This document discusses game design, playtesting, and games with a purpose. It begins with introducing the speaker and their background in robotics, AI, game design, and crowdsourcing. The agenda then covers the differences between play and games, pointers to game design including key elements like players, objectives, procedures, rules, and outcomes. Games with a purpose are introduced as games that generate useful data as a byproduct of play. Examples of specific games are discussed and the process of validating gameplay through playtesting is covered. Traditional playtesting methods like observation, surveys and their issues are also outlined.
Introduction to Games with a Purpose design and PlaytestingLuca Galli
Presentation held at 6th Qualinet General Assembly to introduce the current status of research related to Games with a Purpose, with notes regarding the QoE in Gwaps
Matching Game Mechanics and Human Computation Tasks in Games with a PurposeLuca Galli
Presentation held at ACM Workshop on Serious Games at ACM Multimedia 2014 to introduce techniques that can be used to match Human Computation Tasks to Game Mechanics.
The development process of a traditional digital game is described to put the basis on which the development of GWAP can be described. The concept of Human Computation Task is provided along with the most common multimedia refinement tasks that can be found in literature and everyday scenarios. Finally game mechanics that could be matched to particular task instances are shown, along with examples. The entire process has been applied to a real Game with a Purpose scenario.
First Seminar about game design and game development: introduction to formal elements of the games, different game genres based on their mechanics and some concepts about gamification
DevLearn 2017 Play to Learn workshop slidesSharon Boller
Slides from 2017 DevLearn "Play to Learn" workshop that teaches learning game design to corporate instructional designers and training professionals. Presented by Sharon Boller, president of Bottom-Line Performance, in Las Vegas, NV on October 24, 2017. Includes a series of slides that feature a variety of game development tools, such as Construct2, Unity, Unreal, Game Salad, and Knowledge Guru.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
Introduction to Games with a Purpose design and PlaytestingLuca Galli
Presentation held at 6th Qualinet General Assembly to introduce the current status of research related to Games with a Purpose, with notes regarding the QoE in Gwaps
Matching Game Mechanics and Human Computation Tasks in Games with a PurposeLuca Galli
Presentation held at ACM Workshop on Serious Games at ACM Multimedia 2014 to introduce techniques that can be used to match Human Computation Tasks to Game Mechanics.
The development process of a traditional digital game is described to put the basis on which the development of GWAP can be described. The concept of Human Computation Task is provided along with the most common multimedia refinement tasks that can be found in literature and everyday scenarios. Finally game mechanics that could be matched to particular task instances are shown, along with examples. The entire process has been applied to a real Game with a Purpose scenario.
First Seminar about game design and game development: introduction to formal elements of the games, different game genres based on their mechanics and some concepts about gamification
DevLearn 2017 Play to Learn workshop slidesSharon Boller
Slides from 2017 DevLearn "Play to Learn" workshop that teaches learning game design to corporate instructional designers and training professionals. Presented by Sharon Boller, president of Bottom-Line Performance, in Las Vegas, NV on October 24, 2017. Includes a series of slides that feature a variety of game development tools, such as Construct2, Unity, Unreal, Game Salad, and Knowledge Guru.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
An Interative Approach to the Development and Distribution of Social CasinoGameDesire Company
This presentation will take the audience behind the scenes of social casino game development from a project management perspective. There will be specific focus on agile and lean methods in the game development environment. Ulyana will also discuss: arranging a development environment which boosts creativity, bringing multiplayer mode and social features to classic single-player games, adjusting games to suit different cultures, languages, platforms and target audiences and last; the Golden Reels experiment – how to recycle your assets and make some money.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos.
Será conducida por Christian Gascons, CEO y fundador de FrozenShard Games (http://www.frozenshard.com/), estudio con oficinas en Barcelona desde el cuál se han creado videojuegos como el Sports Quiz 2013 o World War II: TCG, y que actualmente está desarrollando su próximo lanzamiento: Castles.
