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Boyan Bontchev
Prof. at FMI, Sofia University
Marie Curie Fellow at Brainstorm Multimedia, Spain
FMI, Sofia University, Fe...
• Funded under PEOPLE MARIE CURIE ACTIONS as an Intra-
European Fellowship (IEF), Call: FP7-PEOPLE-2013-IEF
• Aims at inve...
ADAPTIMES conceptual mind map
Psycho-emotional status and playing style
Imagine a maze as an educational game.
Intro
Cell1 Cell2
Cell3 Cell4
CellN
Cell5
Customizable video games for education
Now imagine 3D rooms instead 2D cells.
Intro
Room1 Room2
Room3 Room4
RoomN
Room5
Educational
textual
content …
forms &
tex...
Points =
So player moves from room to room but not for free.
Intro
Room1 Room2
Room3 Room4
RoomN
Room5
Educational
textual...
Points =
When Points = 0, what next? Game over?
Intro
Room1 Room2
Room3 Room4
RoomN
Room5
Educational
textual
content …
0 ...
Architecture of the current implementation
Maze Editor
Transitions table
Property Editor
Titles …
Texts …
Graphics …
Pytho...
Graphic tool (instead
by script) for custom
maze construction…
Instead by the current script-based editor of the maze…
…by...
The 3D maze alternates light and dark rooms, where
• 3D maze created and customized only by editing
text files (no program...
The Pro-Effect Game
See http://www.brainstorm.es/products/estudio/
• Developed by the Brainstorm eStudio
In the entrance room player starts with 100 points
For passing to the next room, player pays by points.
Next room is about Causation.
In one of the next room (about effectuation principles)
Let choose the first option -
In this game, player has to match some
Next, in Zoom ordering game, players have to
In both the mini-games, players have to explore
• Develop 3D spatial thinking and skills
• Enhance context-dependent think...
• 3D graphics
– Rooms/flats/caves/…
– Small interior objects
– Gateways
• Graphic tool for:
– Maze construction
– Maze cus...
Next step – player-centric adaptation
Source: http://psi.cse.tamu.edu/portfolio_item/biofeedback-games-2/
Why player-based adapted?
• Use of unobtrusive, accurate and robust HW devices
for measuring physiological signals
• Immer...
What can be adapted?
• Game mechanics (rules, actions, data structures…)
• Game dynamics (run-time behavior of the
mechani...
What can be used as a base for player-centric
adaptation?
• Player performance
– Assessment of tests, choices, quest and t...
What can be used as a base for player-centric adaptation?
• Player physiological bio-signals & parameters/affective state
...
How to?
• Visual and audible effects introduced to the game
when particular EDA and HR signal threshold
combinations are m...
Game adaptation
Indicators
(via sensors)
Temperature
Heart Rhythm
GSR
ECG
Eye tracking
…
Change
Templates
& Correla-
tions...
• Lack of cheep integrated devices
• Data synchronization
Problems of biofeedback adaptation
Image: http://www.cooking-hac...
• Data processing – signal/noise, curation
• Psychological interpretation – how to
react/adapt?
• Adaptation analysis
• Ma...
• https://www.youtube.com/watch?v=jdbKhRDwXWo
YouTube video
Video track of game play with the Pro-Effect game
• Questions and
• Proposals?
Thank you for your attention!
http://adaptimes.eu/
e-mail:bbontchev@gmail.com
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Video Games for Education by ADAPTIMES (ADAPTIve player-centric serious video gaMES)

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Video Games for Entrepreneurship Education developed within the ADAPTIMES (ADAPTIve player-centric serious video gaMES) project

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Video Games for Education by ADAPTIMES (ADAPTIve player-centric serious video gaMES)

