[Chinese DiGRA 2015] Zhang Wanyi on Crowdsourcing Image Annotation with Gamification

Zhang Wanyi, College of Computer Science and Technology, Jilin University

Nowadays  computer  and  other  electronic  equipment  have  become  highly intelligent  with  the  development  of  computer  science  and  technology. However, computer is still not smart enough to identify images automatically, and this problem has plagued the scientists for a long time. In recent years, scientists work on the Deep Learning and Neural Network Algorithm, and it helps to solve the automatically image annotation problem. However, since the operation of human brain is much more complicated than any machine learning models, the annotation results can not satisfy us sometimes, and may need the subsequent manual validation. In our work, we propose a crowdsourcing system to collect the manual annotation produced by users. We treat every single user as an independent image annotation processor, and crowdsourcing is equivalent to a Distributed Image Annotation System which helps us to accomplish the annotation of images efficiently and quickly. And most of all, the users’ language diversity leads to the multilingual annotation of the images, even the Deep Learning algorithm cannot get the multilingual results at one time. In order to improve the user engagement and behavior, we design a game system to help us to attract users’ interest and add some elements of gamification such as PBL and the mechanism of competition and cooperation. In our presentation we will introduce the detail of our game system design and discuss the role played by gamification from the perspective of computer science.

Author info

Zhang Wanyi is a master candidate in College of Computer Science and Technology of Jilin University. Zhang Wanyi received her B.Sc degree in computer science in Jilin University. Her current research interests include Data Mining in Open Science, and Gamification in Education. Zhang Wanyi have published a workshop paper in SIGCHI 2015.

 

[Chinese DiGRA 2015] Ida Jorgensen and Hanna Wirman on Inclusive game design for animals

Ida Kathrine Hammeleff Jørgensen , Hanna Wirman, Hong Kong Polytechnic University, School of Design

In recent years a new market has appeared in the game industry: digital games for animal players. The prospects of digital games for animal players are as many as the challenges the designer faces when designing games for these strange players.

Our ongoing research in orangutan play, with the aim of building serious games to enrich the lives of captive orangutans, suggests that the strangeness of the other species challenges the way we usually design games (Wirman, 2014) and calls for new methods that bridge the gap between a human designer and a non-human animal player.

While conventional game design for human players typically follows the prescriptions of user-centered design, this methodology poses a number of problems when dealing with non-human players: How to approach informants who cannot express themselves verbally? How to recognize and interpret play that may not look like ours or that may not look like play to us? How can we take into consideration the bodily and sensorimotor abilities of the non-human animal?

This paper aims to build a design research methodology (Koskinen, 2014) for the design of digital games for animal players, which takes into consideration the gap between human designers and animal players. Building on past research on orangutan play (Wirman, 2013: 2014) this paper reviews a number of concepts and methods and discuss how they can be applied in game design for animals. The methods discussed come from various academic fields such as HCI, ACI (Mancini, 2011), ethology (Burghardt 2005), ethnography, (Kohn, 2013) and zoo semiotics (Sebeok, 2001) as well as practices such as interaction design and empathic design (Koskinen, 2013). Common to these methods and concepts is that can guide our study of and game design to not only animals whose abilities are different from the norm, but also for humans with disabilities.

Author Info

Ida Kathrine Hammeleff Jørgensen is a Research Associate at the School of Design of the Hong Kong Polytechnic University. She earned her Master’s degree from the IT University of Copenhagen in 2013. Ida’s research interests evolve around non-human animal play, game design, and design methodologies as well as how meaning is produced in games and the semiotics of play.

Dr. Hanna Wirman is a Research Assistant Professor at the School of Design of the Hong Kong Polytechnic University where she leads the M.Sc. Game Development study stream. Her research focuses on games and play approaching these primarily from the point of view of players and shared creative practices in design. Hanna’s current research addresses non-human animals as players and she builds games for orangutans’ enrichment and for cross-species communication. Hanna leads educational and socially responsible game design and development projects working closely with the local community and NGOs in Hong Kong.

[Chinese DiGRA 2015] Hao Xu and Donglei Song on Gamified Learning and Teaching Environment: The Web Design Case Study

Hao Xu, Donglei Song. Jilin University

The situation of Chinese class now is that, teacher gives homework and students just have to finish it. Everyone does the same work. It is boring enough. Students have lost their enthusiasm to this boring homework. Also it is lack of reflection, student often hand in their work without any reflection or only give them a score.

