Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, 2016
This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a cre... more This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a creativity support tool designed to assist game designers. AGE allows designers to conduct a systematic process of generation and evaluation of game-prototypes, as well as automatically evolve a game-prototype until it mediates a desired form of game-play experience. To assess the tool, a design case study was held where a designer used AGE to create a game. We used a convergent mixed methods experimental design, and analysed quantitative and qualitative data resulting from four design sessions. Creativity Support Index self-report shows the designer found AGE very good in supporting his design, especially for exploration of the design-space. However, he appropriated it exclusively for exploration, not optimization. These show AGE has potential for exploring the design-space, though issues remain before it is an effective medium for high-quality designs.
This paper presents a design project of a computer game for integration in multisensory stimulati... more This paper presents a design project of a computer game for integration in multisensory stimulation environments, to be played by children with intellectual disability. The LED-ME prototype is based on accessible technological solutions and dispenses the manipulation of peripheral devices resorting to Camspace® software. The different stages of the project are presented, from the design problem, to the definition of design guidelines, the pilot test and discussion of results. The LED-ME game is suitable for use in multisensory environments, enabling moments of play that require basic cognitive and motor skills.
Eye tracking has become a preponderant technique in the evaluation of user interaction and behavi... more Eye tracking has become a preponderant technique in the evaluation of user interaction and behaviour with study objects in defined contexts. Common eye tracking related data representation techniques offer valuable input regarding user interaction and eye gaze behaviour, namely through fixations and saccades measurement. However, these and other techniques may be insufficient for the representation of acquired data in specific studies, namely because of the complexity of the study object being analysed. This paper intends to contribute with a summary of data representation and information visualization techniques used in data analysis within different contexts (advertising, websites, television news and video games). Additionally, several methodological approaches are presented in this paper, which resulted from several studies developed and under development at CETAC.MEDIA - Communication Sciences and Technologies Research Centre. In the studies described, traditional data representation techniques were insufficient. As a result, new approaches were necessary and therefore, new forms of representing data, based on common techniques were developed with the objective of improving communication and information strategies. In each of these studies, a brief summary of the contribution to their respective area will be presented, as well as the data representation techniques used and some of the acquired results.
Resumo Abstract Este documento apresenta uma reflexão sobre um exercício de design de um jogo for... more Resumo Abstract Este documento apresenta uma reflexão sobre um exercício de design de um jogo fortemente influenciado pela observância de um conjunto de linhas orientadoras ao nível do áudio. As linhas orientadoras em causa reflectem preocupações que se enquadram num estudo mais alargado da relevância do áudio em termos de experiência de utilização. We present a discussion on a game design exercise strongly influenced by a set of auditory design guidelines. These guidelines reflect concerns that fit into a wider study on how to enrich the user experience through auditory design. Palavras-chave: desenho de jogos; desenho de som; experiência de utilização; linhas orientadoras ao nível do áudio.
Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences, 2017
To design meaningful sonic interaction for the mobile context requires accommodating the user&... more To design meaningful sonic interaction for the mobile context requires accommodating the user's unfolding context. We explore the design of sonic interaction for the walking activity. In this paper, we discuss how the walker's movements can provide insight into individual contextual conditions. Our contribution is a set of semantic walking sequences (Walking Phrases) that allow for segmentation of the walking process into units that are informative for adapting interactive sound to the walker's context.
The aging process is often influenced by brain diseases affecting cognitive and physical abilitie... more The aging process is often influenced by brain diseases affecting cognitive and physical abilities. From a clinical perspective, methods for neuropsychological assessment and cognitive stimulation adapted for an older population are crucial to quantify the cognitive and functional decline. Ideally, these methods should include relaxed, non-tiring and engaging tasks in order to motivate the elderly. Serious Games that adapt the current neuropsychological tests in order to assess performance of the players can enable useful data collection for medical evaluation. Here were port on initial steps for a methodology concerning the development of serious games for cognitive assessment, involving usability tests on two proposed prototypes. We present and discuss the behavior of the players during usability tests: the responses of players to the interview. An analysis of relevant points from the study concerning the challenges of working with an older population has revealed that the main ch...
