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    Michael Lankes

    Our submission describes the design, development and evaluation of an intergenerational game prototype called Cosmonauts. The aim of the prototype is to identify design factors for intergenerational games that are easy to learn, feature a... more
    Our submission describes the design, development and evaluation of an intergenerational game prototype called Cosmonauts. The aim of the prototype is to identify design factors for intergenerational games that are easy to learn, feature a simple and intuitive control scheme, and offer a certain amount of depth that keeps players enjoying themselves. In detail, our work investigates how different game features (collaborative creation of game content vs. predefined game content) and interaction techniques (tangible objects vs. touchscreen interaction) effect the game experience of old and young (investigated factors: relatedness, autonomy, competence, and enjoyment). Results show that implementing a collaborative creation of game content improves overall game enjoyment, and using tangible objects benefits social relatedness in a collaborative game setting.
    This paper describes the design process of an intergenerational co-located cooperative game called Co-smonauts. The main aim of the research project was to identify design factors for intergenerational games in a museum context that... more
    This paper describes the design process of an intergenerational co-located cooperative game called Co-smonauts. The main aim of the research project was to identify design factors for intergenerational games in a museum context that foster the social exchange between old and young, feature an intuitive control scheme, and offer a certain amount of depth that keeps players enjoying themselves. In detail, this submission provides an overview of the study-guided design process and key design decisions that led to the final game. Three steps are presented (Game Design, Building Phase Design, Navigator Interface Design), each of them containing a detailed description of the design challenges, the carried out studies to face the challenges, and the design implications. In general, we aim at providing insights for both researchers and designers regarding the design, the development, and the evaluation of co-located collaborative intergenerational games.
    In our submission we introduce a co-located virtual archaeology installation for a museum context, called Virtual House of Medusa. It was developed in collaboration with the Federal Monuments Authority Austria. The Virtual House of the... more
    In our submission we introduce a co-located virtual archaeology installation for a museum context, called Virtual House of Medusa. It was developed in collaboration with the Federal Monuments Authority Austria. The Virtual House of the Medusa illustrates several fragments of Roman wall paintings, which are archaeological artefacts that were found at Lorch near Enns in Upper Austria. The installation is conceptualized as a playful installation with multiple virtual workstations, including one VR player and up to four fellow co-players that are equipped with mobile devices. The players slip into the roles of archaeologists and experience the fascination of their work through interacting with the virtual workstations. Furthermore, co-players and the VR player have the possibility to get in contact with each other via the devices provided by the installation. Our work deals with the issue that existing research projects and installations in virtual archaeology are mainly designed as a s...
    What are current and future challenges that incorporating eye tracking into game design and development creates? The Second EyePlay workshop brings together academic researchers and industry practitioners from the fields of eye tracking... more
    What are current and future challenges that incorporating eye tracking into game design and development creates? The Second EyePlay workshop brings together academic researchers and industry practitioners from the fields of eye tracking and games to explore these questions. In recent years, gaming has been at the forefront of the commercial popularization of eye tracking. In this workshop, we will share experiences in the development of gaze-enabled games, discuss best practices and tools, and explore future challenges for research. Topics of interest lie at the intersection of eye tracking and games including, but limited to, novel interaction techniques and game mechanics, development processes and tools, accessible games, evaluation, and future visions.
    This paper investigates the effects of the virtual players' (VR) representation and verbal communication regarding co-presence in a co-located and playful augmented virtuality (AV) installation for multiple participants. We examine if... more
    This paper investigates the effects of the virtual players' (VR) representation and verbal communication regarding co-presence in a co-located and playful augmented virtuality (AV) installation for multiple participants. We examine if the incorporation/exclusion of the visualization of the VR players' hands and the absence/presence of verbal communication influences the perceived co-presence. To find answers to our research question, we created an experimental setting called Invisible Walls. Within the installation, players and spectators have various means of interaction at their disposal. Our study findings show a positive impact of the VR player's representation on the perceived co-presence. However, due to the experimental setup, verbal communication did not have the anticipated effect. With these findings we endeavor to reduce the gap between the VR player and the spectators and provide insights for game designers and researchers regarding the inclusion of nonverbal and verbal communication in co-located AV settings.