Our aim is to improve the ability of web design of the students and team work spirit through the stage mode in the course “Web Design” in Jilin University.

Stage mode changes the traditional way in the class. In the past, Student only needed to listen to the teacher and do the same boring homework. Now students can choose the homework as they like. When they are going through the difficulties, they can find out how is their learning path like and what job fits them well. After analyzing the paths of students, the system will recommend the suitable partners to finish the final task.

Some basic elements like points and leader board are also used in this program according to the quality of the work and the submission time.

The experiment will bring a large amount of meaningful date, analyzing the learning path or pattern of students is useful for both students themselves and teacher. The result can help the students to find suitable partners also can help teachers to enhance teaching.

Author info

Hao Xu
College of Computer Science and Technology, Jilin University, Changchun, China
吉林大学副教授,研究兴趣包括知识管理、人机交互、教育游戏化。

Donglei Song
College of Software Engineering, Jilin University, China

[Chinese DiGRA 2015] Sathya Naidu, Hanna Wirman and Daniel Shek on Video Games as a Platform for Holistic Development of Adolescents

Sathya Naidu and Hanna Wirman and Daniel Shek, School of Design ,Hong Kong Polytechnic University

Schools in China and Hong Kong often ignore the importance of providing a platform for adolescents to learn and understand the core constructs of life not limited to Social Competence, Moral Competence, Self-identity, Self-determination, Bonding, and Spirituality etc. As the adolescents grow older, this lack of understanding the constructs of life often leave them unprepared for the future. This paper describes the use of PATHS Digital Games as a platform for Adolescents (secondary and senior secondary school students) to play, learn and understand the importance of life constructs. The mini games are designed to be played over three years with the constructs varying from the obvious and most expected to abstract constructs like spirituality and bonding. All government schools in Hong Kong will include the PATHS Digital Games as a part of the secondary and senior secondary curriculum.

A series of 19 mini games were designed and developed to allow students to play based on real life scenarios in a game world setting (eg: relationships at home, school, bus stop, holy places etc.). The process involved research and development of unique art styles, game mechanics, design and development and a hexagonal web based scoring system.

This paper will discuss the research, design, development and testing methodology of the games at various stages including Alpha and Beta phases. Tests were conducted with sample sizes of student groups varying from 10 – 30. The final version of PATHS Digital Games were tested with a group of secondary and senior secondary students. The results calculated had over 80% of the students understanding the importance of learning these constructs which will be detailed in this paper.

This paper will also discuss the holistic development of adolescents through positive reinforcement by helping them recognize their abilities, building bonds with others, helping them develop positive beliefs in life, and setting clear future.

Author Info

Sathya Naidu prior to completing his Master’s degree from Hong Kong Polytechnic School of Design has worked in the area of serious games for training and games for simulation. Sathya is currently working as a Project Associate at School of Design for a project known as Ubiquitous Learning and Integrated Pedagogy; a collaboration between multiple schools in Hong Kong. His primary role is to research, design and experiment the use of games for mobile platforms to help address pedagogical issues.

[Chinese DiGRA 2015 ]Li Qiang and Erik Champion on The Application and Development of VR Interactive Technology in Serious Game

Li Qiang, Shenyang Aerospace University
Erik Champion, Curtin University

Traditional game design skills can be used in all kinds of fields such as education, architecture, city plan and virtual cultural heritage and we can call this kind of game as serious game. However, these kinds of user experience that traditional serious game has brought to us lack the properties of interaction between reality and virtual world. With the development of VR techniques, all kinds of motion sensing input devices sprouted out, such as Microsoft Kinect sensor, Leap motion and Oculus Rift. Using these technologies to realize the serious game has a good sense of immersion and interactivity. To create an immersive and hand-free controlling serious game and evaluate its effects we designed a serious game related with virtual cultural heritage based on Kinect and we tested the application of Leap Motion and Oculus Rift on traditional car racing game. In this paper we analyzed and discussed the application of motion sensing technique in serious game and its influence.

Author info

Li Qiang is Visiting scholar in Media culture and creative art school of Curtin University Australia. Lecturer of Design&Art School of Shenyang Aerospace University.Research direction: Virtual Reality,Digital Games,Interactive design, Industrial design.

