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.
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
This document summarizes a student project titled "Rival Assassins", which is developing an action-adventure 3D platforming video game. The game uses physics to govern in-game objects and characters. Players guide the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. Tools being used include Unity and 3DS Max. Challenges include limitations of free assets and hardware. Reviews praise the game's atmosphere, puzzles, and art direction.
This document summarizes a student project proposing the development of a 3D action-adventure and platforming video game called "Rival Assassins". It would incorporate physics to govern in-game objects and characters. The player guides the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. The document outlines the game's concept, technical details, implementation plan, and addresses challenges like limiting violence and social isolation.
Presentatie van Henk Herman Nap, senior adviseur eHealth bij Vilans, op het internationale congres voor gerontechnologie in Nice, Frankrijk - september 2016.
Gamification and GBL Presentation to UnitecPaul Pivec
The document discusses game-based learning and the potential of digital games for education. It summarizes several related studies that found games can develop skills and motivate learning when designed appropriately. However, teachers need support in choosing games and integrating them into lessons. The document proposes resources and training to help teachers understand how games can supplement traditional teaching and promote quality learning.
Conference: Learn, teach and play in 3D virtual worlds
City University London, 18/03/09
presentation by Jim Ang
Centre for HCI Design
City University London
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
This document summarizes a student project titled "Rival Assassins", which is developing an action-adventure 3D platforming video game. The game uses physics to govern in-game objects and characters. Players guide the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. Tools being used include Unity and 3DS Max. Challenges include limitations of free assets and hardware. Reviews praise the game's atmosphere, puzzles, and art direction.
This document summarizes a student project proposing the development of a 3D action-adventure and platforming video game called "Rival Assassins". It would incorporate physics to govern in-game objects and characters. The player guides the protagonist through dangerous environments, focusing on exploration, puzzles, and avoiding enemies rather than direct combat. The document outlines the game's concept, technical details, implementation plan, and addresses challenges like limiting violence and social isolation.
Presentatie van Henk Herman Nap, senior adviseur eHealth bij Vilans, op het internationale congres voor gerontechnologie in Nice, Frankrijk - september 2016.
Gamification and GBL Presentation to UnitecPaul Pivec
The document discusses game-based learning and the potential of digital games for education. It summarizes several related studies that found games can develop skills and motivate learning when designed appropriately. However, teachers need support in choosing games and integrating them into lessons. The document proposes resources and training to help teachers understand how games can supplement traditional teaching and promote quality learning.
Conference: Learn, teach and play in 3D virtual worlds
City University London, 18/03/09
presentation by Jim Ang
Centre for HCI Design
City University London
The document summarizes Jeff Johannigman's presentation on immersive learning simulations. It discusses how terms like "games" and "fun" can be barriers for corporate adoption, and promotes using the term "immersive learning simulations" instead. It also outlines various types of learning games and the key ingredients of an effective game, including interactivity, game mechanics, balanced challenge, feedback, and resource management.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
This document discusses developing video games for mental health. It notes that over 450 million people worldwide suffer from mental illness. Video games are increasingly popular with over 2 billion active gamers and generate over $100 billion annually. The document proposes researching how to utilize video games for mental health, including empathy games to raise awareness and therapeutic games/gamification to help those suffering. It outlines several research questions and discusses various existing video games related to mental health. The proposed research methodology would include literature reviews, data collection, game development using an agile process, and evaluating outcomes. The goal is to better understand how to accurately portray mental illness in games and foster empathy while also exploring the psychological benefits of games and designing games for therapeutic purposes.
A Short Presentation about the opportunity and current landscape for games about walking given at Out & About III: Mobile Serious Games, a Games for Health Pre-Conference held on June 12, 2012.
Unity in the Classroom for Creating VR Sims and EdugamesSeriousGamesAssoc
David Renton, Upper School Computer Science Teacher / Technology Integrator | Porter-Gaud School
Unity in the Classroom for Creating VR Sims and Edugames
The session will cover how Unity and C# can be used in the classroom to teach coding and digital design via the creation of games (including edugames) and Virtual Reality simulations. The presenter will share how he has used it in the past 2 years in the classroom and give examples of student work. He will also go over the hardware and software requirements, including how he has used the cheaper Mixed Reality headsets, from Microsoft partners such as HP and Lenovo, to develop for SteamVR, meaning the VR simulations will also run on HTC Vive. He will also have at least one Mixed Reality headset with him so that attendees can try out some of the student developed VR simulations at the end.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Eco Home is a social strategy simulation game where the goal is to create the most efficient home, with the less ecological footprint keeping the inhabitants satisfied. To achieve this the player has to balance the energy consumption and waste generation with the overall happiness of the inhabitants.
Labyrinths and Lecturers: Material Gaming (Guest Lecture for COM 537: Gaming ...Jameson Hogan
"COM 537 aims to provide graduate students with the theoretical, professional and practical tools to make sense of these transformations ‘in play’, by exploring the dialogic and co-constitutive relationship between digital games and the social networks they give rise to and support."
Presentation on Games for Learning at the Media and Learning conference, Brussels, 21. 11. 2014
Presentation is looking into COTS and applied games for learning in schools. Second area is exploring several games for vocational sector - improving project management skills, sport trainer skills and reduction of waste management and energy consumption. Presentation ends with two examples of interdisciplinary learning and fostering potential of young creative people focusing on creating applied games.
The document discusses the importance of user experience (UX) design skills in the 21st century. It argues that the ability to organize and present information and create valuable experiences for others will be crucial. While communication tools and mediums may change, the underlying design process remains similar. The intersection of issues like information overload can be addressed through information interaction design, which involves understanding how to effectively structure and convey information across different mediums. Algorithms will become an increasingly important design material for UX designers to consider as they can unintentionally encode biases or priorities that negatively impact users. Examining algorithms and their impacts will be necessary to ensure user needs and values are met.
The document outlines the program for a workshop on gamification and cultural heritage. It will run from 8:30am to 12:30pm and include introductions, an overview of games and gamification, a discussion of technologies and prototyping methods, idea generation in groups, a short break, team selection, and working on game prototypes or describing how digital heritage simulations could be gamified. Presentations of the prototypes or suggestions will conclude the workshop at 12:30pm.
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Hsiao Wei (Michelle) Chen is pursuing a PhD to research how to develop video games about mental health using a Participatory Action Research methodology. She will work with people with lived experience of mental illness, mental health professionals, and video game developers. The research aims to create video games that promote mental health awareness and reduce stigma, not for therapeutic purposes. Game jams will be conducted online in phases of storytelling, ideation, development, and release. The timeline spans from 2020 to 2022.
