Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3544548.3581270acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Bubbleu: Exploring Augmented Reality Game Design with Uncertain AI-based Interaction

Published: 19 April 2023 Publication History

Abstract

Object detection, while being an attractive interaction method for Augmented Reality (AR), is fundamentally error-prone due to the probabilistic nature of the underlying AI models, resulting in sub-optimal user experiences. In this paper, we explore the effect of three game design concepts, Ambiguity, Transparency, and Controllability, to provide better gameplay experiences in AR games that use error-prone object detection-based interaction modalities. First, we developed a base AR pet breeding game, called Bubbleu that uses object detection as a key interaction method. We then implemented three different variants, each according to the three concepts, to investigate the impact of each design concept on the overall user experience. Our user study results show that each design has its own strengths and can improve player experiences in different ways such as decreasing perceived errors (Ambiguity), explaining the system (Transparency), and enabling users to control the rate of uncertainties (Controllability).

Supplementary Material

MP4 File (3544548.3581270-talk-video.mp4)
Pre-recorded Video Presentation

References

[1]
[n. d.]. AI ethics in action. https://www.ibm.com/downloads/cas/4DPJK92W. Accessed: 2022-12-14.
[2]
[n. d.]. Designing the UI and user experience of a machine learning app. https://developer.apple.com/design/human-interface-guidelines/technologies/machine-learning/introduction. Accessed: 2022-12-14.
[3]
[n. d.]. People + AI Guidebook. https://pair.withgoogle.com/guidebook. Accessed: 2022-12-14.
[4]
Abdullah Abuolaim, Abhijith Punnappurath, and Michael S. Brown. 2018. Revisiting Autofocus for Smartphone Cameras. In Proceedings of the European Conference on Computer Vision (ECCV).
[5]
Amina Adadi and Mohammed Berrada. 2018. Peeking Inside the Black-Box: A Survey on Explainable Artificial Intelligence (XAI). IEEE Access 6(2018), 52138–52160. https://doi.org/10.1109/ACCESS.2018.2870052
[6]
Amina Adadi and Mohammed Berrada. 2018. Peeking inside the black-box: a survey on explainable artificial intelligence (XAI). IEEE access 6(2018), 52138–52160.
[7]
Saleema Amershi, Dan Weld, Mihaela Vorvoreanu, Adam Fourney, Besmira Nushi, Penny Collisson, Jina Suh, Shamsi Iqbal, Paul N Bennett, Kori Inkpen, 2019. Guidelines for human-AI interaction. In Proceedings of the 2019 chi conference on human factors in computing systems. 1–13.
[8]
Mike Ananny and Kate Crawford. 2018. Seeing without knowing: Limitations of the transparency ideal and its application to algorithmic accountability. new media & society 20, 3 (2018), 973–989.
[9]
Gagan Bansal, Besmira Nushi, Ece Kamar, Daniel S Weld, Walter S Lasecki, and Eric Horvitz. 2019. Updates in human-ai teams: Understanding and addressing the performance/compatibility tradeoff. In Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 33. 2429–2437.
[10]
Evan Barba, Blair MacIntyre, and Elizabeth D Mynatt. 2012. Here we are! Where are we? Locating mixed reality in the age of the smartphone. Proc. IEEE 100, 4 (2012), 929–936.
[11]
Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, and Mark Claypool. 2004. The effects of loss and latency on user performance in unreal tournament 2003®. In Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games. 144–151.
[12]
Mark Billinghurst, Adrian Clark, and Gun Lee. 2015. A survey of augmented reality. (2015).
[13]
Alexey Bochkovskiy, Chien-Yao Wang, and Hong-Yuan Mark Liao. 2020. Yolov4: Optimal speed and accuracy of object detection. arXiv preprint arXiv:2004.10934(2020).
[14]
Kirsten Boehner and Jeffrey T Hancock. 2006. Advancing ambiguity. In Proceedings of the SIGCHI conference on Human Factors in computing systems. 103–106.
[15]
Daniel Bolya, Sean Foley, James Hays, and Judy Hoffman. 2020. Tide: A general toolbox for identifying object detection errors. (2020), 558–573.
[16]
Yining Cao, Hariharan Subramonyam, and Eytan Adar. 2022. VideoSticker: A Tool for Active Viewing and Visual Note-Taking from Videos. In 27th International Conference on Intelligent User Interfaces (Helsinki, Finland) (IUI ’22). Association for Computing Machinery, New York, NY, USA, 672–690. https://doi.org/10.1145/3490099.3511132
[17]
Diane Carr, Martin Oliver, and Andrew Burn. 2010. Learning, teaching and ambiguity in virtual worlds. In Researching learning in virtual worlds. Springer, 17–30.
[18]