At a time when there is the widespread use of new applications with touch and gesture interfaces,... more At a time when there is the widespread use of new applications with touch and gesture interfaces, it is important to question whether these represent a positive differential to the accessibility of the senior population or whether they are yet another excluding info artifact. The purpose of this article is to present preliminary results for the potential and limitations of touch and gesture interfaces, through the proposal of usability heuristics for this audience, which subsequently will be proven, rebutted and calibrated by a prototype game for tablets with features based on cognitive and motor rehabilitation. The intention is that the game prototype based on the activities of harvesting, collecting of bunches of ripe grapes, carrying baskets and crushing grapes to make wine prove or refute the proposed heuristics.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
The Game Design activity is often conditioned by pre-existing assumptions of what constitutes a g... more The Game Design activity is often conditioned by pre-existing assumptions of what constitutes a game and its constituting elements, which can lead to repetitive designs and all too familiar experiences. In trying to support the education of a new generation of designers so as to leave the comfort zone of familiar objects, we proposed a design canvas with six perspectives for which to conceptualize player participation in the experience. For each perspective, we proposed a set of questions designed to prompt new lines of thought regarding design intent, game object, and player participation. The canvases were tested throughout three research iterations and improved based on qualitative evaluations of their influence in game design learning processes. The canvas was generally found to be effective at quickly pulling inexperienced game design participants to consider a variety of innovative play experiences, beyond what we would expect from derivative design from examples.
Matlit Revista do Programa de Doutoramento em Materialidades da Literatura, 2018
The work Machines of Disquiet (http://mofd.dei.uc.pt) has been developed in the context of an ong... more The work Machines of Disquiet (http://mofd.dei.uc.pt) has been developed in the context of an ongoing research project whose goal is to create a dynamic digital archive of the Book of Disquiet, an unfinished work written by Fernando Pessoa between 1913 and 1935 (LdoD Archive, 2017, https://ldod.uc.pt/). This paper intends to show the workings of Machines of Disquiet in experiencing Fernando Pessoa’s text as electronic literature. We start by showing the rationale of the LdoD Archive, followed by a discussion of the Machines of Disquiet as both electronic writing and gameplay experiment, before moving on to a demonstration of the various types of machines. We conclude by describing these textual experiments as an opening up of the Book of Disquiet to further acts of writing.
Criancas com incapacidades, por causa de algum problema de saude, enfrentam mais dificuldade em s... more Criancas com incapacidades, por causa de algum problema de saude, enfrentam mais dificuldade em suas atividades diarias. Nesse conjunto de atividades podemos incluir a brincadeira, aquela em que as criancas investem a maior parte de seu tempo e que e responsavel pelo desenvolvimento de muitas das suas habilidades. Ha terapias que usam a estimulacao multissensorial para criar momentos de bem-estar e desenvolvimento. Algumas delas acontecem em uma sala multissensorial, um local criado especificamente para esse tipo de cuidado. O objetivo desse trabalho e criar um jogo para esse tipo de ambiente capaz de entreter criancas com incapacidades por meio do uso da tecnologia Kinect.
Proceedings of the 9th Audio Mostly on A Conference on Interaction With Sound - AM '14, 2014
ABSTRACT A game soundscape often includes sounds that are triggered by the game logic according t... more ABSTRACT A game soundscape often includes sounds that are triggered by the game logic according to the player's actions and to other real time occurrences. The dynamic nature of such triggering events can lead to a composition that is not necessarily interesting, at a given moment. Following principles from Acoustic Ecology, and specifically the notion of healthy soundscape, we propose a system aiming at the moderation of sounds generated during gameplay in a way that the composition retains its communicational meaningfulness. For instance, the system aims to ensure that the soundscape does not get overcrowded by the superimposition of whatever sounds might be triggered, and that the player can actually ear the relevant stimuli. The main component of the system is a module that implements heuristics that free designers from restating accepted sound design principles, and programmers from embedding such intelligence in the game logic. Thus, designers can focus on expressing their design intents, by using an API to create and characterize the sound sources to be handled by the sound engine. The use of this API also conveys a more readable expression of the game's sound design, easing communication and reuse. Hence, this proposal can be particularly relevant during fast prototyping phases, when it can constitute an expedite way to test and refine creative ideas, while avoiding extensive coding and the typical complexity and cost of existing middleware, which is particular relevant for small budget and sound novice practitioners. We finish by presenting results from a proof of concept implementation, and a game remake for evaluating the proposed system.
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, 2016
This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a cre... more This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a creativity support tool designed to assist game designers. AGE allows designers to conduct a systematic process of generation and evaluation of game-prototypes, as well as automatically evolve a game-prototype until it mediates a desired form of game-play experience. To assess the tool, a design case study was held where a designer used AGE to create a game. We used a convergent mixed methods experimental design, and analysed quantitative and qualitative data resulting from four design sessions. Creativity Support Index self-report shows the designer found AGE very good in supporting his design, especially for exploration of the design-space. However, he appropriated it exclusively for exploration, not optimization. These show AGE has potential for exploring the design-space, though issues remain before it is an effective medium for high-quality designs.