Play to Learn : Keynote by Professor Maja PivecPaul Pivec
1. The document discusses the potential for game-based learning and addresses both benefits and challenges. It references several studies that found games can develop skills but teachers need support integrating them.
2. It describes a game design summer school that teaches students about educational game design. Lectures cover design concepts while practical sessions have students work in groups.
3. The document advocates for resources like Level Up for Teachers to help educators learn how to choose games, implement them, and assess learning outcomes, in order to better utilize games for learning.
Facilitating Service Interactions with Design Games - Hatami, MattelmäkiServDes
This document discusses how design games can facilitate interactions between service providers and users in coaching services. It presents two games developed to enhance interactions between youth and their coaches. The games were tested in sessions and helped create a safe environment where youth could openly discuss issues. They also allowed coaches and youth to systematically explore the youth's lives in a holistic manner. Key differences in facilitating co-design during use versus before use include that the actual users participate to improve their own situations rather than imagine others', and professionals guide the process using their expertise in the users.
Desktop game
SGSCC (Serious Games for Social & Creativity Competence) project organised a dedicated workshop “Social competences & creativity as a stepping stone towards personal growth, social development and employability” on 17 December 2014 in Brussels, Belgium at VLEVA premises, focusing on the importance of social skills and creativity for people with disabilities which is fundamental to both social integration and professional self-realisation.
http://games4competence.eu/
The SGSCC (Serious Games for Social & Creativity Competencies – 531134-LLP-1-2012-1-BG-KA3-KA3MP) project has been partially funded under the Lifelong Learning program. This web site reflects the views only of the author(s), and the Commission cannot be held responsible for any use which may be made of the information contained therein.
This document describes an interactive installation project called "Tudung Botol Multi Touch Screen Table" that aims to promote traditional Malaysian games. It involves an interactive multi-touch screen table where users can play an old traditional game called "Tudung Botol" using hand gestures. A survey showed most people agree that traditional games are becoming extinct due to less exposure and popularity of modern games. The project aims to help prevent traditional games from being forgotten by younger generations by bringing an old game into a new interactive media format.
The Business Case for Game Based LearningKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-Learning developers, and instructional designers in the past few years.
While many companies are beginning to explore ways to use games for learning, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change as a result of playing a game? What elements of games can learning designers borrow from game designers?
Creating engaging learning using game elements requires matching instructional content with the right game mechanics.
Matching Game Mechanics and Human Computation Tasks in Games with a PurposeCUbRIK Project
The document discusses using game mechanics to design Games with a Purpose (GWAPs) to solve human computation tasks, outlines a development process for GWAPs including defining the task and matching it to appropriate game mechanics, and provides an example of using line drawing mechanics to segment fashion images and identify trends.
The document summarizes Jeff Johannigman's presentation on immersive learning simulations. It discusses how terms like "games" and "fun" can be barriers for corporate adoption, and promotes using the term "immersive learning simulations" instead. It also outlines various types of learning games and the key ingredients of an effective game, including interactivity, game mechanics, balanced challenge, feedback, and resource management.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
This document discusses developing video games for mental health. It notes that over 450 million people worldwide suffer from mental illness. Video games are increasingly popular with over 2 billion active gamers and generate over $100 billion annually. The document proposes researching how to utilize video games for mental health, including empathy games to raise awareness and therapeutic games/gamification to help those suffering. It outlines several research questions and discusses various existing video games related to mental health. The proposed research methodology would include literature reviews, data collection, game development using an agile process, and evaluating outcomes. The goal is to better understand how to accurately portray mental illness in games and foster empathy while also exploring the psychological benefits of games and designing games for therapeutic purposes.
A Short Presentation about the opportunity and current landscape for games about walking given at Out & About III: Mobile Serious Games, a Games for Health Pre-Conference held on June 12, 2012.
Unity in the Classroom for Creating VR Sims and EdugamesSeriousGamesAssoc
David Renton, Upper School Computer Science Teacher / Technology Integrator | Porter-Gaud School
Unity in the Classroom for Creating VR Sims and Edugames
The session will cover how Unity and C# can be used in the classroom to teach coding and digital design via the creation of games (including edugames) and Virtual Reality simulations. The presenter will share how he has used it in the past 2 years in the classroom and give examples of student work. He will also go over the hardware and software requirements, including how he has used the cheaper Mixed Reality headsets, from Microsoft partners such as HP and Lenovo, to develop for SteamVR, meaning the VR simulations will also run on HTC Vive. He will also have at least one Mixed Reality headset with him so that attendees can try out some of the student developed VR simulations at the end.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
Eco Home is a social strategy simulation game where the goal is to create the most efficient home, with the less ecological footprint keeping the inhabitants satisfied. To achieve this the player has to balance the energy consumption and waste generation with the overall happiness of the inhabitants.
Labyrinths and Lecturers: Material Gaming (Guest Lecture for COM 537: Gaming ...Jameson Hogan
"COM 537 aims to provide graduate students with the theoretical, professional and practical tools to make sense of these transformations ‘in play’, by exploring the dialogic and co-constitutive relationship between digital games and the social networks they give rise to and support."
Presentation on Games for Learning at the Media and Learning conference, Brussels, 21. 11. 2014
Presentation is looking into COTS and applied games for learning in schools. Second area is exploring several games for vocational sector - improving project management skills, sport trainer skills and reduction of waste management and energy consumption. Presentation ends with two examples of interdisciplinary learning and fostering potential of young creative people focusing on creating applied games.
The document discusses the importance of user experience (UX) design skills in the 21st century. It argues that the ability to organize and present information and create valuable experiences for others will be crucial. While communication tools and mediums may change, the underlying design process remains similar. The intersection of issues like information overload can be addressed through information interaction design, which involves understanding how to effectively structure and convey information across different mediums. Algorithms will become an increasingly important design material for UX designers to consider as they can unintentionally encode biases or priorities that negatively impact users. Examining algorithms and their impacts will be necessary to ensure user needs and values are met.
The document outlines the program for a workshop on gamification and cultural heritage. It will run from 8:30am to 12:30pm and include introductions, an overview of games and gamification, a discussion of technologies and prototyping methods, idea generation in groups, a short break, team selection, and working on game prototypes or describing how digital heritage simulations could be gamified. Presentations of the prototypes or suggestions will conclude the workshop at 12:30pm.
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Hsiao Wei (Michelle) Chen is pursuing a PhD to research how to develop video games about mental health using a Participatory Action Research methodology. She will work with people with lived experience of mental illness, mental health professionals, and video game developers. The research aims to create video games that promote mental health awareness and reduce stigma, not for therapeutic purposes. Game jams will be conducted online in phases of storytelling, ideation, development, and release. The timeline spans from 2020 to 2022.