Professor Erik Champion (PhD Melbourne) is Professor of Cultural Visualisation at Curtin University. A past ARC SPIRT PhD scholarship holder, he has received Fulbright and Greece-NZ scholarships, a Distinguished Lecturer Invitation from UC Berkeley, funding from the Danish government and Apple, and facilitated major grants and awards in Europe and America from organisations such as the EU and COST, ERASMUS, European Digital Humanities, Mellon Foundation, Digital Heritage Centre funding (York, Leiden, Uppsala, Aarhus), and the National Endowment for the Humanities (NEH). He was a team leader of Research and Engagement for DARIAH (www.dariah.eu) and project leader of DIGHUMLAB Denmark, a 5-year 30 million DKK national infrastructure project. He writes in the area of game design and virtual heritage, books include Playing With The Past and Critical Gaming: Interactive History and Virtual Heritage.

[Chinese DiGRA 2015] Gao Jihe on Implementing Agent-based Approachs to Prototyping Online Games’ Social Interaction Mechanism

Gao Jihe (高济禾), Jiejiao Tech Co.Ltd (街角科技)

Game prototyping has become a common practice in game design. Existing prototyping studies focused on the core mechanics, the level design, interface and so on. The rise of online multiplayer gaming has make in-game social engagement and interaction becoming an increasingly important component of game mechanism. However, a systematic research methods focusing on the influences of in-game social rules and mechanisms to a player group have not yet formed. We propose an approach of ABM (multi-agent simulation) method to study in-game social interaction, by establishing a simulation environment including the player’s agent and the rules of in-game interaction. By implementing ABM approach, the social interaction outcomes could be tested independent from other aspects of game design.

利用ABM方法对网络游戏的社交互动机制进行原型研究

利用原型对游戏设计进行验证已经成为游戏项目开发的通行做法,现有的原型研究主要针对游戏的核心游戏机制、关卡设计、交互界面等方面。多人在线游戏的兴起和发展,使社交逐渐成为游戏机制中越来越重要的构成。而针对于某个玩家群体,游戏社交机制会产生什么样的宏观和微观结果,还没有形成系统的研究方法。我们提出一种利用ABM(多代理人仿真)方法建立对游戏群体互动机制进行验证的方案,通过建立一个包括玩家agent和社交互动规则的仿真环境,能够独立于游戏其他设计环节,对玩家的群体互动效果进行独立仿真验证。

Author info

GAO Jihe is founder of Jiejiao Technology, a startup company focus on automatic data collecting and processing using agent-based modeling methods. Former business consultant specialized in market research, marketing strategy, marketing data analyzing.
Email: jihe.gao@jiejiaotech.com

[Chinese DiGRA 2015] WANG Zihan on the Role of Playwright in Modern Game Production

编剧在新时代游戏制作中的作用
作者:WANG Zihan (王梓涵)
身份:作家 游戏编剧 自由撰稿人 翻译

在我的眼中,游戏从来都是当之无愧的第九艺术,而既然是艺术,就离不开传统的塑造方式,比如剧本。纵观中外游戏发展史,剧情在游戏制作中的地位走了一条波浪式的曲折之路——从最初的偏安一隅到上世纪九十年代的重中之重,如今又略显势微。在其辉煌时,著名的编剧如Chris Avellone、Tim Cain曾为我们带来过《异域镇魂曲》、《辐射》这样的经典,其中《异域镇魂曲》更是因90%的游戏时间都在阅读剧本而不朽。而今天,随着硬件技术的飞速发展以及移动游戏、主机游戏的崛起,编剧似乎越来越没那么重要了。在这个新的时代里,游戏编剧真的会走向沉沦、偶尔只靠一款款《永恒之柱》这样的游戏宣告自己的存在感?还是破釜沉舟,以一种新的面目左右游戏制作的大方向?

介绍:笔名半神巫妖,有十几年游戏从业经历,2000年参与官方《博德之门》汉化,2003年主持了《命令与征服:将军》MOD《五星之光》的制作,取得国内外共计五十万下载量并获得EA官方的来信。现为中国最大单机游戏网站3DM主编,自由撰稿人,常年为包括《大众软件》在内的知名游戏媒体撰写游戏产业文章。同时作为游戏编剧,曾为包括单机游戏《御天降魔传》在内的诸多单机游戏、手游撰写剧本、官方小说。另外翻译出版了包括《心灵之眼》、《上古卷轴》官方小说在内的诸多文学作品。作为项目负责人汉化了包括《上古卷轴5:天际》、《星际战甲》在内的诸多游戏,大多成为官方汉化。

[Chinese DiGRA 2015] Chen Ziyun on Technique, Strategy, Simulation, Culture – An Attempt to Construct a Game Classification System

Chen Ziyun, Popsoft

After development of half a century, video games became a highly complex interactive entertainment product, where the traditional classification such as AVG, RPG, RTS, was confronted by the mixed-type games and became insufficient. Recently, with the smartphone popularization and new gamers’ explosion, the old classification system lost its explanatory ability and failed to explain the popularity of newly emerged games. As a media practitioner, I can see the pressing need of a new classification system, which I will state in detail in this paper. Technique, Strategie, Simulation and Culture are the four pillars that constitute the evaluation system that’s based on my practice, experience and analysis.

