Student Game Competition

Student Game Competition

May 8, 2012 @ 14:30, Room: Ballroom D

Hit It! - An Apparatus for Upscaling Mobile HCI Studies - Student Game Competition
Contribution & Benefit: We developed a game for mobile HCI research. The game got installed over 400,000 times and served as an apparatus to conduct six successful large-scale mobile HCI studies.
Abstract » Mobile HCI studies are often conducted in a highly controlled environment and with a small convenient sample. Such common studies can have a high internal validity but often lack external validity. The findings cannot always be generalized to the behaviour of real users in real contexts. In contrast, researchers recently started to use apps as an apparatus for mobile HCI research. Publishing apps in mobile application stores enables to study large samples in their 'natural habitat'. We present the game Hit It! that has been installed 427,255 times and, more importantly, served as a tool to conduct a number of HCI studies. The amount of collected data enabled us to study users' touch behaviour, approaches to ask for consent, the best time to deploy games, and approaches for providing tactile feedback. We discuss advantages of the approach and argue that Hit It! enabled findings that would be impossible to obtain using traditional studies.
Motion Chain: A Webcam Game for Crowdsourcing Gesture Collection - Student Game Competition
Contribution & Benefit: A game with a purpose that attempts to build a corpus of useful and original videos of human motion
Abstract » This paper describes the development and preliminary design of a game with a purpose that attempts to build a corpus of useful and original videos of human motion. This content is intended for use in applications of machine learning and computer vision. The game, Motion Chain, encourages users to respond to text and video prompts by recording videos with a web camera. The game seeks to entertain not through an explicit achievement or point system but through the fun of performance and the discovery inherent in observing other players. This paper describes two specific forms of the game, Chains and Charades, and proposes future possibilities. The paper describes the phases of game design as well as implementation details then discusses an approach for evaluating the game’s effectiveness.
Herding Nerds on your Table: NerdHerder, a Mobile Augmented Reality Game - Student Game Competition
Contribution & Benefit: Presents a casual mobile game NerdHerder that involves motion-based puzzle solving. Augmented reality interfaces are integrated to support physical and spatial aspects of gameplay.
Abstract » In this paper, we introduce NerdHerder, a mobile game with an augmented reality interface. The game’s premise is that you are hired as an IT manager, and your job is to use “management skills” to get the nerd employees back to work in their cubicles. The core game mechanic relies on the physical position and movement of the handheld device in relation to the physical-digital game world. NerdHerder creatively integrates puzzle-solving and motion-based action with a mobile Augmented Reality interface. This paper introduces the system implementation, design process and design rationales of the game.
Power Defense: A Serious Game for Improving Diabetes Numeracy - Student Game Competition
Abstract » Adolescents with T1D often have poor control of their
disease. With the knowledge that the current
generation appreciates and learns more from
interactive approaches to teaching, we have developed
Power Defense, a highly interactive video game aimed
at improving one particular skill associated with
managing diabetes – numeracy. Diabetes-related
numeracy encompasses the ability to understand and
interpret results and then appropriately apply the
results to the management of diabetes. Power Defense
employs the principals of experiential learning and
includes both implicit and explicit methods for teaching
the player the necessary diabetes numeracy skills.
BombPlus- Use NFC and Orientation Sensor to Enhance User Experience - Student Game Competition
Contribution & Benefit: BombPlus is a multi-player, multi-device game that uses two novel technologies, TouchConnect and RealSense, to enhance social gaming experience for co-located players.
Abstract » We present BombPlus, a multi-player, multi-device game that uses two novel technologies to enhance social gaming experience for co-located players. First, TouchConnect uses Near Field Communication (NFC) to enable users to simply touch two mobile phones to connect and join a game. Second, RealSense uses orientation sensing to enable directional gestures to provide spatial interaction among players during the game.
Combiform: Beyond Co-attentive Play, a Combinable Social Gaming Platform - Student Game Competition
Contribution & Benefit: Combiform is a gaming console that enables players to combine their controllers, opening up a new level of collaborative and competitive experiences where body-to-body and body-to-screen interactions happen in parallel.
Abstract » Combiform is a novel digital gaming console featuring four combinable handheld controllers. It is a new and unique tangible gaming interface that stresses the importance of co-located, co-attentive social interactions among players. In particular, multiple players may freely combine and lock together their handheld game controllers, thereby creating a very flexible collective and transformable tangible interface. Combiform emphasizes social interaction through controller-to-controller contact. The platform and its 10 games introduce novel, tangible and physical co-attentive experiences that are not found in traditional co-located gaming platforms using ‘embodied’ controllers (e.g. Nintendo Wii and Microsoft Kinect). Based on observations, this new interactive technique has successfully transformed typical co-located social play experiences into a multisensory physical activity.