Devleena Das, Siddhartha Banerjee, and Sonia Chernova. 2021. Explainable AI for Robot Failures: Generating Explanations That Improve User Assistance in Fault Recovery. In Proceedings of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (Boulder, CO, USA) (HRI ’21). Association for Computing Machinery, New York, NY, USA, 351–360. https://doi.org/10.1145/3434073.3444657
[19]
Martin Dechant, Ian Stavness, Aristides Mairena, and Regan L Mandryk. 2018. Empirical evaluation of hybrid gaze-controller selection techniques in a gaming context. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. 73–85.
[20]
Dazhen Deng, Jiang Wu, Jiachen Wang, Yihong Wu, Xiao Xie, Zheng Zhou, Hui Zhang, Xiaolong (Luke) Zhang, and Yingcai Wu. 2021. EventAnchor: Reducing Human Interactions in Event Annotation of Racket Sports Videos. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 73, 13 pages. https://doi.org/10.1145/3411764.3445431
[21]
Jia Deng, Wei Dong, Richard Socher, Li-Jia Li, Kai Li, and Li Fei-Fei. 2009. ImageNet: A large-scale hierarchical image database. In 2009 IEEE Conference on Computer Vision and Pattern Recognition. 248–255. https://doi.org/10.1109/CVPR.2009.5206848
[22]
Ansgar E Depping and Regan L Mandryk. 2017. Why is this happening to me? how player attribution can broaden our understanding of player experience. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. 1040–1052.
[23]
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (Tampere, Finland) (MindTrek ’11). Association for Computing Machinery, New York, NY, USA, 9–15. https://doi.org/10.1145/2181037.2181040
[24]
Nicholas Diakopoulos. 2016. Accountability in algorithmic decision making. Commun. ACM 59, 2 (2016), 56–62.
[25]
Fiona Draxler, Audrey Labrie, Albrecht Schmidt, and Lewis L Chuang. 2020. Augmented reality to enable users in learning case grammar from their real-world interactions. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–12.
[26]
Carlo Fabricatore. 2007. Gameplay and game mechanics: a key to quality in videogames. (2007).
[27]
Heike Felzmann, Eduard Fosch Villaronga, Christoph Lutz, and Aurelia Tamò-Larrieux. 2019. Transparency you can trust: Transparency requirements for artificial intelligence between legal norms and contextual concerns. Big Data & Society 6, 1 (2019), 2053951719860542.
[28]
William W Gaver, Jacob Beaver, and Steve Benford. 2003. Ambiguity as a resource for design. In Proceedings of the SIGCHI conference on Human factors in computing systems. 233–240.
[29]
Katy Ilonka Gero, Zahra Ashktorab, Casey Dugan, Qian Pan, James Johnson, Werner Geyer, Maria Ruiz, Sarah Miller, David R Millen, Murray Campbell, 2020. Mental Models of AI Agents in a Cooperative Game Setting. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–12.
[30]
Tarleton Gillespie. 2014. The relevance of algorithms. Media technologies: Essays on communication, materiality, and society 167, 2014(2014), 167.
[31]
Miriam Greis, Hendrik Schuff, Marius Kleiner, Niels Henze, and Albrecht Schmidt. 2017. Input controls for entering uncertain data: Probability distribution sliders. Proceedings of the ACM on Human-Computer Interaction 1, EICS(2017), 1–17.
[32]
David Gunning. 2017. Explainable artificial intelligence (xai). Defense advanced research projects agency (DARPA), nd Web 2, 2(2017), 1.
[33]
Neilly H. Tan, Richmond Y. Wong, Audrey Desjardins, Sean A. Munson, and James Pierce. 2022. Monitoring Pets, Deterring Intruders, and Casually Spying on Neighbors: Everyday Uses of Smart Home Cameras. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI ’22). Association for Computing Machinery, New York, NY, USA, Article 617, 25 pages. https://doi.org/10.1145/3491102.3517617
[34]
Sandra G Hart and Lowell E Staveland. 1988. Development of NASA-TLX (Task Load Index): Results of empirical and theoretical research. In Advances in psychology. Vol. 52. Elsevier, 139–183.
[35]
Edward Helmore. [n. d.]. Tesla’s self-driving technology fails to detect children in the road, group claims. The Guardian ([n. d.]). https://www.theguardian.com/technology/2022/aug/09/tesla-self-driving-technology-safety-children
[36]
Tristan Henderson. 2001. Latency and user behaviour on a multiplayer game server. In International Workshop on Networked Group Communication. Springer, 1–13.
[37]
Oliver Hohlfeld, Hannes Fiedler, Enric Pujol, and Dennis Guse. 2016. Insensitivity to network delay: minecraft gaming experience of casual gamers. In 2016 28th International Teletraffic Congress (ITC 28), Vol. 3. IEEE, 31–33.
[38]
Derek Hoiem, Yodsawalai Chodpathumwan, and Qieyun Dai. 2012. Diagnosing error in object detectors. (2012), 340–353.