This paper presents a design project of a computer game for integration in multisensory stimulati... more This paper presents a design project of a computer game for integration in multisensory stimulation environments, to be played by children with intellectual disability. The LED-ME prototype is based on accessible technological solutions and dispenses the manipulation of peripheral devices resorting to Camspace® software. The different stages of the project are presented, from the design problem, to the definition of design guidelines, the pilot test and discussion of results. The LED-ME game is suitable for use in multisensory environments, enabling moments of play that require basic cognitive and motor skills.
Eye tracking has become a preponderant technique in the evaluation of user interaction and behavi... more Eye tracking has become a preponderant technique in the evaluation of user interaction and behaviour with study objects in defined contexts. Common eye tracking related data representation techniques offer valuable input regarding user interaction and eye gaze behaviour, namely through fixations and saccades measurement. However, these and other techniques may be insufficient for the representation of acquired data in specific studies, namely because of the complexity of the study object being analysed. This paper intends to contribute with a summary of data representation and information visualization techniques used in data analysis within different contexts (advertising, websites, television news and video games). Additionally, several methodological approaches are presented in this paper, which resulted from several studies developed and under development at CETAC.MEDIA - Communication Sciences and Technologies Research Centre. In the studies described, traditional data representation techniques were insufficient. As a result, new approaches were necessary and therefore, new forms of representing data, based on common techniques were developed with the objective of improving communication and information strategies. In each of these studies, a brief summary of the contribution to their respective area will be presented, as well as the data representation techniques used and some of the acquired results.
Resumo Abstract Este documento apresenta uma reflexão sobre um exercício de design de um jogo for... more Resumo Abstract Este documento apresenta uma reflexão sobre um exercício de design de um jogo fortemente influenciado pela observância de um conjunto de linhas orientadoras ao nível do áudio. As linhas orientadoras em causa reflectem preocupações que se enquadram num estudo mais alargado da relevância do áudio em termos de experiência de utilização. We present a discussion on a game design exercise strongly influenced by a set of auditory design guidelines. These guidelines reflect concerns that fit into a wider study on how to enrich the user experience through auditory design. Palavras-chave: desenho de jogos; desenho de som; experiência de utilização; linhas orientadoras ao nível do áudio.
Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences, 2017
To design meaningful sonic interaction for the mobile context requires accommodating the user&... more To design meaningful sonic interaction for the mobile context requires accommodating the user's unfolding context. We explore the design of sonic interaction for the walking activity. In this paper, we discuss how the walker's movements can provide insight into individual contextual conditions. Our contribution is a set of semantic walking sequences (Walking Phrases) that allow for segmentation of the walking process into units that are informative for adapting interactive sound to the walker's context.
The aging process is often influenced by brain diseases affecting cognitive and physical abilitie... more The aging process is often influenced by brain diseases affecting cognitive and physical abilities. From a clinical perspective, methods for neuropsychological assessment and cognitive stimulation adapted for an older population are crucial to quantify the cognitive and functional decline. Ideally, these methods should include relaxed, non-tiring and engaging tasks in order to motivate the elderly. Serious Games that adapt the current neuropsychological tests in order to assess performance of the players can enable useful data collection for medical evaluation. Here were port on initial steps for a methodology concerning the development of serious games for cognitive assessment, involving usability tests on two proposed prototypes. We present and discuss the behavior of the players during usability tests: the responses of players to the interview. An analysis of relevant points from the study concerning the challenges of working with an older population has revealed that the main ch...
At a time when there is the widespread use of new applications with touch and gesture interfaces,... more At a time when there is the widespread use of new applications with touch and gesture interfaces, it is important to question whether these represent a positive differential to the accessibility of the senior population or whether they are yet another excluding info artifact. The purpose of this article is to present preliminary results for the potential and limitations of touch and gesture interfaces, through the proposal of usability heuristics for this audience, which subsequently will be proven, rebutted and calibrated by a prototype game for tablets with features based on cognitive and motor rehabilitation. The intention is that the game prototype based on the activities of harvesting, collecting of bunches of ripe grapes, carrying baskets and crushing grapes to make wine prove or refute the proposed heuristics.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
The Game Design activity is often conditioned by pre-existing assumptions of what constitutes a g... more The Game Design activity is often conditioned by pre-existing assumptions of what constitutes a game and its constituting elements, which can lead to repetitive designs and all too familiar experiences. In trying to support the education of a new generation of designers so as to leave the comfort zone of familiar objects, we proposed a design canvas with six perspectives for which to conceptualize player participation in the experience. For each perspective, we proposed a set of questions designed to prompt new lines of thought regarding design intent, game object, and player participation. The canvases were tested throughout three research iterations and improved based on qualitative evaluations of their influence in game design learning processes. The canvas was generally found to be effective at quickly pulling inexperienced game design participants to consider a variety of innovative play experiences, beyond what we would expect from derivative design from examples.
