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Font, J., O’Bryan, M., Alvarez, A. & Robinson, R. B. (2025). A Case Study in Playful Facilitation for Designing Embodied Experiences. In: Eva Brooks; Emma Edstrand; Anders Kalsgaard Møller; Thomas Bjørner (Ed.), Design, Learning, and Innovation: 9th EAI International Conference, DLI 2024, Virtual Event, November 7–8, 2024, Proceedings. Paper presented at 9th EAI International Conference on Design, Learning, and Innovation, DLI 2024, 07-08 Nov 2024, Virtual, Online, (pp. 79-90). Springer Nature
Åpne denne publikasjonen i ny fane eller vindu >>A Case Study in Playful Facilitation for Designing Embodied Experiences
2025 (engelsk)Inngår i: Design, Learning, and Innovation: 9th EAI International Conference, DLI 2024, Virtual Event, November 7–8, 2024, Proceedings / [ed] Eva Brooks; Emma Edstrand; Anders Kalsgaard Møller; Thomas Bjørner, Springer Nature , 2025, s. 79-90Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Embodied design is fostering relevant advancements in novel design methods for learning and innovation. Nevertheless, practice and research show that teaching and facilitating embodied design is a challenging task. This paper presents a playful approach for conducting embodied design sessions, which adapts existing card-game mechanics to improve the accessibility and usability of existing embodied design toolboxes during a design session. Our approach hypothesizes that card-game mechanics can address usual pitfalls common to card-based facilitation toolkits by adding structure, guidelines, and playfulness. We also envision that such toolboxes, that have become popular in the research in participatory and co-design contexts, can seamlessly incorporate card-game mechanics like the ones we propose. We describe the setting of the design session, as well as present and discuss the results obtained from observation and participant questionnaires. Finally, we also outline the next steps for designing an embodied workshop in sustainability based on the results from this study. We strive to analyze our proposed method by its capacity to blend into the structure and materials of a card-based toolbox, eliciting the playfulness embedded in the leveraged card-game mechanics to implicitly provide support and guidance through the session, to both facilitators and participants, without disrupting the flexible and open flow of an movement-based design session.

sted, utgiver, år, opplag, sider
Springer Nature, 2025
Serie
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, ISSN 1867-8211, E-ISSN 1867-822X ; 604 LNICST
Emneord
design facilitation, game-based design, method cards, Movement-based design
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-75474 (URN)10.1007/978-3-031-85663-1_6 (DOI)001483809600006 ()2-s2.0-105001329837 (Scopus ID)978-3-031-85662-4 (ISBN)978-3-031-85663-1 (ISBN)
Konferanse
9th EAI International Conference on Design, Learning, and Innovation, DLI 2024, 07-08 Nov 2024, Virtual, Online,
Tilgjengelig fra: 2025-04-16 Laget: 2025-04-16 Sist oppdatert: 2025-08-18bibliografisk kontrollert
Robinson, R. B., Alvarez, A. & Mekler, E. D. (2024). CHI PLAY BINGO. In: Oğuz ‘Oz’ Buruk, Guo Freeman, Juho Hamari (Ed.), CHI PLAY Companion '24: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play. Paper presented at CHI PLAY '24: The Annual Symposium on Computer-Human Interaction in Play, October 14 - 17, 2024, Tampere Finland. (pp. 336-339). Association for Computing Machinery (ACM)
Åpne denne publikasjonen i ny fane eller vindu >>CHI PLAY BINGO
2024 (engelsk)Inngår i: CHI PLAY Companion '24: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play / [ed] Oğuz ‘Oz’ Buruk, Guo Freeman, Juho Hamari, Association for Computing Machinery (ACM), 2024, s. 336-339Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