Play to Learn : Keynote by Professor Maja PivecPaul Pivec
1. The document discusses the potential for game-based learning and addresses both benefits and challenges. It references several studies that found games can develop skills but teachers need support integrating them.
2. It describes a game design summer school that teaches students about educational game design. Lectures cover design concepts while practical sessions have students work in groups.
3. The document advocates for resources like Level Up for Teachers to help educators learn how to choose games, implement them, and assess learning outcomes, in order to better utilize games for learning.
Facilitating Service Interactions with Design Games - Hatami, MattelmäkiServDes
This document discusses how design games can facilitate interactions between service providers and users in coaching services. It presents two games developed to enhance interactions between youth and their coaches. The games were tested in sessions and helped create a safe environment where youth could openly discuss issues. They also allowed coaches and youth to systematically explore the youth's lives in a holistic manner. Key differences in facilitating co-design during use versus before use include that the actual users participate to improve their own situations rather than imagine others', and professionals guide the process using their expertise in the users.
Desktop game
SGSCC (Serious Games for Social & Creativity Competence) project organised a dedicated workshop “Social competences & creativity as a stepping stone towards personal growth, social development and employability” on 17 December 2014 in Brussels, Belgium at VLEVA premises, focusing on the importance of social skills and creativity for people with disabilities which is fundamental to both social integration and professional self-realisation.
http://games4competence.eu/
The SGSCC (Serious Games for Social & Creativity Competencies – 531134-LLP-1-2012-1-BG-KA3-KA3MP) project has been partially funded under the Lifelong Learning program. This web site reflects the views only of the author(s), and the Commission cannot be held responsible for any use which may be made of the information contained therein.
This document describes an interactive installation project called "Tudung Botol Multi Touch Screen Table" that aims to promote traditional Malaysian games. It involves an interactive multi-touch screen table where users can play an old traditional game called "Tudung Botol" using hand gestures. A survey showed most people agree that traditional games are becoming extinct due to less exposure and popularity of modern games. The project aims to help prevent traditional games from being forgotten by younger generations by bringing an old game into a new interactive media format.
The Business Case for Game Based LearningKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-Learning developers, and instructional designers in the past few years.
While many companies are beginning to explore ways to use games for learning, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change as a result of playing a game? What elements of games can learning designers borrow from game designers?
Creating engaging learning using game elements requires matching instructional content with the right game mechanics.
Matching Game Mechanics and Human Computation Tasks in Games with a PurposeCUbRIK Project
The document discusses using game mechanics to design Games with a Purpose (GWAPs) to solve human computation tasks, outlines a development process for GWAPs including defining the task and matching it to appropriate game mechanics, and provides an example of using line drawing mechanics to segment fashion images and identify trends.
The document discusses the CUbRIK project which aims to reconstruct social networks through historical sources using a combination of automated and human-powered techniques. It outlines four pillars of the project: connecting to researcher needs, creating a structured repository, developing an efficient indexing process, and tools for analysis and visualization. Key challenges include identifying entities, verifying identities over time, analyzing relationships, and ensuring rights compliance. The project will utilize both clickworkers and subject experts to verify entity detections and annotations. It aims to represent the ambiguities of history rather than a single truth.
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.
The document proposes a Community Management System to facilitate structured interaction between large groups and organizations. The system includes tools for deploying tasks to crowdsourced workers across multiple social networks, collecting and analyzing social data, and managing community work. It discusses scenarios around natural resource management, citizen innovation, and service improvement. The architecture includes models for standardized social user profiles and a social business activity monitor. An implementation of a community work management tool and experiments in logo detection tasks are also described.
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.
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
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.
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.
Building a social graph for the history of Europe: the CUbRIK histoGraphCUbRIK Project
The document discusses building a social graph from historical image collections. It describes the CVCE and Digital Humanities Lab, and their vision of creating a social graph from images. The CUbRIK approach involves sourcing researcher requirements, building an entity repository, efficient indexing, and tools for visualization and analysis. Challenges include identifying people, places and events in images over time and verifying these. The approach involves crowd-sourcing verification and integrating rights management. An evaluation phase is planned in July to test the social graph prototype.
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.
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 application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
This document provides an overview of the history of video games from the 1960s to present day. It discusses early games like Spacewar developed in the 1960s and the growth of the video game industry from the 1970s onward. Key points covered include the shift from arcade to home console games, the rise in game sales and popularity in the 1990s and 2000s, the growth of online and subscription-based games, and how games are now influencing the real world and culture.
1. The document discusses pervasive performance through gaming and how gaming can be used for learning. It covers topics like ubiquitous computing, alternative reality gaming, and "supergaming" at massive scales.
2. Jane McGonigal is discussed as a renowned game researcher who argues gaming can build massively scaled online communities through ubiquitous technologies.
3. Supergaming is defined as harnessing players across public environments at massive scales for problem solving, going beyond traditional audiences to connect many individuals.
The document provides an overview of a game design course. It discusses how games are a major form of entertainment in the 21st century and combines game worlds, rule sets, and player engagement. Students in the course will iteratively design, visualize, develop, document, and test unique game concepts. Effective game design operates within constraints like gameplay mechanics. The course also examines the relationship between artist, designer, and player. It introduces students to game design fundamentals and the discipline of designing games.
Games for learning & Role Play ScenariosPaul Pivec
This document discusses research on the effectiveness of game-based learning. It summarizes various studies that have found mixed results about games stimulating learning. Some studies found games can develop skills like strategic thinking while others found no significant learning differences compared to traditional methods. The document also notes learners prefer games that are fun, collaborative, and relevant to learning objectives. Game-based learning works best when games are well-designed for learning goals and used as a supplemental tool in a classroom environment rather than replacement for teachers.
This document discusses learning through games and scientific discovery games. It covers how games can be used for learning, such as allowing exploration and feedback. Games have also been shown to improve skills like speed of processing, multitasking, and vision. Games can teach useful skills and concepts in areas like biology, medicine, geography and more. Scientific discovery games engage players in real scientific work, such as protein folding games like Foldit and gene selection games like The Cure that have yielded real scientific results. Citizen science games like Phylo have players align gene sequences to help scientists.
This document discusses game design and storytelling workshops. It provides examples of using games for different purposes like education and social change. It also discusses challenges in game design like ensuring engagement without negative consequences. Different types of games are analyzed in terms of their core mechanics and feedback loops. The document stresses the importance of prototyping game ideas early and provides resources for creating prototypes using tools like HTML5 and Unity.
The document describes the design of a pervasive outdoor game called HeartBeat for children ages 8-12. The game aims to promote physical activity and social interaction like traditional outdoor games. It uses small portable devices and physiological heart rate sensors to detect when a player's heart rate increases, causing the opposing team's devices to beep at the same rhythm to locate the player. An evaluation with 32 children found the game successfully encouraged physical activity and socializing as intended.