[39]
Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. 4, 1 (2004), 1722.
[40]
Yasha Iravantchi, Mayank Goel, and Chris Harrison. 2020. Digital Ventriloquism: Giving Voice to Everyday Objects. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–10. https://doi.org/10.1145/3313831.3376503
[41]
Henry Jenkins. 2004. Game design as narrative architecture. Computer 44, 3 (2004), 118–130.
[42]
Seokbin Kang, Ekta Shokeen, Virginia L Byrne, Leyla Norooz, Elizabeth Bonsignore, Caro Williams-Pierce, and Jon E Froehlich. 2020. ARMath: augmenting everyday life with math learning. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–15.
[43]
Anjali Khurana, Parsa Alamzadeh, and Parmit K Chilana. 2021. ChatrEx: Designing explainable chatbot interfaces for enhancing usefulness, transparency, and trust. In 2021 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). IEEE, 1–11.
[44]
Antino Kim, Mochen Yang, and Jingjing Zhang. 2022. When Algorithms Err: Differential Impact of Early vs. Late Errors on Users’ Reliance on Algorithms. ACM Trans. Comput.-Hum. Interact. (aug 2022). https://doi.org/10.1145/3557889 Just Accepted.
[45]
Jacob Kittley-Davies, Ahmed Alqaraawi, Rayoung Yang, Enrico Costanza, Alex Rogers, and Sebastian Stein. 2019. Evaluating the Effect of Feedback from Different Computer Vision Processing Stages: A Comparative Lab Study. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3290605.3300273
[46]
René F Kizilcec. 2016. How much information? Effects of transparency on trust in an algorithmic interface. In Proceedings of the 2016 CHI conference on human factors in computing systems. 2390–2395.
[47]
Rafal Kocielnik, Saleema Amershi, and Paul N. Bennett. 2019. Will You Accept an Imperfect AI? Exploring Designs for Adjusting End-User Expectations of AI Systems. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–14. https://doi.org/10.1145/3290605.3300641
[48]
Alex Krizhevsky, Ilya Sutskever, and Geoffrey E Hinton. 2012. ImageNet Classification with Deep Convolutional Neural Networks. In Advances in Neural Information Processing Systems, F. Pereira, C.J. Burges, L. Bottou, and K.Q. Weinberger (Eds.). Vol. 25. Curran Associates, Inc.https://proceedings.neurips.cc/paper/2012/file/c399862d3b9d6b76c8436e924a68c45b-Paper.pdf
[49]
Kuno Kurzhals, Fabian Göbel, Katrin Angerbauer, Michael Sedlmair, and Martin Raubal. 2020. A View on the Viewer: Gaze-Adaptive Captions for Videos. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3313831.3376266
[50]
Taeahn Kwon, Minkyung Jeong, Eon-Suk Ko, and Youngki Lee. 2022. Captivate! Contextual Language Guidance for Parent–Child Interaction. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI ’22). Association for Computing Machinery, New York, NY, USA, Article 219, 17 pages. https://doi.org/10.1145/3491102.3501865
[51]
Samuli Laato, Miika Tiainen, AKM Najmul Islam, and Matti Mäntymäki. 2022. How to explain AI systems to end users: a systematic literature review and research agenda. Internet Research 32, 7 (2022), 1–31.
[52]
Bruno Lepri, Nuria Oliver, Emmanuel Letouzé, Alex Pentland, and Patrick Vinck. 2018. Fair, transparent, and accountable algorithmic decision-making processes. Philosophy & Technology 31, 4 (2018), 611–627.
[53]
Ariel Levy, Monica Agrawal, Arvind Satyanarayan, and David Sontag. 2021. Assessing the Impact of Automated Suggestions on Decision Making: Domain Experts Mediate Model Errors but Take Less Initiative. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 72, 13 pages. https://doi.org/10.1145/3411764.3445522
[54]
Chris Lewis, Jim Whitehead, and Noah Wardrip-Fruin. 2010. What went wrong: a taxonomy of video game bugs. In Proceedings of the fifth international conference on the foundations of digital games. 108–115.
[55]
Wei Liang, Xinzhe Yu, Rawan Alghofaili, Yining Lang, and Lap-Fai Yu. 2021. Scene-Aware Behavior Synthesis for Virtual Pets in Mixed Reality. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 472, 12 pages. https://doi.org/10.1145/3411764.3445532
[56]
Tsung-Yi Lin, Michael Maire, Serge Belongie, James Hays, Pietro Perona, Deva Ramanan, Piotr Dollár, and C Lawrence Zitnick. 2014. Microsoft coco: Common objects in context. (2014), 740–755.
[57]
Martin Lindvall, Claes Lundström, and Jonas Löwgren. 2021. Rapid Assisted Visual Search: Supporting Digital Pathologists with Imperfect AI(IUI ’21). Association for Computing Machinery, New York, NY, USA, 504–513. https://doi.org/10.1145/3397481.3450681
[58]
Zachary C Lipton. 2018. The mythos of model interpretability: In machine learning, the concept of interpretability is both important and slippery.Queue 16, 3 (2018), 31–57.