    This paper investigates the effects of gaze-based player guidance on the perceived game experience, performance, and challenge in a first-person exploration game. In contrast to existing research, the proposed approach takes the game... more
    This paper investigates the effects of gaze-based player guidance on the perceived game experience, performance, and challenge in a first-person exploration game. In contrast to existing research, the proposed approach takes the game context into account by providing players not only with guidance but also granting them an engaging game experience with a focus on exploration. This is achieved by incorporating gaze-sensitive areas that indicate the location of relevant game objects. A comparative study was carried out to validate our concept and to examine if a game supported with a gaze guidance feature triggers a more immersive game experience in comparison to a crosshair guidance version and a solution without any guidance support. In general, our study findings reveal a more positive impact of the gaze-based guidance approach on the experience and performance in comparison to the other two conditions. However, subjects had a similar impression concerning the game challenge in all...
    This paper investigates the effects of a shared gaze visualization regarding social presence in an online competitive game setting. We investigate if the incorporation of gaze interaction among different competitive game genres would... more
    This paper investigates the effects of a shared gaze visualization regarding social presence in an online competitive game setting. We investigate if the incorporation of gaze interaction among different competitive game genres would influence the perceived social presence for the players. To find answers to our research question we created an experimental setting that is based on two game genres that require strategic skills (i.e., a turn-based strategy game) and motoric skills (i.e., a real-time first person shooter). Our study findings highlight the positive influence of a shared gaze visualization on competitive play. Further, the studied game genres have a significant influence on the perceived social presence. With our findings we want to provide insights for game designers and researchers regarding the inclusion of gaze-based interaction in remote gaming settings.
    Player type models -- such as the BrainHex model -- are popular approaches for personalizing digital games towards individual preferences of players. Although several player type models have been developed and are currently used in game... more
    Player type models -- such as the BrainHex model -- are popular approaches for personalizing digital games towards individual preferences of players. Although several player type models have been developed and are currently used in game design projects, there is still a lack of data on their validity. To close this research gap we currently investigate the psychometric properties (factor structure, reliability, stability) and predictive validity (if player type scores can predict player experience) of the player type model BrainHex in an ongoing project. Results of two online studies (n1=592, n2=243) show that the psychometric properties of the BrainHex model could be improved. We suggest to improve the according questionnaire and sketch how the predictive validity could be investigated in future studies.
    Research findings indicate that player types may serve as a theoretical basis for the design of persuasive games. However, until now no proof of concept is available that shows the applicability of this approach for tailoring games to... more
    Research findings indicate that player types may serve as a theoretical basis for the design of persuasive games. However, until now no proof of concept is available that shows the applicability of this approach for tailoring games to player characteristics. We suggest a solution by formulating design concepts and by creating game prototypes that are driven by player types. Our strategies are composed of the three characteristics: first, design choices are based on the BrainHex player type model. Secondly, the concepts consider individual player styles and mechanics tailored to the various player types. Third, these individual game elements are combined into one game world. In order to evaluate our concepts we created two mobile game prototypes that foster physical activity. These prototypes are based on the Seeker and the Mastermind player type of the BrainHex model. First findings reveal that the usage of player types appears to be effective. Our efforts should enable designers to create persuasive games that are both engaging for individual players and allow the integration of several player types.
    ABSTRACT Effective collaboration between robots and humans is not only a question of interface design and usability, but also of user experience and social acceptance. To investigate these aspects for Human-Robot Collaboration with the... more
    ABSTRACT Effective collaboration between robots and humans is not only a question of interface design and usability, but also of user experience and social acceptance. To investigate these aspects for Human-Robot Collaboration with the HRP-2 robot, two video-based focus groups enhanced with creative stimuli were conducted. The following research question was addressed: Is the HRP-2 robot perceived differently in an autonomous collaboration condition compared to a tele-operated collaboration condition, in terms of social acceptance and user experience?"The results show that participants in general are open to a humanoid robot as working partner as long as there is a clear distinction between a human and a robot, in terms of tasks and working procedures. Furthermore, participants stated a positive attitude toward the remotely-controlled HRP-2 robot.