This project report describes the development of a computer game zone called "Mind Game Zone". It includes 5 games: digital trainer simulator, snake man, snake & ladder, battle pong, and tic tac toe. The report discusses the purpose, scope, technologies used, and system requirements of the project. It provides descriptions of each game and includes entity relationship diagrams, class diagrams, and data flow diagrams to model the system. The project management section discusses the incremental software process model, democratic decentralized team structure, and plans for risk management and project scheduling.
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.
Games can be used for learning, teaching, and scientific discovery. For learning, games allow exploration and feedback which facilitates learning. Teaching with games increases student motivation and problem solving skills. Scientific discovery games leverage large numbers of players to solve problems or analyze data, resulting in real scientific contributions. Examples include Foldit for protein structure prediction and Phylo for genome sequence alignment.
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
1) The document discusses how video games can positively impact brain function and development when used strategically. It explores how games designed to train timing and rhythm through neurofeedback can physically change the brain and lead to broad improvements beyond just the game.
2) Interactive Metronome training is highlighted as uniquely targeting domain-general timing mechanisms, shown to improve conditions like ADHD and autism by synchronizing the brain's internal clock. Precise feedback helps transfer gains to daily life.
3) Research finds video games can enhance therapy outcomes, managing pain and more when combined with neurofeedback targeting underlying brain mechanisms rather than single tasks. Interactive Metronome is positioned as going beyond brain training games to provide real physiological brain change
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
histoGraph was developed as part of the EU-funded CUbRIK project to create an interface for accessing historical sources and discovering links between entities. It builds a social graph of people in photos of European integration history by having humans and AI work together to identify faces, which are then linked based on co-occurrence. Users can interact with the graph to explore connections between individuals and supporting documents. The system represents the complexity of truth in the humanities by allowing multiple answers to identity questions and facilitating discussion between experts.
Mining Emotions in Short Films: User Comments or Crowdsourcing?CUbRIK Project
This document discusses mining emotions from user comments on short films. It presents an approach that creates an emotion vector for each short film based on extracting terms from user comments on YouTube and associating them with emotions from the NRC Emotion Lexicon. It then compares the cosine similarity between emotion vectors built from expert judgments and those built using Amazon Mechanical Turk workers or automatically from YouTube comments. The goal is to determine if crowdsourcing or YouTube comments can accurately extract emotions expressed in reviews of short films.
1) The document proposes a context-based approach to recognize people in consumer photo collections by incorporating rich contextual cues, unlike traditional classifiers that predict identities independently.
2) It models the problem as a graph-based Markov network where faces are nodes and pairwise potentials encourage spatial smoothness based on face similarities and exclusivity constraints.
3) The approach is improved by incorporating social semantics like frequent co-appearances and unique people constraints, as well as detecting and matching body parts to recognize obscured faces.
This document proposes a collaborative learning to rank algorithm called SwarmRankCF that uses collaborative latent factors learned from user-item interactions as features for ranking items in recommender systems. It applies a particle swarm optimization algorithm to directly maximize mean average precision during training. The approach is evaluated on a dataset from an internet radio service with over 1,000 users and 35,000 unique artists, using a leave-one-out evaluation methodology to test its ability to rank hidden items highly for users.
The document describes an approach called Pull-Bound MMR (PBMMR) for top-k bounded diversification. PBMMR aims to achieve similar quality results as the Maximum Marginal Relevance (MMR) algorithm while minimizing the number of accessed objects. It does this through an iterative process of choosing between score-based or distance-based access, computing upper bounds, and selecting objects that exceed the bound. PBMMR determines probing locations for distance-based access based on the vertices of the bounded Voronoi diagram of previously selected points, aiming to explore promising unexplored regions of the space.
ACMMM12 - LikeLines: Collecting Timecode-level Feedback for Web Videos throug...CUbRIK Project
The document describes LikeLines, a web video player that collects timecode-level feedback from user interactions to provide a navigable heat map of interesting regions. It analyzes video content to initially seed the heat map, then captures implicit feedback like playback and explicit likes to refine the heat map over time. A backend server stores interaction data and content analysis to compute each video's heat map. The open-source player is implemented with JavaScript and HTML5 to work on YouTube and HTML5 videos.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
2. ABOUT THE TUTORIAL
• Crowdsourcing, Human Computation, and GWAPs are hot topics
• “Human Computation” => more than 3000 papers
• 400 in 2013
• “Crowd Sourcing” => more than 36000 papers
• 4800 in 2013
• “Games With A Purpose” => more than 1400 papers
• 162 in 2013
• This short tutorial is necessarily shallow, but
• Concrete Examples
• Lot of references and links
• An outlook on the future
• Slides and additional materials available
• http://hcgwap.blogspot.com
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
2
3. ABOUT THE SPEAKERS
ALESSANDRO BOZZON
Assistant Professor - TU Delft
http://www.alessandrobozzon.com
a.bozzon@tudelft.nl
LUCA GALLI
Ph.D. Student - Politecnico di Milano
http://www.lucagalli.me
lgalli@elet.polimi.it
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
3
• RESEARCH BACKGROUND AND INTERESTS
• Web Data Management
• Crowdsourcing and Human Computation
• Game Design
• Web Engineering and Model Driven Development
4. AGENDA
4
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
5. AGENDA
• PART 1 => CrowdSourcing and Human Computation
• Introduction
• Design of Human Computation Tasks
• Frameworks For/With Human Computation
• The Future of Human Computation
• PART 2 => Games With a Purpose
• Play vs Games
• Introduction to Game Design
• Games with a Purpose Design Guidelines
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
5
6. PART 2
AN INTRODUCTION TO
GAMES WITH A PURPOSE
6
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
7. 7
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
Something really bad is
going to happen…
8. 8
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
Or not?
9. 9
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
MAGIC CIRCLE
“All play moves and has its being within a playground marked off beforehand materially or
ideally, deliberately or as a matter of course… The arena, the card-table, the magic circle,
the temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form
and function play-grounds, i.e., forbidden spots, isolated, hedged round, hallowed, within
which special rules obtain. All are temporary worlds within the ordinary world, dedicated
to the performance of an act apart.”
Johan Huizinga, “Homo Ludens”, (1938-1950)
10. WHAT IS PLAY?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
10
Autonomy:
play
is
a
voluntary
ac2vity.
Safety:
during
play
there
are
radically
reduced
serious
consequences
in
what
we
do
A<unement:
being
interested
in
the
same
things
temporarily
while
playing
together
Explora2on:
the
possibility
to
experiment
and
try
out
new
things
Mastery:
the
will
to
improve
one’s
own
skills
11. WHICH ARE THE
BENEFITS?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
11
“Play
is
an
enjoyable
ac/vity
that
allows
us
to
train
and
test
our
skills
in
a
safe
environment.”