[59]
Shengmei Liu and Mark Claypool. 2022. The Impact of Latency on Navigation in a First-Person Perspective Game. In CHI Conference on Human Factors in Computing Systems. 1–11.
[60]
Wei Liu, Dragomir Anguelov, Dumitru Erhan, Christian Szegedy, Scott Reed, Cheng-Yang Fu, and Alexander C Berg. 2016. Ssd: Single shot multibox detector. (2016), 21–37.
[61]
Michael Long and Carl Gutwin. 2019. Effects of Local Latency on Game Pointing Devices and Game Pointing Tasks. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3290605.3300438
[62]
Luca Longo, Randy Goebel, Freddy Lecue, Peter Kieseberg, and Andreas Holzinger. 2020. Explainable artificial intelligence: Concepts, applications, research challenges and visions. In International Cross-Domain Conference for Machine Learning and Knowledge Extraction. Springer, 1–16.
[63]
Matt McFarland. [n. d.]. Tesla Autopilot’s safety questioned after latest fatal motorcycle crash. CNN Business ([n. d.]). https://edition.cnn.com/2022/10/17/business/tesla-motorcycle-crashes-autopilot/index.html
[64]
Sina Mohseni, Niloofar Zarei, and Eric D Ragan. 2021. A multidisciplinary survey and framework for design and evaluation of explainable AI systems. ACM Transactions on Interactive Intelligent Systems (TiiS) 11, 3-4(2021), 1–45.
[65]
Sudipto Kumar Mondal, Indraneel Mukhopadhyay, and Supreme Dutta. 2020. Review and Comparison of Face Detection Techniques. In Proceedings of International Ethical Hacking Conference 2019, Mohuya Chakraborty, Satyajit Chakrabarti, and Valentina E. Balas (Eds.). Springer Singapore, Singapore, 3–14.
[66]
Chelsea Myers, Anushay Furqan, Jessica Nebolsky, Karina Caro, and Jichen Zhu. 2018. Patterns for how users overcome obstacles in voice user interfaces. In Proceedings of the 2018 CHI conference on human factors in computing systems. 1–7.
[67]
Mahsan Nourani, Joanie King, and Eric Ragan. 2020. The Role of Domain Expertise in User Trust and the Impact of First Impressions with Intelligent Systems. Proceedings of the AAAI Conference on Human Computation and Crowdsourcing 8, 1 (Oct. 2020), 112–121. https://doi.org/10.1609/hcomp.v8i1.7469
[68]
Mahsan Nourani, Chiradeep Roy, Jeremy E Block, Donald R Honeycutt, Tahrima Rahman, Eric Ragan, and Vibhav Gogate. 2021. Anchoring Bias Affects Mental Model Formation and User Reliance in Explainable AI Systems. In 26th International Conference on Intelligent User Interfaces (College Station, TX, USA) (IUI ’21). Association for Computing Machinery, New York, NY, USA, 340–350. https://doi.org/10.1145/3397481.3450639
[69]
Ankit B Patel, Minh Tan Nguyen, and Richard Baraniuk. 2016. A Probabilistic Framework for Deep Learning. In Advances in Neural Information Processing Systems, D. Lee, M. Sugiyama, U. Luxburg, I. Guyon, and R. Garnett (Eds.). Vol. 29. Curran Associates, Inc.https://proceedings.neurips.cc/paper/2016/file/c70daf247944fe3add32218f914c75a6-Paper.pdf
[70]
Felix Putze, Dennis Küster, Timo Urban, Alexander Zastrow, and Marvin Kampen. 2020. Attention Sensing through Multimodal User Modeling in an Augmented Reality Guessing Game. In Proceedings of the 2020 International Conference on Multimodal Interaction. 33–40.
[71]
Hua Qin, Pei-Luen Patrick Rau, and Gavriel Salvendy. 2009. Measuring player immersion in the computer game narrative. Intl. Journal of Human–Computer Interaction 25, 2(2009), 107–133.
[72]
Emilee Rader, Kelley Cotter, and Janghee Cho. 2018. Explanations as mechanisms for supporting algorithmic transparency. In Proceedings of the 2018 CHI conference on human factors in computing systems. 1–13.
[73]
Jacek Rumiński, Adam Bujnowski, Tomasz Kocejko, Jerzy Wtorek, Alexey Andrushevich, Martin Biallas, and Rolf Kistler. 2016. Performance Analysis of Interaction between Smart Glasses and Smart Objects Using Image-Based Object Identification. International Journal of Distributed Sensor Networks 12, 3 (2016), 6254827. https://doi.org/10.1155/2016/6254827 arXiv:https://doi.org/10.1155/2016/6254827
[74]
Valentin Schwind, Sven Mayer, Alexandre Comeau-Vermeersch, Robin Schweigert, and Niels Henze. 2018. Up to the finger tip: The effect of avatars on mid-air pointing accuracy in virtual reality. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. 477–488.
[75]
Phoebe Sengers and Bill Gaver. 2006. Staying open to interpretation: engaging multiple meanings in design and evaluation. In Proceedings of the 6th conference on Designing Interactive systems. 99–108.
[76]
Miguel Sicart. 2008. Defining game mechanics. Game studies 8, 2 (2008), 1–14.
[77]
