SIGGRAPH Mercredi 10

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QUOI : Siggraph 2011

OU : Vancouver

QUAND : Mercredi 10 Août 2011

VU : Game papers 1 + Game Papers 2 + poster session + Course : Applying Color Theory to Digital Media and Visualization + Computer animation Festival : Electronic Theater

Game Papers 1 : Analyzing Player Behavior and Experience

->Voici une première présentation d’articles de recherche sur le jeu vidéo se focalisant sur l’expérience du joueur et son comportement :

-Evaluating Enjoyment Within Alternate-Reality Games

Andrew P. Macvean, School of Mathematical and Computer Science, Heriot-Watt University, Mark O. Riedly, School of Interactive Computing, Georgia Institute of Technology

“This paper on understanding enjoyment within alternate-reality games discusses the unique demands of the genre and why pre-existing enjoyment models are not applicable.”

.Pour voir l’article: http://www.cc.gatech.edu/~riedl/pubs/sandbox11.pdf

.Summary : “What can we take from traditional game literature and where does this genre demand changes in our understanding? In this paper we present out work on understanding the player experience within ARGs. We look at the existing literature on enjoyment within video games, and use this to devise a set of new criteria.Through a preliminary validation of our metric, we found that a game which scores well using our analysis is significantly more likely to be enjoyed than a game which scores relatively low. In the process, we found that some of the key components of an enjoyable traditional video game experience are not so essential when considering ARGs (Alternate Reality Games).”

Keywords: Alternative Reality Games, Pervasive Gaming, Enjoyment,Flow, Evaluation, Game Play

-Visualizing and Understanding Players’ Behavior in Video Games: Discovering Patterns and Supporting Aggregation and Comparison

Dinara Moura, Simon Fraser University-SIAT,Surrey, BC, Canada V3T 0A3dinara@sfu.ca, Magy Seif el-Nasr, Simon Fraser University-SIAT, Surrey, BC, Canada V3T 0A3, magy@sfu.ca, Christopher D. Shaw, Simon Fraser University-SIAT, Surrey, BC, Canada V3T 0A3, shaw@sfu.ca

-> Les chercheurs essayent de trouver des patterns de comportement des actions  du joueur pour réaliser une étude comparative.

“There is a growing need for procedures that can support analysis and understanding of players’ behaviors within game environments. This paper proposes a system that allows analysts to build and compare visualizations of clusters of players to better understand the causes and effects of players’ actions.”

.pour lire l’article : http://www.sfu.ca/~magy/conference/SIGGRAPH_0046_2011_dinaraFinal.pdf

Keywords: Players’ behavior, Visualizations, Visualization System

-Evaluating Gesture-Based Games With Older Adults on a Large-Screen Display

Mark Rice, Marcus Wan, Min-Hui Foo, Jamie Ng, Zynie Wai, Janell Kwok, Samuel Lee, Linda Teo; Institute for Infocomm Research

“This work reports on design and evaluation of three novel gesture-based games with healthy older adults. It describes key features in the physical and social engagement, and general usability of the games, to determine their applicability to the target audience.”

http://dl.acm.org/citation.cfm?id=2018560

-The Impact of Negative Game Reviews and User Comments on Player Experience

Ian J. Livingston, Department of Computer Science, University of Saskatchewan, Lennart E. Nackey, Department of Computer Science, University of Saskatchewan Regan L. Mandrykz, Department of Computer Science, University of Saskatchewan

-> “This study of how game reviews and user comments influence player experience found that players who read negative reviews rated the game lower than those who read either positive reviews or no reviews at all.”

http://hci.usask.ca/uploads/221-gamespapers_0031_final.pdf

Summary :  “We investigated how game reviews and user comments influence players’ affective states and experiences during game play. We found that both professional reviews and user comments (especially the negative comments) affected experience measured through game ratings, and that this effect was not mediated by changes in players’ moods. Our results are important to the game industry because of the meaningful negative effect that user and critic comments can have on individual player experience and the resulting commercial success of a game individual player experience and the resulting commercial success of a game. “

Keywords: biasing effects, games, reviews, player experience, negative affect

Game Papers 2 : Players and Game Worlds

-All in a Day’s Work: A Study of World of Warcraft NPCs Comparing Gender to Professions

Kelly Bergstrom, Victoria McArthury, Jennifer Jensonz, Tamara Peytonx; York University

“This study explores whether non-player characters within World of Warcraft reinforce stereotypical assumptions surrounding gender and work. Even though all professions are represented (albeit not equally) by male and female NPCs, there seem to be subtle hierarchies within the distribution of « work » in this gameworld.”

http://nicklalone.com/docs/wownpc.pdf

-Designing Stories: Narrative Practices in 3D Computer Games

Teun Dubbelman,Universiteit Utrecht

 “Drawing on theories from game, film, and theater studies, this paper explores two primary ways in which 3D computer games deal with stories.”

-Beyond Player Types: Gaming Achievement Goals

Carrie Heeter, Yu-Hao Lee, Michigan State University Ben Medler, Brian Magerko, Georgia Institute of Technology

 “Educational psychology studies use motivational constructs called achievement goals to predict learning success. This paper examines whether gaming achievement goals influence game play in similar ways. Gaming achievement goals could help determine whether people will play and which players are more likely to learn from educational games.”

-Modeling Play: Re-Casting Expertise in MMOGs

Nicholas Taylor, York University, Suzanne de Castell, Simon Fraser University, Jennifer Jenson, York University, Megan Humphrey, Simon Fraser University

“Studies of expertise in massively multiplayer online games (MMOGs) involve either small-scale ethnographic accounts of elite players or large-scale accounts relying on one-dimensional measures of expert play. This paper presents a quantifiable model of expertise in MMOGs that is generated through qualitative analyses of both novices and experts.”

Poster session

Présentation plus informelle des recherches étudiantes dans différentes discilplines : Animation, Art, Design, Games, Hardware, Image/Vidéo Processing, Interaction, Modeling, Rendering, Virtual Reality, Visualization

Listes complète : http://www.siggraph.org/s2011/for_attendees/complete-list-posters


 Course : Applying Color Theory to Digital Media and Visualization

Présentation par Theresa Marie Rhyne : http://web.me.com/tmrhyne/Theresa-Marie_Rhynes_Viewpoint/Blog/Blog.html

« Theresa-Marie Rhyne is a recognized expert in the field of computer-generated visualization and a consultant who specializes in applying artistic color theories to visualization and digital media. She is currently consulting for the Scientific Computing and Imaging Institute (SCII) at the University of Utah. »


Computer animation Festival : Electronic Theater

Sélection de quelques courts métrages d’animation et de making of

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