首页> 外文OA文献 >From traditional to interactive playspaces: Automatic analysis of player behavior in the interactive tag playground
【2h】

From traditional to interactive playspaces: Automatic analysis of player behavior in the interactive tag playground

机译:从传统游戏空间到交互式游戏空间:交互式标签游乐场中玩家行为的自动分析

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

Play is an essential activity for the physical, cognitive and social development of children. Studies have shown that, through play, children can learn what their bodies are capable of, or develop positive social relationships with their peers. With the emergence of digital games, the way in which games are played has changed significantly. Many digital games promote sedentary gaming habits, or are played in such a way that meaningful social interactions cannot occur. On the other hand, digital games can be more fun than traditional games, capable of keeping players engaged for prolonged periods of time. Nowadays, new types of games are being developed that aim to promote the positive behavior associated with traditional play, as well as to retain the benefits of digital games. This is accomplished by employing sensors and actuators such as cameras, projection screens and accelerometers. Would it be possible to leverage these technological elements to design better games and provide enhanced game experiences? Could they be used to automate or improve the way in which we currently study how games are played? In this thesis, we answer these questions. We explore the use of technology to automatically and unobtrusively analyze player behavior in an interactive game installation. We analyzed recordings of children playing traditional tag games to identify ways to improve or automate the process by which the behavior of players is studied. The information derived from the analysis was used to design an interactive playground that enhances the tag game experience while supporting the physical and social aspects of play that are exhibited by players during traditional tag. This installation, the Interactive Tag Playground (ITP), uses cameras to track players in the playing field and projectors to display game elements on the floor. This allows players to move freely during the game. Results from a user study showed that our interactive version of tag was more enjoyable and immersive than the traditional game of tag, while still allowing players to exhibit physically active, social behavior. Besides being an entertainment installation, the ITP doubles as a game research platform. The ITP automatically logs the players' positions and roles. We used this information to automatically measure two aspects of play behavior that are important in the study of interactive playgrounds: physical activity and social interactions. We found that physical activity measured as speed from tracked players correlated well with exertion measurements from heart rate sensors. We also found that differences in social play behavior between children could be measured using social cues, such as the distance between players. Finally, we were interested in the automatic recognition of roles during tag games, as this could be used to find anomalous behavior such as cheating or bullying. Our results showed that automatically estimating players' roles during tag games is possible. In conclusion, the ability to automatically track players makes it possible to derive useful play behavior information. The work presented in this thesis showcases the potential benefits and applications of improving how play behavior is studied. Specifically, the use of automated, quantitative methods complements the qualitative methods currently used to study games. Furthermore, the automated analysis of player behavior can help the design of adaptive game installations and more engaging game experiences.
机译:游戏是儿童身体,认知和社会发展的重要活动。研究表明,通过玩耍,孩子们可以学习身体的能力,或与同龄人建立积极的社会关系。随着数字游戏的出现,玩游戏的方式已经发生了巨大变化。许多数字游戏提倡久坐的游戏习惯,或者以无法发生有意义的社交互动的方式进行游戏。另一方面,数字游戏比传统游戏更有趣,能够使玩家长时间玩游戏。如今,正在开发新型游戏,旨在促进与传统游戏相关的积极行为,并保留数字游戏的优势。这可以通过使用传感器和执行器(例如摄像机,投影屏和加速度计)来实现。是否有可能利用这些技术元素来设计更好的游戏并提供增强的游戏体验?是否可以将它们用于自动化或改进我们目前研究游戏方式的方式?在本文中,我们回答了这些问题。我们探索技术的使用,以自动且毫不干扰地分析交互式游戏装置中的玩家行为。我们分析了玩传统标签游戏的孩子的录音,以确定改善或自动化研究玩家行为的过程的方法。从分析中获得的信息被用于设计一个交互式游乐场,该游乐场在增强标签游戏体验的同时,还支持玩家在传统标签过程中展现的游戏的物理和社交方面。这种安装称为“互动式标签游乐场”(ITP),它使用摄像机跟踪运动场中的玩家,并使用投影仪在地板上显示游戏元素。这允许玩家在游戏中自由移动。一项用户研究的结果表明,我们的互动标签版本比传统的标签游戏更有趣,更具沉浸感,同时仍允许玩家展示身体活跃的社交行为。除了作为娱乐装置之外,ITP还可以兼作游戏研究平台。 ITP自动记录玩家的位置和角色。我们使用此信息来自动测量游戏行为的两个方面,这些方面在交互式游乐场的研究中很重要:身体活动和社交互动。我们发现,从跟踪的运动员那里测得的身体活动与从心率传感器测得的运动量密切相关。我们还发现,可以使用社交线索(例如玩家之间的距离)来衡量儿童之间社交游戏行为的差异。最后,我们对标签游戏过程中角色的自动识别感兴趣,因为这可以用于发现异常行为,例如作弊或欺凌。我们的结果表明,可以在标签游戏期间自动估计玩家的角色。总之,自动跟踪玩家的能力使得可以得出有用的游戏行为信息。本文提出的工作展示了改进玩法行为研究的潜在好处和应用。具体而言,使用自动化的定量方法可以补充目前用于研究游戏的定性方法。此外,对玩家行为的自动分析可以帮助设计自适应游戏装置并提供更具吸引力的游戏体验。

著录项

  • 作者单位
  • 年度 2016
  • 总页数
  • 原文格式 PDF
  • 正文语种 und
  • 中图分类
  • 入库时间 2022-08-20 20:13:19

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号