Shubham Srivastava, Ajay Verma, and Shekhar Sharma. 2022. Optical Character Recognition Techniques: A Review. In 2022 IEEE International Students’ Conference on Electrical, Electronics and Computer Science (SCEECS). 1–6. https://doi.org/10.1109/SCEECS54111.2022.9740911
[78]
Penelope Sweetser and Peta Wyeth. 2005. GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE) 3, 3 (2005), 3–3.
[79]
Mingxing Tan, Ruoming Pang, and Quoc V Le. 2020. Efficientdet: Scalable and efficient object detection. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition. 10781–10790.
[80]
Brad Templeton. [n. d.]. Tesla Removes Ultrasonic Sensors In Bold Move That Cripples Features But Promises To Restore Them. Forbes ([n. d.]). https://www.forbes.com/sites/bradtempleton/2022/10/17/tesla-removes-ultrasonic-sensors-in-bold-move-that-cripples-features-but-promises-to-restore-them/?sh=6bb35c6e4949
[81]
Luke Thominet. 2018. Bugs and Emotion: A Content Analysis of Quality Assurance Player Feedback. In Proceedings of the 36th ACM International Conference on the Design of Communication. 1–2.
[82]
Maggie Tilman. [n. d.]. Amazon Go and Amazon Fresh: How the ’Just walk out’ tech works. Pocket-lint ([n. d.]). https://www.pocket-lint.com/gadgets/news/amazon/139650-what-is-amazon-go-where-is-it-and-how-does-it-work
[83]
Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, and Adam Smith. 2015. AI-based game design patterns. (2015).
[84]
Chien-Yao Wang, Alexey Bochkovskiy, and Hong-Yuan Mark Liao. 2022. YOLOv7: Trainable bag-of-freebies sets new state-of-the-art for real-time object detectors. arXiv preprint arXiv:2207.02696(2022).
[85]
Qiang Wang, Li Zhang, Luca Bertinetto, Weiming Hu, and Philip H. S. Torr. 2018. Fast Online Object Tracking and Segmentation: A Unifying Approach. CoRR abs/1812.05050(2018). arXiv:1812.05050http://arxiv.org/abs/1812.05050
[86]
Tianyi Wang, Xun Qian, Fengming He, Xiyun Hu, Ke Huo, Yuanzhi Cao, and Karthik Ramani. 2020. CAPturAR: An Augmented Reality Tool for Authoring Human-Involved Context-Aware Applications. In Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology (Virtual Event, USA) (UIST ’20). Association for Computing Machinery, New York, NY, USA, 328–341. https://doi.org/10.1145/3379337.3415815
[87]
Huaxin Wei. 2011. Analyzing the game narrative: Structure and technique. Ph. D. Dissertation. Communication, Art & Technology: School of Interactive Arts and Technology.
[88]
Bernard Weiner. 2014. The attribution approach to emotion and motivation: History, hypotheses, home runs, headaches/heartaches. Emotion Review 6, 4 (2014), 353–361.
[89]
Richard Wetzel, Lisa Blum, Wolfgang Broll, and Leif Oppermann. 2011. Designing mobile augmented reality games. In Handbook of Augmented Reality. Springer, 513–539.
[90]
Richard Wetzel, Rod McCall, Anne-Kathrin Braun, and Wolfgang Broll. 2008. Guidelines for Designing Augmented Reality Games. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Toronto, Ontario, Canada) (Future Play ’08). Association for Computing Machinery, New York, NY, USA, 173–180. https://doi.org/10.1145/1496984.1497013
[91]
Qian Yang, Aaron Steinfeld, Carolyn Rosé, and John Zimmerman. 2020. Re-examining whether, why, and how human-AI interaction is uniquely difficult to design. In Proceedings of the 2020 chi conference on human factors in computing systems. 1–13.
[92]
Nima Zargham, Johannes Pfau, Tobias Schnackenberg, and Rainer Malaka. 2022. “I Didn’t Catch That, But I’ll Try My Best”: Anticipatory Error Handling in a Voice Controlled Game. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI ’22). Association for Computing Machinery, New York, NY, USA, Article 153, 13 pages. https://doi.org/10.1145/3491102.3502115
[93]
Wencan Zhang and Brian Y Lim. 2022. Towards Relatable Explainable AI with the Perceptual Process. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI ’22). Association for Computing Machinery, New York, NY, USA, Article 181, 24 pages. https://doi.org/10.1145/3491102.3501826
[94]
Zhong-Qiu Zhao, Peng Zheng, Shou-tao Xu, and Xindong Wu. 2019. Object detection with deep learning: A review. IEEE transactions on neural networks and learning systems 30, 11(2019), 3212–3232.
[95]
Jichen Zhu, Jennifer Villareale, Nithesh Javvaji, Sebastian Risi, Mathias Löwe, Rush Weigelt, and Casper Harteveld. 2021. Player-AI Interaction: What Neural Network Games Reveal About AI as Play. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 77, 17 pages. https://doi.org/10.1145/3411764.3445307
[96]
Zhengxia Zou, Zhenwei Shi, Yuhong Guo, and Jieping Ye. 2019. Object detection in 20 years: A survey. arXiv preprint arXiv:1905.05055(2019).