Fosters
crea2vity,
flexibility,
and
learning
An2dote
to
loneliness,
isola2on,
anxiety,
and
depression
Teaches
perseverance
Hints
on
how
to
cooperate
with
others
Increases
energy
and
prevents
burnout
Stuart Brown, “Play: How it Shapes the Brain,
Opens the Imagination, and Invigorates the
Soul”, 2009.
12. GAMES VS PLAY
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
12
Games
are
dis/nguished
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.
Fullerton, T.; Swain, C. & Hoffman, S.
Game Design Workshop: A playcentric approach
to creating innovative games, 2008
13. CLASSIC GAME DEFINITION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
13
1. Rules
•
Games
are
rule-‐based.
2.
Variable,
quan/fiable
outcome
•
Games
have
variable,
quan/fiable
outcomes.
3.
Valoriza/on
of
outcome
•
The
different
poten/al
outcomes
of
the
game
are
assigned
different
values,
some
posi/ve
and
some
nega/ve
14. CLASSIC GAME DEFINITION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
14
4.
Player
effort
•
The
player
exerts
effort
in
order
to
influence
the
outcome
(games
are
challenging).
5.
Player
aVached
to
outcome
•
The
player
is
emo/onally
aVached
to
the
outcome
of
the
game
in
the
sense
that
a
player
will
be
winner
and
“happy”
in
case
of
a
posi/ve
outcome,
but
a
loser
and
“unhappy”
in
case
of
a
nega/ve
outcome.
6.
Nego/able
consequences
•
The
same
game
[set
of
rules]
can
be
played
with
or
without
real-‐life
consequences
Juul,J.“Half-Real:VideoGamesBetweenReal
RulesandFictionalWorlds”,2005
15. INCENTIVES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
15
Money, Passion, Ease of Participation,
Altruism, Appeal to one’s own
knowledge, Reputation, Fun
Organisciak, Piotr. Why Bother?: Examining the Motivations of Users
in Large-scale Crowd-powered Online Initiatives. Diss. University of
Alberta, 2010.
16. INCENTIVES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
16
Intrinsic
mo2va2on
is
defined
as
doing
an
ac2vity
for
its
inherent
sa2sfac2ons
rather
than
for
some
separable
consequence.
Extrinsic
mo2va2on
is
defined
as
doing
an
ac2vity
to
a<ain
some
separable
outcome
Deci, Edward L., and Richard M. Ryan. Self‐Determination. ,1985.
17. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
17
18. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
18
19. GAMES WITH A PURPOSE
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
19
Games
with
a
Purpose
(GWAPs)
are
digital
games
that
generate
useful
data
as
a
by-‐product
of
play.
[vA06,LvA09]
The
design
of
a
GWAP
requires
to
create
a
game
so
that
its
structure
encourages
computa2on,
correctness
of
the
output
and
players
reten2on.
20. WHAT THEY ARE USED FOR
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
20
Krause,M.&Smeddinck,J.(2011b).HumanComputation
Games:ASurvey.In:Proceedingsofthe19thEuropean
SignalProcessingConference(EUSIPCO-2011).
Intui2ve
Decisions
Aesthe2c
Judgment
Contextual
Reasoning
Embodiment
Issues
21. ARE THEY WORKING?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
21
ESP Game
Purposes:
Let players determine the
contents of images by
submitting meaningful labels
they can agree on.
Results:
A total of 13,630 people
played the game during the
test phase, generating
1,271,451 labels for
293,760 different images.
Luis von Ahn and Laura Dabbish. 2004.
Labeling images with a computer game.
22. ARE THEY WORKING?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
22
Foldit
Purposes:
The objective of the game is
to fold the structure of
selected proteins to the best
of the player's ability, using
various tools provided within
the game to discover new
structural configurations.
Results:
In 2011, players of Foldit helped to decipher the crystal structure of
an AIDS-causing monkey virus. While the puzzle was available to play
for a period of three weeks, players produced an accurate 3D model of
the enzyme in just ten days. The problem of how to configure the
structure of the enzyme had stumped scientists for 15 years.
Khatib, F.; Dimaio, F.; Cooper, et al. (2011). "Crystal structure of a monomeric
retroviral protease solved by protein folding game players"
23. GAMIFICATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
23
“The
use
of
game
design
techniques
and
game
mechanics
to
enhance
non-‐game
contexts”
S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. Dixon,
“Gamification. Using game-design elements in non-gaming contexts”
Actually
ques/onable,
we
will
see
why
Sebastian Deterding Miguel Sicart
24. WHAT IS USED FOR
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
24
25. IS IT WORKING?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
25
Samsung Nation
Purposes:
Samsung Nation, a social
loyalty program that lets
users earn badges for
activities as writing reviews
and watching videos and
compete for rewards.
Results:
500% increase in
customers product reviews
66% increase in site
visitors
30% increase in comments
reduced marketing costs
reduced product support
costs
26. IS IT WORKING?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
26
MTV Italia MyChart
Purposes:
User generated video chart
based on various “game
dynamics” like avatars,
points and leaderboards to
drive users from Facebook
to TV and to loyalize existing
TV audience.
Results:
More than 500.000 votes in
less then three months
More than 150.000 videos
viewed
27. COMMONALITIES AND
DIFFERENCES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
27
One
or
more
objec2ves
or
tasks
that
users
have
to
accomplish.
A
gaming
experience,
defining
challenges
to
overcome
and
rewards
for
their
solu2on.
One
or
more
players,
the
users
of
the
applica2on,
who
are
profiled
and
monitored
in
their
ac2vi2es.
But...
28. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
28
INTRODUCTION TO
GAME DESIGN
29. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
29
Mancala, 7th
century AD
30. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
30
Unreal
Tournament 3,
Epic Games,
2007
31. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
31
Turn
based
boardgame
vs
Real
/me
ac/on
shooter
Handmade
physical
board
vs
Personal
Computer
Public
domain
rules
vs
Copyrighted
32. 1 - PLAYERS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
32
Number
of
players
Roles
of
the
players
Interac2ons
among
players
and
the
game:
Single
Player/Mul2
Single
Unilateral/Mul2lateral
Compe22on
Coopera2ve
Team
compe22on
33. 2 - OBJECTIVES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
33
Objec2ves:
specific
goals
for
the
player
to
accomplish
Capture:
capture
or
destroy
a
resource
Chase:
catch
an
opponent
or
elude
one
Race:
reach
a
goal
before
the
other
players
Alignment:
arrange
game
objects
in
a
spa/al
or
conceptual
configura/on
RescueEscape:
bring
a
unit
to
safety
Construc2on:
build,
maintain,
manage
objects
Explora2on:
explore
the
environment
where
the
game
take
place
Solu2on:
solve
a
problem
or
puzzle
before
(or
more
accurately)
the
compe//on
or
certain
constraints
Outwit:
gain
and
use
knowledge
to
defeat
other
players
34. 2 – OBJECTIVES: EXAMPLES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
34
Alignment:
arrange
game
objects
in
a
spa2al
or
conceptual
configura2on
Tetris, Alexey Pajitnov, 1984 Puzzle Bobble, Taito
Corporation, 1994
35. 2 – OBJECTIVES: EXAMPLES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
35
Solu2on:
solve
a
problem
or
puzzle
before
(or
more
accurately)
than
the
compe22on
or
following
certain
constraints
Connect Four, Milton Bradley,
1974
Professor Layton and the
Miracle Mask, Level-5, 2011
36. 3 - PROCEDURES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
36
Procedures:
the
methods
of
play
and
the
ac/ons
that
players
can
take
to
achieve
the
game
objec/ves.
They
are
used
to
define
who
does
what,
where
and
how.
Typically
a
game
is
composed
of:
Star%ng
ac%on:
How
to
put
a
game
into
play.
Progression
of
ac%on:
Ongoing
procedures
a_er
the
star/ng
ac/on.
Special
ac%ons:
Available
condi/onal
to
other
elements
or
game
state.
Resolving
ac%ons:
Bring
gameplay
to
an
end.
37. 3 – PROCEDURES: EXAMPLE
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
37
Star%ng
ac%on:
Choose
a
player
to
go
first.
Each
player
chooses
a
color:
red
or
black.
Progression
of
ac%on:
On
each
turn,
a
player
drops
one
colored
checker
down
any
of
the
slots
in
the
top
of
the
grid.
Resolving
ac%ons:
The
play
alternates
un/l
one
of
the
players
gets
four
checkers
of
one
color
in
a
row.
The
row
can
be
horizontal,
ver/cal,
or
diagonal.
Connect Four
38. 4 - RULES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
38
•
Define
Objects
•
Restrict
Ac/ons
•
Determine
Effects
(ECA
rules)
Chess:
A
player
cannot
move
her
king
into
check.
Poker:
A
straight
is
five
consecu8vely
ranked
cards;
a
straight
flush
is
five
consecu8vely
ranked
cards
of
the
same
suit.
WarCrad
II:
To
create
knight
units,
a
player
must
have
upgraded
to
a
keep
and
built
a
stable.
39. 5 - RESOURCES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
39
Resources:
valuable
objects
that
can
help
the
players
to
achieve
their
goals
but
are
scarce
in
the
system.
Lives:
number
of
“trials”
that
can
be
aVempted
to
reach
a
goal
Units:
mul/ple
objects
that
has
to
be
managed
instead
of
lives
Health:
represent
the
status
of
loss
or
near
loss
of
lives
and
units
Points:
numerical
value
that
represents
a
measure
of
the
skill
and
progression
of
a
player
Ac2ons:
number
of
possible
dis/nct
choices
that
a
player
can
make
within
a
defined
/meframe
Power-‐ups:
object
that
gives
a
boost
to
the
player
Items:
used
by
the
player
to
accomplish
an
objec/ve,
made
scarce
by
the
system
Turns:
the
number
of
game
phases
within
which
a
player
must
accomplish
the
objec/ves
Time:
restricts
player
ac/ons
or
phases
in
periods
of
/me.
40. 5 – RESOURCES: EXAMPLE
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
40
Card Hunter, Blue Manchu Pty Ltd, TBR
Time
Points
Ac/ons
41. 6 - CONFLICTS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
41
Conflicts:
emerges
from
the
players
trying
to
accomplish
the
goals
of
the
game
within
its
rules
and
boundaries,
since
procedures
and
rules
tend
to
deter
players
from
accomplishing
goals
directly
or
make
players
work
against
each
other.
The
most
common
conflicts
are
generated
by:
Obstacles,
objects
or
rules
that
limit
the
freedom
of
the
players
Opponents,
since
they
are
usually
trying
to
achieve
an
objec/ve
faster
than
us
Meaningful
Choices,
players
have
to
make
choices
that
will
influence
the
outcome
of
the
game
42. 7 - BOUNDARIES
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42
Boundaries are what
separate the game from
everything that is not the
game and defines the
physical or virtual
scopes in which the
game is performed.
Example: Football would
not be the same game if
the boundaries of the
football field were not
defined.
43. 8 - OUTCOME
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
43
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
quan/fiable
with
respect
to
the
defined
goals.
It
is
different
than
the
objec/ve
since
all
the
player
can
reach
the
same
objec/ve.
44. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
44
Derived by modeling the guidelines and best practices found in:
Fullerton, T.; Swain, C. & Hoffman, S.
Game Design Workshop: A playcentric
approach to creating innovative games,
2008
Crowford, C. The Art of Computer
Game Design, 1984
GAME DEVELOPMENT PROCESS
45. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
45
46. GWAPS AS SERIOUS GAMES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
46
BenSawyer,PeterSmith:SeriousGames
Taxonomy,2008
47. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
47
Katharina Siorpaes and Martin Hepp. 2008. OntoGame:
weaving the semantic web by online games.
48. GAMES WITH A PURPOSE:
CURRENT ISSUES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
48
● “Ad-‐Hoc”
Design
● Engagement
and
reten/on
mechanisms.
● Mapping
from
task
to
game
mechanics
● Valida/on
techniques
and
strategies
E.G.
Real
user
comments
about
OntoGalaxy
49. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
49
1)
PURPOSE
2)
TASK
DEFINITION
3)
GAME
MECHANICS
DESIGN
4)
INSTANCE
MATCHING
5)
OUTPUT
VALIDATION
6)
PERFORMANCE
EVALUATION
7)
ENGAGEMENT
SRATEGY
GWAPS DIMENSIONS
51. REQUIREMENTS
SPECIFICATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
51
uTask
Task
Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
52. INPUT OBJECTS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
52
Adapted from“Mathematical Modeling of social games, IrwinKing, SIAG2009”
An input object is an object with data t23e and a set of
finite a67ibutes denoted as
tex9, images, audio seg=ents, video seg=ents, other
unst7@ct@red data, st7@ct@red data
where the data t23e is the media t23e presented by
Each a67ibute has a relationship to a set of
values .