Matlit Revista do Programa de Doutoramento em Materialidades da Literatura, 2018
The work Machines of Disquiet (http://mofd.dei.uc.pt) has been developed in the context of an ong... more The work Machines of Disquiet (http://mofd.dei.uc.pt) has been developed in the context of an ongoing research project whose goal is to create a dynamic digital archive of the Book of Disquiet, an unfinished work written by Fernando Pessoa between 1913 and 1935 (LdoD Archive, 2017, https://ldod.uc.pt/). This paper intends to show the workings of Machines of Disquiet in experiencing Fernando Pessoa’s text as electronic literature. We start by showing the rationale of the LdoD Archive, followed by a discussion of the Machines of Disquiet as both electronic writing and gameplay experiment, before moving on to a demonstration of the various types of machines. We conclude by describing these textual experiments as an opening up of the Book of Disquiet to further acts of writing.
Criancas com incapacidades, por causa de algum problema de saude, enfrentam mais dificuldade em s... more Criancas com incapacidades, por causa de algum problema de saude, enfrentam mais dificuldade em suas atividades diarias. Nesse conjunto de atividades podemos incluir a brincadeira, aquela em que as criancas investem a maior parte de seu tempo e que e responsavel pelo desenvolvimento de muitas das suas habilidades. Ha terapias que usam a estimulacao multissensorial para criar momentos de bem-estar e desenvolvimento. Algumas delas acontecem em uma sala multissensorial, um local criado especificamente para esse tipo de cuidado. O objetivo desse trabalho e criar um jogo para esse tipo de ambiente capaz de entreter criancas com incapacidades por meio do uso da tecnologia Kinect.
Proceedings of the 9th Audio Mostly on A Conference on Interaction With Sound - AM '14, 2014
ABSTRACT A game soundscape often includes sounds that are triggered by the game logic according t... more ABSTRACT A game soundscape often includes sounds that are triggered by the game logic according to the player's actions and to other real time occurrences. The dynamic nature of such triggering events can lead to a composition that is not necessarily interesting, at a given moment. Following principles from Acoustic Ecology, and specifically the notion of healthy soundscape, we propose a system aiming at the moderation of sounds generated during gameplay in a way that the composition retains its communicational meaningfulness. For instance, the system aims to ensure that the soundscape does not get overcrowded by the superimposition of whatever sounds might be triggered, and that the player can actually ear the relevant stimuli. The main component of the system is a module that implements heuristics that free designers from restating accepted sound design principles, and programmers from embedding such intelligence in the game logic. Thus, designers can focus on expressing their design intents, by using an API to create and characterize the sound sources to be handled by the sound engine. The use of this API also conveys a more readable expression of the game's sound design, easing communication and reuse. Hence, this proposal can be particularly relevant during fast prototyping phases, when it can constitute an expedite way to test and refine creative ideas, while avoiding extensive coding and the typical complexity and cost of existing middleware, which is particular relevant for small budget and sound novice practitioners. We finish by presenting results from a proof of concept implementation, and a game remake for evaluating the proposed system.
Video games have existed for over half a century. Visual attention and eye movement studies, as w... more Video games have existed for over half a century. Visual attention and eye movement studies, as well as techniques to analyze these movements, have occupied the attention of researchers since late 19 th century. This paper presents a review of the state of the art on how video games and visual attention relate as well as how eye tracking has been used to the benefit of video games, both as a form of input as well as a method of evaluation and analysis. To conclude, a brief look into future perspectives of visual attention and eye tracking with video games will be presented.
This paper presents a preliminary model proposal for the analysis of video game level scenarios c... more This paper presents a preliminary model proposal for the analysis of video game level scenarios consisting of four elements: video game, players, metrics, and gaming experience. The selection of parameters from each of these elements defines a specific video game level analysis context. Initial validation of the model is being carried out with a First-person shooter video game and selected metrics (including eye movement behavior) to understand player behavior (both interactive and visual) within a game level. An additional analysis technique based on visual representation techniques applied in this validation context is also described. After validated, this model may be applied in the analysis of player behavior in game levels, in several different situations predicted in the model itself. Information acquired from the application of this model may posteriorly be used in the design (or redesign) of game levels and scenarios driven for optimal use which should generate a greater gaming experience.
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Papers by Licinio Roque