Cited By

View all
  • (2024)CUPID: Improving Battle Fairness and Position Satisfaction in Online MOBA Games with a Re-matchmaking SystemProceedings of the ACM on Human-Computer Interaction10.1145/36869788:CSCW2(1-39)Online publication date: 8-Nov-2024
  • (2024)Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36770988:CHI PLAY(1-25)Online publication date: 15-Oct-2024
  • (2024)Investigating the Design of Augmented Narrative Spaces Through Virtual-Real Connections: A Systematic Literature ReviewProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642819(1-18)Online publication date: 11-May-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
April 2023
14911 pages
ISBN:9781450394215
DOI:10.1145/3544548
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 April 2023

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Human-AI Interaction
  2. computer vision
  3. vision sensing

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

CHI '23
Sponsor:

Acceptance Rates

Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)570
  • Downloads (Last 6 weeks)39
Reflects downloads up to 08 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2024)CUPID: Improving Battle Fairness and Position Satisfaction in Online MOBA Games with a Re-matchmaking SystemProceedings of the ACM on Human-Computer Interaction10.1145/36869788:CSCW2(1-39)Online publication date: 8-Nov-2024
  • (2024)Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36770988:CHI PLAY(1-25)Online publication date: 15-Oct-2024
  • (2024)Investigating the Design of Augmented Narrative Spaces Through Virtual-Real Connections: A Systematic Literature ReviewProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642819(1-18)Online publication date: 11-May-2024
  • (2024)Lies, Deceit, and Hallucinations: Player Perception and Expectations Regarding Trust and Deception in GamesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642253(1-15)Online publication date: 11-May-2024

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Full Text

View this article in Full Text.

Full Text

HTML Format

View this article in HTML Format.

HTML Format

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media