PROGRAMA DETALLADO
•Presentación de Frozenshard: proyectos desarrollados (Castles vs World War II: TCG)
• Game Design: Recursos (Tamaño del equipo; Fuentes de financiación: Crowdfunding + outsourcing); Herramientas (UDK, Unity, SVN, GIMP, GDrive, etc…); La idea; La hoja de Ruta (organización, distribución de tareas, planificación…); Pre-launch (testeo, marketing, promoción, …); Post-launch (Mantenimiento y actualizaciones, cómo fidelizar a los jugadores, métricas de seguimiento, marqueting, viralidad, visibilidad, )
•El proyecto Castles
•El juego World War II: TCG
•Gameplay (cómo hacer la experiencia del juego “apasionante”)
•Metologías ágiles – Scrum: qué son; la metología Scrum; lo mejor de la metodología; en qué casos se puede usar; cómo aplicarla en equipos pequeños; reuniones; roles; documentación
Se trata de una actividad gratuita, pero en caso de estar interesado/a tienes que confirmar asistencia enviando un mensaje de correo electrónico a: informatica@eug.es
From Web to Game Development - Pietro Polsinelli - Codemotion Roma 2015Codemotion
Codemotion Roma 2015 - In the talk we present the learning path that a web site and web application developer should take to become a game developer. Some of the notions introduced will be game design, storytelling, game loops, game mechanics, game feel, physics, lightning, audio: all themes that are secondary or absent in traditional web application development but that are necessary in game development, even within the limited means of HTML5 games. Also the different approaches to browser games will be discussed, e.g. HTML5 CSS3, SVG, Canvas. A final note will be about development methodologies.
Lecture 6 - Procedural Content and Player ModelsLuke Dicken
This is the 6th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I link together the material presented in lectures 3 and 4 on profiling players and show how this can be used to good effect with Procedural Content Generation (lecture 5). I use Silent Hill : Shattered Memories as a specific example, and discuss research using Tomb Raider, and the standard Bartle Player Types.
Knowing When to Hold 'Em, When to Fold 'Em and When to Blow 'Em UpLuke Dicken
Guest presentation given to a mixed-discipline group at the University of West of Scotland Research Students Society @ UWoS 3rd March 2010.
Topics covered : High level overview of work with AI for Poker, Ms. Pac-Man and my own research on the I2 system, concluding with some of my opinions on the current state of Academic and Industrial Game AI.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
CUbRIK application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
An Interative Approach to the Development and Distribution of Social CasinoGameDesire Company
This presentation will take the audience behind the scenes of social casino game development from a project management perspective. There will be specific focus on agile and lean methods in the game development environment. Ulyana will also discuss: arranging a development environment which boosts creativity, bringing multiplayer mode and social features to classic single-player games, adjusting games to suit different cultures, languages, platforms and target audiences and last; the Golden Reels experiment – how to recycle your assets and make some money.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
How to Design Effective Learning Games: Sharon Boller and Karl KappSharon Boller
Slides used during September 2017 ATD Learn workshop facilitated by Sharon Boller & Karl Kapp: "Play to Learn: Effective Learning Game Design"
Includes numerous slides identifying DIY game creation resources, templates, tools for creating learning games.
Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos.
Será conducida por Christian Gascons, CEO y fundador de FrozenShard Games (http://www.frozenshard.com/), estudio con oficinas en Barcelona desde el cuál se han creado videojuegos como el Sports Quiz 2013 o World War II: TCG, y que actualmente está desarrollando su próximo lanzamiento: Castles.
PROGRAMA DETALLADO
•Presentación de Frozenshard: proyectos desarrollados (Castles vs World War II: TCG)
• Game Design: Recursos (Tamaño del equipo; Fuentes de financiación: Crowdfunding + outsourcing); Herramientas (UDK, Unity, SVN, GIMP, GDrive, etc…); La idea; La hoja de Ruta (organización, distribución de tareas, planificación…); Pre-launch (testeo, marketing, promoción, …); Post-launch (Mantenimiento y actualizaciones, cómo fidelizar a los jugadores, métricas de seguimiento, marqueting, viralidad, visibilidad, )
•El proyecto Castles
•El juego World War II: TCG
•Gameplay (cómo hacer la experiencia del juego “apasionante”)
•Metologías ágiles – Scrum: qué son; la metología Scrum; lo mejor de la metodología; en qué casos se puede usar; cómo aplicarla en equipos pequeños; reuniones; roles; documentación
Se trata de una actividad gratuita, pero en caso de estar interesado/a tienes que confirmar asistencia enviando un mensaje de correo electrónico a: informatica@eug.es
From Web to Game Development - Pietro Polsinelli - Codemotion Roma 2015Codemotion
Codemotion Roma 2015 - In the talk we present the learning path that a web site and web application developer should take to become a game developer. Some of the notions introduced will be game design, storytelling, game loops, game mechanics, game feel, physics, lightning, audio: all themes that are secondary or absent in traditional web application development but that are necessary in game development, even within the limited means of HTML5 games. Also the different approaches to browser games will be discussed, e.g. HTML5 CSS3, SVG, Canvas. A final note will be about development methodologies.