文化好玩,情怀有价——评估电子游戏的四个维度

大众软件 陈子赟

电子游戏历经半个世纪的发展,已经成为高度复杂的互动文化娱乐产品,原有的AVG、RPG、RTS等类型划分,在越来越多的混合玩法游戏面前已显捉襟见肘,而近两年随智能手机普及带来的新玩家人口大爆炸,”好玩”与”好卖”的诸多”预期违背”现象一再让业界——包括厂商、”传统”玩家、媒体及学者大跌眼镜,”游戏性””可玩性””上手度”以及”卡牌””IP””情怀”等词汇都有了新的含义。笔者作为一名游戏媒体从业者,在日常工作中需要一种能兼顾”古今”的工具、方法论。技巧、策略、养成、文化四维评估体系即为笔者从实践中分析、归纳、概括以及做减法后的产物,具有经得起推敲的普适性。其中,”文化”是一款游戏的灵魂,独立游戏制作者的”情怀”与游戏大厂的”IP”本质上都是一回事。

Author Info:

Chen Ziyun, a media practitioner,got a copycat-Nintendo FC in 1992 at 4-year-old, and played Arcade video game in the movie theater of home town.First contact with computer game “wolfenstein 3D” in school computer room at 1996. Entry Popsoft in the autumn of 2012.Currently pushing forward a video game-evaluation system with four dimensions : the techniques, strategies, cultivation, and culture.

[Chinese DiGRA 2015] Tony Shong on How Games Deliver Experiences

Tony Shong(熊攀峰), INNO Interactive Co.Ltd

Why is gaming experience so appealing and attracts people like no other media forms? As recalling our childhoods, we easily highlight the memories of playing games but take us some time to recall what TV drama, film or graphics we were watching at that time. There is one significant feature that divides games and other art forms such as painting, music ,cinema etc. – which is interaction. Is it the key element that sets gaming experience outstanding? Let’s take a deep look into the games we played in the childhood, start a discovering tour with detailed examples on how games deliver experience in a impressive way. Reveal what is generating attraction to players when they play games and how interactive experience can be designed to accomplish narrative goals even excels movies. What inspiration can we get on creating games when the advantage of interaction was perceived, just like what indie gamers are doing nowadays.

Author info

Tony Shong(熊攀峰) is Interactive Experience Director and Interactive (Gaming) Experience Researcher at INNO Interactive Co.Ltd

[Chinese DiGRA 2015] Hanna Wirman on the second screen and play multitasking: Mapping out fragmented/ continuous gameplay

Hanna Wirman, Hong Kong Polytechic University, School of Design

‘Second screen’ entertainment model – the use of a mobile device while watching television – makes games ever more pervasive in our daily lives. Such use also steadily expands beyond TV+mobile model to other two or multiple screens use situations. Meanwhile, the typical mechanics of ‘freemium’ casual games encourage play of multiple games simultaneously because waiting for things to happen in one game frees us time to play another. Paradoxically, casual games which are considered as fillers of the silent moments between everyday routines now create idle moments of their own. Not only do we swap from screen to screen but also start to multitask between games. Accepting this fragmentation of mobile game play and dual-screen entertainment, this paper attempts to define what exactly is new and different in such a form of entertainment and to which extend fragmentation has taken place in play all along. I will explore how the traditionally understood second screen model changes when we consider two game screens instead. Ways in which games create ‘cliffhangers’, varying motivations for swapping as well as reward returning to the screen are discussed. I will argue that while play-multitasking is not new as such, today’s mobile games support fragmented use in a novel way.

Author info

Dr. Hanna Wirman is a Research Assistant Professor at the School of Design of the Hong Kong Polytechnic University where she leads the M.Sc. Game Development study stream. Her research focuses on games and play approaching these primarily from the point of view of players and shared creative practices in design. Hanna’s current research addresses non-human animals as players and she builds games for orangutans’ enrichment and for cross-species communication. Hanna leads educational and socially responsible game design and development projects working closely with the local community and NGOs in Hong Kong.