Each is an object with its own data t23e that represent the
metadata of
53. DEFINING
OPERATIONS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
53
uTask
Task
Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
54. OPERATION TYPES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
54
They
fall
in
two
broad
categories:
Genera/ve
tasks
Decision
tasks
A
possible
(non-‐exhaus/ve)
list
of
human
computa/on
tasks
may
include:
•
Object
Recogni/on/Iden/fica/on/Detec/on
•
Sor/ng
(Clustering/Ordering)
•
Natural
Language
Processing
•
State
Space
Explora/on
•
Content
Genera/on/Submission
•
User
preference/opinion
elicita/on
55. ENSURE OUTPUT QUALITY
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
55
uTask
Task
Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
56. Twofold
purpose:
ensure
output
correctness
and
counter
player
collusion.
OUTPUT VALIDATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
56
Player
Tes2ng:
compare
the
output
provided
by
the
user
with
known
correct
outputs
Repe22on:collect
more
than
one
solu/on
for
the
same
input
object,
then
aggregate
the
solu/ons
Taboo
Output:
limit
the
possible
solu/ons
that
can
be
submiVed
Random
Pairing:
pairing
players
at
random
57. TASK EXECUTION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
57
uTask
Task
Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
58. TASK TO GAME
MECHANICS MATCHING
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
58
Does
a
game
with
game
mechanics
similar
to
the
task
exists?
If
so,
integrate
the
task
within
the
game
If
not,
custom
game
mechanics
has
to
be
implemented.
Clear
and
Transparent
game
mechanics
59. SOLUTION MECHANICS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
59
Pa<ern
Recogni2on
Wikipedia
stands
to
knowledge
as
BoardGameGeek
stands
to
games.
Benng/Wagering
Line-‐Drawing
Tile-‐Placement
Pa<ern
Building
Memory
Hand
Management
Ac2on
Programming
Auc2on/Bidding
Partnership
Possible,
meaningful
game
mechanics:
Take
Inspira/on!
60. TILE PLACEMENT
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
60
Tile Placement games feature placing a piece to
score points, based on adjacent pieces or pieces in
the same group/cluster, taking into consideration
non-spatial properties like color, "feature
completion", cluster size etc.
61. PATTERN RECOGNITION APPLIED TO
GWAPS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
61
Kawrykow A, Roumanis G, Kam A, Kwak D, Leung C, et al. (2012) Phylo: A Citizen
Science Approach for Improving Multiple Sequence Alignment
Purpose:
Used
to
arrange
the
sequences
of
D.N.A,
R.N.A
or
proteins
to
iden/fy
regions
of
similarity
Game
Mechanic:
align
the
sequence
contained
in
each
row
in
order
to
obtain
the
greatest
number
of
columns
with
matching
colors.
62. LINE DRAWING
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
62
Games that make use of this mechanics
involve drawing drawing of lines in one
way or another.
63. LINE DRAWING
APPLIED TO GWAPS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
63
Purpose:
Segment
images
Game
Mechanic:
draw
the
shapes
of
objects
in
a
provided
image
in
order
to
make
the
other
players
guess
the
underlying
object.
64. MEMORY
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
64
Games that use the Memory mechanic
require players to recall previous game
events or information in order to reach
an objective.
65. MEMORY APPLIED TO
GWAPS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
65
Purpose:
Find
similar
Images
Game
Mechanic:
Exploit
the
visual
memory
of
players
to
find
images
which
are
similar.
66. PARTNERSHIP
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
66
Games
with
partnerships
offer
players
a
set
of
rules
for
alliances
and
teams.
Partners
are
o_en
able
to
win
as
a
team,
or
penal/es
are
enforced
for
not
respec/ng
alliances.
67. PARTNERSHIP
APPLIED TO GWAPS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
67
Purpose:
Collect
“common-‐sense”
fact
for
specific
words.
Game
Mechanic:
provide
hints
to
the
partner
in
order
to
let
him
guess
the
secret
word
68. GWAPS VALIDATION
MECHANICS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
68
Bad
solu/ons
due
to:
incompetence
mischief
behavior
plain
mistakes
Find
or
adapt
game
mechanics
in
order
to
validate
the
results.
69. GWAP FORMAL MODEL
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
69
Based on Mathematical Modeling of social games, Irwin King, SIAG2009
is the set of uTask that are associated with the
problem, with the uTask defined as we have
previously seen.
is the answer domain; it contains the set of
possible cer9ain answers fi (based on the input
D) if the out3ut is contained within a defined
domain, or empt2 if the answers are provided by
the players
is a f@nction that deter=ines if a par9icular
out3ut is a valid solution to the problem
is the GWAP Domain, that maps the input to
the out3ut of a GWAP
70. MULTIPLAYER: INPUT AGREEMENT
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
70
Same
or
different
input
Based
on
each
other’s
hints,
player
must
agree
if
they
are
dealing
with
the
same
input
Given
a
correct
answer
set
for
the
problem
players
have
a
set
of
poten/al
outputs
which
cardinality
influence
the
probability
of
agreeing
upon
the
input
Results Submission:
One Trial
Suggested for:
Subjective Information
Same
or
different
input,
same
roles
71. INPUT AGREEMENT: TAG A TUNE
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
71
Same
Input:
Audio
file
Two
different
shared
sets
of
descrip/ons,
one
for
each
player
Result:
same
input
or
different
input
Results
Submission:
One
Trial
72. MULTIPLAYER: OUTPUT AGREEMENT
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
72
Same
Input
Agreeing
on
common
output
without
communica/on
Same
Input,
Same
Roles.
Given
a
correct
answer
set
for
the
problem,
players
have
a
set
of
poten/al
outputs
the
probability
to
obtain
an
agreement
depends
on
the
shared
output
Results
Submission:
Mul/ple
Trials
Suggested
for:
Objec/ve
Informa/on
73. OUTPUT AGREEMENT: ESP GAME
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
73
Same
Input:
Image
List
of
possible
guesses,
hidden
to
the
other
players
Result:
Meaningful tag
for the provided
image
Results
Submission:
Mul/ple
Trials
74. MULTIPLAYER: INVERSION PROBLEM
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
74
One
players
knows
the
whole
problem
and
gives
hints
to
the
other
players.
The
others
try
to
unveil
the
secrets
based
on
the
hints.
Input
to
just
one
player
the
output
of
one
player
is
the
input
for
the
others
The
correct
answer
set
for
the
problem
is
unknown
The
probability
of
guessing
depends
on
the
cardinality
of
the
hints
Result:
User
generated
content,
solu/ons
for
complex
data
structures
Results
Submission:
Mul/ple
Trials
75. INVERSION PROBLEM: IMAGE
LABELING GAME
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
75
Describer:
Image
Seekers:
Textual
description
given by the
describer
Results
Submission:
Multiple trials
Results:
Meaningful
descriptions
for the image
76. INSUFFICIENT PLAYERS:
PRERECORDED GAMES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
76
Fake players based on the logs of previous matches
Pros: The gwap can be played anytime
Cons:
The actions in the game has to be modeled and
stored
Inversion problem games can be difficult to simulate
Requires a bootstrapping phase to acquire the initial
traces
77. SINGLE PLAYER: ALGORITHMIC
EVALUATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
77
Automa/c
algorithm
able
to
par2ally
assess
the
quality
of
the
provided
results.