Lecture 6 - Procedural Content and Player ModelsLuke Dicken
This is the 6th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I link together the material presented in lectures 3 and 4 on profiling players and show how this can be used to good effect with Procedural Content Generation (lecture 5). I use Silent Hill : Shattered Memories as a specific example, and discuss research using Tomb Raider, and the standard Bartle Player Types.
Knowing When to Hold 'Em, When to Fold 'Em and When to Blow 'Em UpLuke Dicken
Guest presentation given to a mixed-discipline group at the University of West of Scotland Research Students Society @ UWoS 3rd March 2010.
Topics covered : High level overview of work with AI for Poker, Ms. Pac-Man and my own research on the I2 system, concluding with some of my opinions on the current state of Academic and Industrial Game AI.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
CUbRIK application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
The CUbRIK Social Graph Visual Interface. A component developed to represent dependencies of a given person in a given context, by analysing the co-occurrencies of person entities in photographs.
CUbRIK Research at CIKM 2012: Efficient Jaccard-based Diversity Analysis of L...CUbRIK Project
Presentation at CIKM 2013 of the CUbRIK research paper: "Efficient Jaccard-based Diversity Analysis of Large
Document Collections" authored by Fan Deng, Stefan Siersdorfer and Sergej Zerr of L3S Research Center, partner of the CUbRIK Consortium.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
CUbRIK tutorial at ICWE 2013: part 1 Introduction to Human ComputationCUbRIK Project
2013, July 8
Part 1 of the tutorial illustrated at ICWE 2013, by Alessandro Bozzon (Delft University of Technology)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
Presentation made at INSPIRE 2013, in the Semantics session, by Feroz Farazi, of University of Trento.
The research leading to these results has received funding from the CUbRIK Collaborative Project, partially funded by the European Commission's 7th Framework ICT
Programme for Research and Technological Development under the Grant agreement no. 287704.
Exploiting User Generated Content for Mountain Peak DetectionCUbRIK Project
CUbRIK research used for the classification of mountain panoramas from user-generated photographs followed by identification and extraction of mountain peaks from those panoramas.
CUbRIK presented during the Poster session of the Workshop „Mehr Personen – Mehr Daten – Mehr Repositorien“ ("More poeple - more data - more repositories") - 4-6 March in Berlin, at Brandenburg Academy of Sciences
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
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Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
DevOps and Testing slides at DASA ConnectKari Kakkonen
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Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
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Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
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Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
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2. ABOUT MYSELF
LUCA GALLI
Ph.D. Student - Politecnico di Milano
http://www.lucagalli.me
lgalli@elet.polimi.it
• RESEARCH BACKGROUND AND INTERESTS
6th Qualinet General Meeting
2
• Robotics & AI
• Game Design
• Crowdsourcing and Human Computation
4. AGENDA
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• Play vs Games
• Pointers to Game Design
• Introduction to Games with a
Purpose
• Gameplay validation through
playtesting
• A Classic Example: Big Rigs
7. WHAT IS PLAY?
Autonomy: play is a voluntary activity.
Safety: during play there are radically reduced serious
consequences in what we do
Exploration: the possibility to experiment and try out new
things
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Mastery: the will to improve one’s own skills
8. GAMES VS PLAY
Games are distinguished from play
– Play is free-form
– Games are rule-based
A game is a closed, formal system that
· Engages players in structured conflict and
· Resolves its uncertainty in an unequal
outcome.
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Fullerton, T.; Swain, C. & Hoffman, S.
Game Design Workshop: A playcentric approach
to creating innovative games, 2008
13. Turn based boardgame vs Real time action shooter
Handmade physical board vs Personal Computer
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Public domain rules vs Copyrighted
16. OBJECTIVES: EXAMPLES
Solution: solve a problem or puzzle before (or
more accurately) than the competition or
following certain constraints
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Professor Layton and the
Miracle Mask, Level-5, 2011
16
Connect Four, Milton Bradley,
1974
18. 3 – PROCEDURES: EXAMPLE
Starting action: Choose a player
to go first. Each player chooses a color:
red or yellow.