    ABSTRACT There is an ongoing debate on what kind of factors contribute to the general positive user experience while playing a game. The following chapter introduces an experimental setting to measure user experience aroused by facial... more
    ABSTRACT There is an ongoing debate on what kind of factors contribute to the general positive user experience while playing a game. The following chapter introduces an experimental setting to measure user experience aroused by facial expression of embodied conversational agents (ECAs). The experimental setup enables to measure the implications of ECAs in three contextual settings called “still,” “animated,” and “interaction.” Within the experiment, artificially generated facial expressions are combined with emotion-eliciting situations and are presented via different presentation platforms. Stimuli (facial expressions/emotion-eliciting situations) are assembled in either consonant (for example, facial expression: “joy,” emotion-eliciting situation: “joy”) or dissonant (for example, facial expression: “joy,” emotion-eliciting situation: “anger”) constellations. The contextual setting called “interaction” is derived from the video games domain, granting an interactive experience of a given emotional situation. The aim of the study is to establish a comparative experimental framework to analyze subjects’ user experience on emotional stimuli in different context dimensions. This comparative experimental framework utilizes theoretical models of emotion theory along with approaches from human–computer interaction to close a gap in the intersection of affective computing and research on facial expressions. Results showed that the interaction situation is rated as providing a better user experience, independent of showing consonant or dissonant contextual descriptions. The “still” setting is given a higher user experience rating than the “animated” setting. KeywordsEmbodied conversational agent-Experiment-Emotion-Facial expression-AttrakDiff
    ABSTRACT We introduce an experimental setting to observe and measure the perception of facial expression performed by embodied conversational agents (ECAs). The experimental set-up enables to measure the implications of embodied... more
    ABSTRACT We introduce an experimental setting to observe and measure the perception of facial expression performed by embodied conversational agents (ECAs). The experimental set-up enables to measure the implications of embodied conversational agents in various contextual settings. We developed a matrix, distinguishing three types of stimuli dimensions (simultaneous, sequential, adaptive) and three contextual configurations. The aim of the study is to establish an experimental framework to analyze subjects' emotional status in different context dimensions. The experimental setting helps to close a gap in the intersection of affective computing and embodied conversational agents.
    Abstract We propose a game design approach that utilizes facial expressions as an input method under different emotional feedback configurations. A study was conducted in a shopping centre to assess our game"... more
    Abstract We propose a game design approach that utilizes facial expressions as an input method under different emotional feedback configurations. A study was conducted in a shopping centre to assess our game" EmoFlowers" focusing on user experience and user ...
    ... Studying User Experience in Virtual Environments. In: Proceedings of NordiCHI 2008. Lund, Sweden. [7] Morrison, A., Jacucci, G., Peltonen, P., Juustila, A., and Reitmayr, G. 2007. Usinglocative games to evaluate hybrid technology.... more
    ... Studying User Experience in Virtual Environments. In: Proceedings of NordiCHI 2008. Lund, Sweden. [7] Morrison, A., Jacucci, G., Peltonen, P., Juustila, A., and Reitmayr, G. 2007. Usinglocative games to evaluate hybrid technology. British Computer Society. ...
    This paper sketches a setup to perform user experience tests on game characters which act emotionally based on their personality and situation. The test setting is primarily designed to benchmark Nemesys, a system designed to elicit... more
    This paper sketches a setup to perform user experience tests on game characters which act emotionally based on their personality and situation. The test setting is primarily designed to benchmark Nemesys, a system designed to elicit emotions based on an artificial neural network that is able to learn six basic emotional states. Nemesys is based on models drawn from the state of the art in modeling emotions in the field of psychology and also includes the Five-Factor Model of Personality to represent different personalities.The test and application scenario employs the commercial 3D game engine from Unreal Tournament 2003, a stereoscopic projecting of the scene and biofeedback measurements of the affective state of the player.
    Social gaze-based interactions in games form a timely field of research as they can enrich communicative acts within the game world. Apart from portraying gaze via realistic-looking characters, we deem that these aspects could also be... more
    Social gaze-based interactions in games form a timely field of research as they can enrich communicative acts within the game world. Apart from portraying gaze via realistic-looking characters, we deem that these aspects could also be applied to non-anthropomorphic characters found in so-called minimalist games. These games use simple mechanics and an abstract art style to convey deep and meaningful experiences. The paper examines concepts of social gaze in minimalist games via a comparative study that focuses on the players' perceived quality of social interaction towards abstract non-player characters. By creating a game made up of three levels, it is aimed to uncover differences between the inclusion and exclusion of gaze-aware characters. The results show that the integration of gaze-based social interactions led to a positive social experience among players. Social gaze in this context is not superfluous but adds a crucial element in the interpretation of game objects: Players in the gaze condition tended to see the abstract entities as characters instead of lifeless game objects.
    The perception of emotional facial expressions has been diligently studied in psychology for the last 40years. The stimuli mainly used in these studies were photos or short film clips. Today, video games and their development frameworks... more
    The perception of emotional facial expressions has been diligently studied in psychology for the last 40years. The stimuli mainly used in these studies were photos or short film clips. Today, video games and their development frameworks allow researchers to design, model, and animate embodied conversational agents (ECAs). This research paper introduces an experimental setting to observe and measure the perception