific modeling language ATTAC-L facilitates communication between designers with different expertise, thus enabling and stimulating multidisciplinary collaboration. As a serious game design tool, ATTAC-L creates a link between the processes of pedagogical design and narrative modeling through its elaborate annotation system. As such, this modeling language enables designers to concentrate on aspects related to their field of expertise without losing oversight of the serious game as a whole. To support these tentative claims, the author present illustrations of how ATTAC-L is used in combination with a specific pedagogical design strategy (i.e. the Intervention Mapping Protocol) for the development of a serious game against cyber-bullying.
13:00-14:00Invited speaker: Raph Koster
Room: Insikten
Track: Digital Storytelling and novel interaction modes
Room: Insikten Chair: Sebastian von Mammen
Time Author(s) Title Type
Ulf Wilhelmsson, Henrik Engström, Jenny Brusk and Per-Anders Östblad
Accessible Game Culture using Inclusive Game Design
In this paper, we present the result of an experiment, in which we compare the gaming experience between sighted players and visually impaired players playing the same game. Specifically we discuss whether they experience the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices. The game has been designed to provide players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game, i.e. a design that is fully inclusive to both groups of players and that is as invisible for sighted players as possible without hindering visually impaired players to share the same gaming experience when it comes to story content. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters.
Hui Liang, Jian Chang, Ismail Kazmi and Jianjun Zhang
Puppet Narrator: utilizing motion sensing technology in storytelling for young children
Using avatars in storytelling to assist narration has proved to be beneficial on promoting creativity, collaboration and intimacy among young children. Development of novel Human Computer Interaction (HCI) techniques provides us with new possibilities to explore the training aspects of storytelling by creating new ways of interaction. In this paper, we design and develop a novel digital puppetry storytelling system - Puppet Narrator for young children, utilizing depth motion sensing technology as the HCI method. More than merely allowing children to narrate orally, our system allows them to use hand gestures to play with a virtual puppet and manipulate it to interact with virtual items in virtual environment to assist narration. Under this novel pattern of interaction, children’s narrative ability can be trained and the competencies of cognition and motor coordination can also be nourished.
15:30-15:30Coffee Break
Track: Health and health care applications (I)
Room: Insikten Chair: Olga De Troyer
Time Author(s) Title Type
Iain Donald, Karen Meyer, Stephen Gillespie, Ruth Bowness and John Brengman
Project Sanitarium: Gaming TB - A serious game for a serious problem
Collaborative projects between Industry and Academia provide excellent opportunities for learning. Throughout the academic year 2014-2015 undergraduates from the School of Arts, Media and Computer Games at Abertay University worked with academics from the Infection Group at the University of St Andrews and industry partners Microsoft and DeltaDNA. The result was a serious game prototype that utilized game design techniques and technology to demystify and educate players about the diagnosis and treatment of one of the world’s oldest and deadliest diseases, Tuberculosis (TB). Project Sanitarium is a game incorporating a mathematical model that is based on data from real-world drug trials. This paper discusses the project design and development, demonstrating how the project builds on the successful collaborative pedagogical model developed by academic staff at Abertay University. The aim of the model is to provide undergraduates with workplace simulation, wider industry collaboration and access to academic expertise to solve challenging and complex problems.
Yoshimasa Ohmoto, Seiji Takeda and Toyoaki Nishida
Distinction of Intrinsic and Extrinsic Stress in an Exercise Game by Combining Multiple Physiological Indices
In a serious game, agent characters that interact with players often appear on the game scene. These characters are usually not regarded as expert teachers or familiar friends. To develop a reliable expert teacher agent, students’ inner states can be estimated for providing efficient training individually. As a first step, the present study investigated clues to distinguish whether the cause of changes in a human’s activities are intrinsic factors or extrinsic stimuli based on physiological indices and game context. We conducted an experiment using an exercise game in which participants either provided spontaneous strategic behavior or followed a communication partner’s advice as a result of continuous interaction. We measured physiological indices and compared the responses. As a result, significant differences were found in the responses of the physiological indices. We can suggest that it is possible to distinguish intrinsic and extrinsic stress based on the physiological responses and game context.
Track: Gamification and serious games applications (I)
Room: Spegeln Chair: Henrik Engström
Time Author(s) Title Type
Marco Alessi, Stefania Castelli, Valentina Chetta, Enza Giangreco, Stefano Pino, Davide Storelli, Angelo Corallo, Laura Fortunato and Andrea Gentile
A study on the perceived representation of a real urban area through a 3D virtual environment
The need for urban regeneration does not come only by structural requirements, but also by socio-cultural needs. What we are going to propose is the urban regeneration as a way to perceive, in a different way, the surrounding spaces allowing users to receive and provide a wide range of information on the urban environment. Each space of a city has a variety of intrinsic meanings provided by human groups interacting with each other everyday. The purpose is collecting the hidden information thanks to citizens’ contribution. The objective is the involvement of citizens as "builders of sense" through a playful attitude as "builders of virtual cities", and using game based on motivation as impetus for the regeneration. Urban regeneration is innovative thanks to a new participatory and cooperative methodology based on the perception of every citizen, and on the collection of players' experiences.
Zhenchen Wang and Andrea Capiluppi
A Social-centred Gamification Approach to Improve Household Water Use Efficiency
The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains. Recently, a special interest has been given to the gamification design on systems addressing natural resource consumption issues such as to encourage efficient household water consumption. Despite the potential benefits, the gamification design method for such system is not conclusive. In this paper, we proposed a social-centred gamification approach to improve household water use efficiency. The approach firstly identified the water use related social network activities based upon existing popular social network activities. The approach then gamified each identified activity in terms of traditional instruments for improving water use efficiency and gamification rewards. The approach also used a set of indicators to explicitly detect and monitor both online social network activities and offline water use activities. With this approach the gamification effectiveness can be better traced and evaluated.
Poster Session
Room: Insikten Chair: Per Backlund
- Explicit fun, implicit learning in Multiplayer Online Battle Arenas: methodological proposal for studying development of cognitive skills using commercial video games
- Serious Game: Program with Ixquic How to Learn Object-Oriented Programming with a game.
- Tašlihan virtual reconstruction - Interactive digital story or a serious game
- The Development of TASTER, a Cognitive Training Game Using Human-Centred Design, Tailored for Children with Global and Specific Cognitive Impairments
17:30-Come together at Orangeriet