Progression of action: On each
turn, a player drops one colored
checker down any of the slots in
the top of the grid.
until one of the players gets four
checkers of one color in a row. The row
can be horizontal, vertical, or diagonal.
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Connect Four
18
Resolving actions: The play alternates
19. 4 - RULES
• Define Objects
• Restrict Actions
• Determine Effects (ECA rules)
Chess: A player cannot move her king into check.
Poker: A straight is five consecutively ranked
cards; a straight flush is five consecutively ranked
cards of the same suit.
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WarCraft II: To create knight units, a player must have
upgraded to a keep and built a stable.
20. 5 – RESOURCES: EXAMPLE
Time
Points
Card
6th Qualinet General Meeting Hunter, Blue Manchu Pty Ltd, TBR
20
Actions
22. GAMES WITH A PURPOSE
Games with a Purpose (GWAPs) are digital games that generate
useful data as a by-product of play. [vA06,LvA09]
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The design of a GWAP requires to create a game so that its
structure encourages computation, correctness of the output and
players retention.
26. CASE STUDY: FASHION TREND MINING
Problem statement: segment fashion images for mining trends based
on visual features of garments (e.g. color and texture)
Color
descriptors
Texture
descriptors
coarse
(sub-)image
similarity
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Use case: identifying trends in collections of images of people
and garments
Applications: retrieving similar garments, inspect clothing trends
in image collections, analyzing trends change in the years
27. THE FASHION TREND MINING PIPELINE
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Male, 24 Female, 22Female?, ??
28. REQUIREMENTS SPECIFICATION
Input Objects: A fashion image, an optional
tag defining the garment to identify.
Task Description: Recognize if a particular
garment is present within a picture or define a
new one and outline its contours.
Aggregation Strategy: assign a value of 0 to
each pixel outside the contour and 1 to each
pixel contained within the contour, sum all the
contribution and apply a threshold based on the
number of players.
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Output Data: For each submitted task the game
has to provide the contour of the garment within
the image (Polyline) and a tag defining the
garment that has been segmented
29. SKETCHNESS
Solution Mechanics:
Pattern Recognition
Established genre:
Draw and Guess
Inversion Problem Mechanic
PLAYERS:Number >=2
Multilateral Competition
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Two different roles:
Sketcher: has to draw the contours
of the stated garment
Guesser: has to guess the garment
drawn by the sketcher
30. PLAYER ROLE: SKETCHER
●
●
●
The only player to see the
low confidence image
“May” be asked to provide a
tag for the image
Is asked to draw the contour
of the object for which the Tag of the
tag is provided within the
target
allotted time
object
Goal of the Sketcher is to
let the other players guess
the tag within a time slot
without providing
any other hints than the
contour
6th Qualinet General Meeting
Low
Confidence
Image
Contour
provided
by the user
30
●
31. PLAYER ROLE: GUESSER
●
●
●
Any other player in the game
His/Her goal is to guess the
object for which the Sketcher
has provided the contour
Not allowed to draw on the
whiteboard, just to type
in the chat box the probable
answer as fast as possible
Scoring:
●
●
Sketcher: 10 pts + 1 for each guesser
Contour of the garment
provided by the Sketcher
Guesser: 10 pts to the first, then
decreasing down to five
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●
33. RESULTS:
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Sketchness Aggregator
Kota Yamaguchi, M Hadi Kiapour, Luis E
Ortiz, Tamara L Berg, "Parsing Clothing in
Fashion Photographs", CVPR 2012
34. TASK TO GAME
MECHANICS MATCHING
Does a game with game
mechanics similar to the task
exist?
If so, integrate the task within
the existing game
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If not, a custom game with
custom game mechanics has to
be implemented...
35. HOW TO EVALUATE A GAME?
The Goal is a fun game…
… but also to solve a task!
Game designs are hypotheses
Playtests are experiments
Evaluate designs off playtest results
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Repeat
37. HOW TO IMPROVE GAME
DESIGN
We want to make informed decisions:
• Get data early, get data often
• Iterate constantly
• We don’t know what’s best (players do)
• Create a feedback loop between design and
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playtest
41. TRADITIONAL METHODS
ISSUES
Artificial gameplay sessions
– Many potential biases
– Distorted data (interpreted behavior)
– Lack of empiricism
– Missing elements of objectivity
– Sometimes difficult to establish emotions,
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baselines, and independence
45. A CLASSIC EXAMPLE:
Just how bad is Big Rigs:
Over the Road Racing?