For
each
instance
of
the
game
the
input
is
provided
to
just
one
player
The
correct
answer
set
for
the
problem
is
defined
The
probability
to
obtain
meaningful
results
is
applica/on
specific,based
on
the
algorithm
that
is
used
to
make
the
evalua/on
78. ALGORITHMIC EVALUATION: TYPE
ATTACK
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
78
Jovian,
L.T.;
Amprimo,
O.,
"OCR
Correc8on
via
Human
Computa8onal
Game,"
System
Sciences
(HICSS),
2011
44th
Hawaii
Interna8onal
Conference
on
,
vol.,
no.,
pp.1,10,
4-‐7
Jan.
2011
Improving
the
results
of
OCR
in
digitalizing
ar/cles
old
newspapers.
Human
players
transcribe
snippet
of
text
and
their
performance
is
measured
by
comparing
the
number
of
similar
words
in
the
player’s
output
and
the
text
from
the
library’s
OCR
transcrip/on.
79. HYBRID
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
79
Combines
the
previous
approaches
Input
data
based
on
previous
results
or
user
generated
content
Inputs
to
one
or
more
players
with
same
or
different
roles
Answer
set
depending
on
the
nature
of
the
problem
or
provided
by
a
player
The
probability
of
obtaining
a
solu/on
depends
on
the
combina/on
of
the
strategies
80. HYBRID: SKETCHNESS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
80
Input:
One
image
to
a
player
Hints
to
the
others
Segments
traced
by
one
player,
possible
tags
submiVed
by
the
others
Result:
Meaningful
tag
+
segmenta/on
Results
Submission:
Mul/ple
Trials
81. INSTANCE MATCHING
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
81
How to assign tasks (instances) to players?
• Random
Strategy:
assign
a
random
task
Pros:
Easy
to
implement
Cons:
Does
not
take
into
considera/on
player
skills
• Past
History:
assign
a
task
based
on
past
performances
Pros:
Can
improve
the
quality
Cons:
Keeping
track
of
gaming
history
Performance
measures
must
be
defined
• Selec2ve
Assignment:
assign
a
specific
task
based
on
skills
and
past
performances
Pros:
Can
improve
the
quality
Cons:
Same
as
Past
History
Needs
profiling
of
the
player
to
assess
skills
82. PERFORMANCE EVALUTION
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Luis von Ahn and Laura Dabbish. 2008. Designing games with a
purpose. Commun. ACM 51, 8
Throughput = average number of problem instances
solved per human hour
ALP = average (across all people who play the game)
overall amount of time the game will be played by an
individual player
Expected contribution = throughput multiplied by
ALP.
83. ENGAGEMENT STRATEGY
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Core activity must be already engaging for the user.
Gamification involves defining clear and definitive objectives
that last even past the gaming experience, and are either set
by, or negotiated between the user and the game along with a
progressive path of short and intermediate goals leading to it.
Onboarding
Retention
Virality
Social Dimensions
Additional Mechanics
84. POINTS
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Points
or
Player
Scores
are
a
numerical
value
that
represents
a
measure
of
the
skill
of
a
player.
•
Immediate
and
las/ng
feedback
•
External
display
of
progression
•
May
determine
the
win
state
• Connec/on
between
progress
in
the
game
and
rewards
Galli, L., Fraternali, P. “Achievement
Systems Explained“ SGSC2012,
Singapore
Werbach, K. & Hunter, D.
For the Win: How Game Thinking
Can Revolutionize Your Business
Wharton Digital Press, 2012
85. LEADERBOARDS
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85
A
Leaderboard
is
an
ordered
list
of
players
based
on
the
scores
they
have
obtained
in
a
specific
game
or
system.
•
Relates
the
performance
of
a
player
to
the
others
•
Fosters
compe//on
and
par/cipa/on
•
Risky:
May
be
demo/va/ng.
Galli, L., Fraternali, P. “Achievement
Systems Explained“ SGSC2012,
Singapore
Werbach, K. & Hunter, D.
For the Win: How Game Thinking
Can Revolutionize Your Business
Wharton Digital Press, 2012
86. ACHIEVEMENTS AND BADGES
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86
An
Achievement
is
a
set
of
tasks,
defined
by
a
designer,
for
the
player
to
fulfill
so
to
achieve
a
milestone
and
track
the
progress
in
a
system.
A
Badge
is
an
ar/fact
associated
to
the
comple/on
of
an
achievement
and
given
to
a
player
a_er
its
comple/on,
or,
in
gaming
terms,
a_er
“unlocking
the
achievement”.
•
Define
goals
•
Onboarding
tool
•
Visual
markers
for
reputa/on,
•
Provide
las/ng
rewards
Galli, L., Fraternali, P. “Achievement
Systems Explained“ SGSC2012,
Singapore
87. THIS IS JUST A GLIMPSE OF
WHAT GAMIFICATION IS...
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87
88. EXAMPLE: ZAMZEE GAMIFICATION
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Personalization Rewards
Challenges
Social Status
89. CASE STUDY: FASHION TREND MINING
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Problem statement: segment fashion images for mining trends based
on visual features of garments (e.g. color and texture)
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
Color
descriptors
Texture
descriptors
coarse
(sub-)image
similarity
90. THE FASHION TREND MINING PIPELINE
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90
Male, 24 Female, 22Female?, ??
91. REQUIREMENTS SPECIFICATION
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Task Description: Recognize if a particular
garment is present within a picture or define a
new one and outline its contours.
Input Objects: A fashion image, an optional
tag defining the garment to identify.
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.
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
92. GWAP DESIGN
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Solution Mechanics:
Pattern Recognition
Established genre:
Draw and Guess
Inversion Problem Mechanic
PLAYERS:Number >=2
Multilateral Competition
Two different roles:
Sketcher: has to draw the contours
of the stated garment
Guesser: has to guess the garment
drawn by the sketcher
93. PLAYER ROLE: SKETCHER
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● 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 is provided within the
allotted time
● 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
94. PLAYER ROLE: GUESSER
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● 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
● Guesser: 10 pts to the first, then
decreasing down to five
96. FRAMEWORKS: GAMIFICATION
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Google Play Game
Services
Mozilla Open Badges
User Infuser
97. THE CUBRIK PROJECT
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● CUbRIK is a research project
financed by the European Union
● Goals:
● 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/