  1. 1. Boyan Bontchev Prof. at FMI, Sofia University Marie Curie Fellow at Brainstorm Multimedia, Spain FMI, Sofia University, February 24-25, 2015 Video Games for Education by ADAPTIMES (ADAPTIve player-centric serious video gaMES)
  2. 2. • Funded under PEOPLE MARIE CURIE ACTIONS as an Intra- European Fellowship (IEF), Call: FP7-PEOPLE-2013-IEF • Aims at investigating how cognitive abilities, psycho-emotional processes and playing styles can be used for realization of efficient player-centric adaptivity in serious games for entrepreneurship education • Hosting organization: Brainstorm Multimedia S.L. , Spain • Duration: August 2014 – July 2016 ADAPTIMES (ADAPTIve player-centric serious video gaMES) Research findings will address behavioral patterns,
  3. 3. ADAPTIMES conceptual mind map Psycho-emotional status and playing style
  4. 4. Imagine a maze as an educational game. Intro Cell1 Cell2 Cell3 Cell4 CellN Cell5 Customizable video games for education
  5. 5. Now imagine 3D rooms instead 2D cells. Intro Room1 Room2 Room3 Room4 RoomN Room5 Educational textual content … forms & textures forms & textures forms & textures forms & textures forms & textures forms & textures Educational textual content … Educational textual content … Educational textual content … Educational textual content … Educational textual content … Educational textual content …
  6. 6. Points = So player moves from room to room but not for free. Intro Room1 Room2 Room3 Room4 RoomN Room5 Educational textual content … 1008060
  7. 7. Points = When Points = 0, what next? Game over? Intro Room1 Room2 Room3 Room4 RoomN Room5 Educational textual content … 0 ? 3D Zoom 3D Match 3D Puzzle
  8. 8. Architecture of the current implementation Maze Editor Transitions table Property Editor Titles … Texts … Graphics … Python Scripts Brainstorm API 3D Maze Game Engine Brainstorm Run Time Environment Mini-Games GUI Front- End
  9. 9. Graphic tool (instead by script) for custom maze construction… Instead by the current script-based editor of the maze… …by the teachers Property Metadata Maze Editor Graph Editor > Property Editor Titles … Texts … Graphics …
  10. 10. The 3D maze alternates light and dark rooms, where • 3D maze created and customized only by editing text files (no programming experience needed) • Customizable player help for each room • Educational texts and graphics from papers about Effectuation theory (http://effectuation.org/) • 3D mini-games for earning points – 3D matching game with entrepreneurial concepts – 3D ordering zoom game (pictures by Istvan Banyai) Pro-Effect - entrepreneurship education video game
  11. 11. The Pro-Effect Game See http://www.brainstorm.es/products/estudio/ • Developed by the Brainstorm eStudio
  12. 12. In the entrance room player starts with 100 points
  13. 13. For passing to the next room, player pays by points.
  14. 14. Next room is about Causation.
  15. 15. In one of the next room (about effectuation principles)
  16. 16. Let choose the first option -
  17. 17. In this game, player has to match some
  18. 18. Next, in Zoom ordering game, players have to
  19. 19. In both the mini-games, players have to explore • Develop 3D spatial thinking and skills • Enhance context-dependent thinking • Provides additional learning content • Can be used for self-testing • Have dynamic game play and make fun • Can be used as a base for ADAPTATION Benefits of mini-games
  20. 20. • 3D graphics – Rooms/flats/caves/… – Small interior objects – Gateways • Graphic tool for: – Maze construction – Maze customization – (Game rules) • N-to-1 matching games • Mini-games customization • 3D puzzle as a creation mini-game • Adaptation Possible enhancements All the game enhancements
  21. 21. Next step – player-centric adaptation Source: http://psi.cse.tamu.edu/portfolio_item/biofeedback-games-2/
  22. 22. Why player-based adapted? • Use of unobtrusive, accurate and robust HW devices for measuring physiological signals • Immersive games • Affective gaming • Player’s boredom detection • Greater player’s satisfaction • Efficient game-based learning • … Adaptive video games – goal of player-based adaptation? To be challenged as a next step in ADAPTIMES.
  23. 23. What can be adapted? • Game mechanics (rules, actions, data structures…) • Game dynamics (run-time behavior of the mechanics) • Game aesthetics (emotional responses evoked in the player) • Game content (texts & graphics) Adaptive video games – subjects of player-based adaptation? This is an educational game with simple mechanics,
  24. 24. What can be used as a base for player-centric adaptation? • Player performance – Assessment of tests, choices, quest and tasks – Quizzes • Playing styles • Player’s behavior - actions and motor skills – Mouse, keyboard or joystick input (clicks) – Eye tracking – Biofeedback - gestures & postures tracking, temperature, ….. Adaptive video games – base of player-based adaptation? 1/2 In last decades, player’s behavior is a proven base
  25. 25. What can be used as a base for player-centric adaptation? • Player physiological bio-signals & parameters/affective state (to differentiate discrete emotions, e.g. anger, joy, sadness, etc.): – Electro-Dermal Activity (EDA) – referred as Galvanic Skin Response (GSR), Skin Conductance Response (SCR) or Psycho Galvanic Reflex (PGR) – Heart Rate (HR), Heart Sound (HS), Heart Rate Variability (HRV) and Blood Volume Pulse (BVP) – Electrocardiogram (ECG) – Electromyography (EMG), electroencephalography (EEG), functional magnetic resonance imaging (fMRI), … - much more expensive Adaptive video games – base of player-based adaptation? 2/2 Most probably, two or three bio-signals will be enough
  26. 26. How to? • Visual and audible effects introduced to the game when particular EDA and HR signal threshold combinations are met (like in modified Half Life 2, by Dekker & Champion) • Adaptation of player dynamic – speed (linear & radial), acceleration, show time, focus (based on eye tracking) • Pattern recognition and machine learning methodologies for reliable emotion recognition – after analysis of adaptation’s effects • … Adaptive video games – ways for player-based adaptation? We could start first by signals’ threshold adaptation
  27. 27. Game adaptation Indicators (via sensors) Temperature Heart Rhythm GSR ECG Eye tracking … Change Templates & Correla- tions Changed Param’s Time Velocity Acceleration Size Luminosity Contrast … RT Explicit Player Feedback Via Usability & Adaptation Panel Analysis Change Visuali- zation
  28. 28. • Lack of cheep integrated devices • Data synchronization Problems of biofeedback adaptation Image: http://www.cooking-hacks.com/
  29. 29. • Data processing – signal/noise, curation • Psychological interpretation – how to react/adapt? • Adaptation analysis • Machine learning • Re-develop the game by Unity 3D • NPC’s and agents Other problems and needs Image: http://www.cooking-hacks.com/
  30. 30. • https://www.youtube.com/watch?v=jdbKhRDwXWo YouTube video Video track of game play with the Pro-Effect game
  31. 31. • Questions and • Proposals? Thank you for your attention! http://adaptimes.eu/ e-mail:bbontchev@gmail.com

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