It's as bad as your
mind will allow you to
comprehend.
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http://www.youtube.com/watch?v=7f3HDsg
LV68
46. CONCLUSIONS
•Play is a universal need
•Games and videogames are entertaining and
controlled means to satisfy it
•We can exploit players to accomplish astonishing
results...
•...if we design a good and tailored gaming experience
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•Technological improvements cannot fix a gameplay
mined by bad design choices
47. THE CUBRIK PROJECT
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CUbRIK is a research project
financed by the European Union
Goals:
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Advance the architecture of
multimedia search
Exploit the human
contribution in multimedia
search
Use open-source
components provided by
the community
Start up a search business
ecosystem
http://www.cubrikproject.eu/
6th Qualinet General Meeting
47
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Editor's Notes
Norbert Rosing German Photographer
the polar bear returned every night that week to play with the huskys
“Adult play”
Mancala is not one game, but a family of pit-and-pebble games. Play involves scooping up pebbles from a pit and sowing the pebbles, one at a time, into the other pits. These games were probably created in Africa hundreds (if not thousands) of years ago.A "standard" Mancala board is composed of six pits on each side of the board, and a larger scoring pit on each side. Two players sit across from each other over the board. The large scoring pit to each player's right is "her" scoring pit.
One is turn based boardgame, the other is a real time action shooterOne requires a personal computer the other requires a handmade board and some stonesOne is copyrighted and the other has public domain rulesBut...Spettro e caratteristiche differenti, ma di fondo hanno parecchi elementi in comune, quelli elencati dopo, che permettono di rappresentare un gioco.
Number of playrsRoles of the playersInteractions among players
Objectives: specific goals for the player to accomplish
Procedures: actions or methods of play allowed by the rules, they guide player behaviors and interaction with the game.E.G. Walk, run, swim, shot, pick up power ups.Who does what, where and how. Usually they are defined as:Starting actionProgression of ActionSpecial actionResolving action
Rules: describe what the objects in the game consists of and clarifies what happens in various situations that might arise, limit players behavior and proscribe reactive events. The rules may be respected by an implicit agreement of the player or by the underlying code of the game in case of digital games.
http://www.cardhunter.com/
Outcome: the outcome of the game (if present) is uncertain, since it is not possible to predict the results ahead.If an outcome can be obtained it has to be quantifiable with respect to the defined goals.It is different than the objective since all the player can reach the same objective
Games with a purpose exploit gamers’ time to perform useful tasks where human judgment is necessaryCombinatorial optimization tasks judging the quality of motion, a sound, or an imageutilizing human interaction with the physical environment to solve real world problems
Il messaggio è che, nonostante sia solo un gioco, i giocatori sono stati in grado di organizzarsi in maniera complessa e coordinata in gruppi numerosi per poter raggiungere l'obiettivo di coprire una zona grande come l'australia.
Before even thinking about a gwap, it is necessary to define a task. Without a task to be solved, a Gwap would just be a normal game, we want to solve a problem and we will show how it can be done. The requirement specification phase involves the collection of the information necessary for the definition of a task, a unit of work performed by human worker in the process of solving computational problems that cannot be resolved by AI. Cropping the silhouette of the models in a picture, recognizing and identifying the people contained in a set of images, collecting labeled data for training are examples of what a task involving user of a GWAP may look like.So far the GWAPS that have been proposed have never had a complex flow control (fresh results or improvements over the previous results of other players) and the tasks to be performed are considered already as monolithic microtasks.
“Typical” playtest Watch people play the game Observe their gameplay/behavior Simulate at‐home experiencePresence of observers can bias results– Salient event can slant interpretation– Behavior requires interpretation
People describe their actions as they play Unprompted and uncorrectedInterfere with gameplay/create an artificialexperience/distracting– Inaccurate and biased
Record of gameplay behaviors Deaths, level times, friendly fire, … Objective measurements Aggregate perspective Quantify behavior Opportunity for analyses T‐tests Regressions
Objective notions of player behavior+ See global trends+ Readily enables comparisons, baselineestablishment, and metric creation+ Track changes over time– Averages hide extreme examples– Miss nuance (lacking context)– Requires rigor– Can see ‘illusory’ patterns
More objective measurements of player state+ Quantifiable emotional response+ Analysis/comparison metrics– Expensive– Intrusive– Artificial experience– Requires experimental control