In line with the 10 years of CHI PLAY theme, we propose a playful BINGO game to activate the community to reflect on the past, present, and future work at the conference both in terms of how and what knowledge we value, and how that knowledge is articulated. In this interactivity, we present a customized BINGO card for participants to carry to sessions on-site at the venue, with the goal to spark reflection of genre conventions, how they shape the work produced at the conference, as well as facilitating interactions and discussions between speakers and attendees.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2024
Emneord
CHI PLAY, LLMs, artificial intelligence, writing conventions
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-71981 (URN)10.1145/3665463.3678843 (DOI)001535143500056 ()2-s2.0-85211622737 (Scopus ID)979-8-4007-0692-9 (ISBN)
Konferanse
CHI PLAY '24: The Annual Symposium on Computer-Human Interaction in Play, October 14 - 17, 2024, Tampere Finland.
Tilgjengelig fra: 2024-11-08 Laget: 2024-11-08 Sist oppdatert: 2025-09-02bibliografisk kontrollert
O’Bryan, M., Alvarez, A., Font, J. & Robinson, R. B. (2024). Decentering the Designer Through Live-Action Roleplay. In: Proceedings of the Halfway to the Future Symposium: . Paper presented at HTTF '24: Halfway to the Future Santa Cruz CA USA October 21 - 23, 2024. Association for Computing Machinery (ACM), Article ID 37.
Åpne denne publikasjonen i ny fane eller vindu >>Decentering the Designer Through Live-Action Roleplay
2024 (engelsk)Inngår i: Proceedings of the Halfway to the Future Symposium, Association for Computing Machinery (ACM), 2024, artikkel-id 37Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

More-than-human approaches to HCI design research have gained traction in recent years, facilitating a need to employ new methods that decenter the human perspective. We propose live-action roleplay (larp), as a method and practice within HCI that can support perspective taking and empathy-building with non-humans actors. In this paper, we discuss a local community workshop where we facilitated numerous body-based and larp activities surrounding the theme of sustainability, and reflect on the strengths larp offers in service of decentering the human perspective.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2024
Serie
HttF ’24
Emneord
embodied methods, human-computer interaction, larp, more-than-human, roleplay, sustainability
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-71776 (URN)10.1145/3686169.3686173 (DOI)001537871100005 ()2-s2.0-85215500562 (Scopus ID)979-8-4007-1042-1 (ISBN)
Konferanse
HTTF '24: Halfway to the Future Santa Cruz CA USA October 21 - 23, 2024
Tilgjengelig fra: 2024-10-24 Laget: 2024-10-24 Sist oppdatert: 2025-08-28bibliografisk kontrollert
Robinson, R. B., Alvarez, A. & Mekler, E. D. (2024). How to write a CHI paper (asking for a friend). In: Conference on Human Factors in Computing Systems - Proceedings: . Paper presented at CHI '24: CHI Conference on Human Factors in Computing Systems, Honolulu HI, USA, May 11-16, 2024 (pp. 1-8). ACM Press, Article ID 558.
Åpne denne publikasjonen i ny fane eller vindu >>How to write a CHI paper (asking for a friend)
2024 (engelsk)Inngår i: Conference on Human Factors in Computing Systems - Proceedings, ACM Press, 2024, s. 1-8, artikkel-id 558Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Writing and genre conventions are extant to any scientific community, and CHI is no different. In this paper, we present the early phases of an AI tool called KITSUNE, which takes text and adapts it toward the writing conventions of a CHI paper. We describe the development of the tool with the intent to promote discussion around how writing conventions are upheld and unquestioned by the CHI community, and how this translates to the work produced. In addition, we bring up questions surrounding how the introduction of LLMs into academic writing will fundamentally change how conventions will be upheld now and in the future.

sted, utgiver, år, opplag, sider
ACM Press, 2024
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-70196 (URN)10.1145/3613905.3644051 (DOI)001227587701013 ()2-s2.0-85194168851 (Scopus ID)979-8-4007-0331-7 (ISBN)
Konferanse
CHI '24: CHI Conference on Human Factors in Computing Systems, Honolulu HI, USA, May 11-16, 2024
Tilgjengelig fra: 2024-08-13 Laget: 2024-08-13 Sist oppdatert: 2025-02-07bibliografisk kontrollert
Robinson, R. B. & Alvarez, A. (2024). Toward a Design and Play-Focused Approach to Teaching Technical Game Design. In: FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital Games: . Paper presented at DG 2024: Foundations of Digital Games, Worcester MA USA, May 21 - 24, 2024. Association for Computing Machinery (ACM), Article ID 39.
Åpne denne publikasjonen i ny fane eller vindu >>Toward a Design and Play-Focused Approach to Teaching Technical Game Design
2024 (engelsk)Inngår i: FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital Games, Association for Computing Machinery (ACM), 2024, artikkel-id 39Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

As of 2023, education surrounding game design has become a fixture in university education systems around the world. As the teaching of game design is an inherently interdisciplinary subject with many connections to the arts and humanities, there are a diverse range of perspectives as to what the focus of each curriculum should include. In this essay, we argue that game programs with a more technical focus should include both design and play-focused approaches embedded into the pedagogy. We present two case studies drawing from our education journeys studying games as well as our experiences teaching in both game and computer science programs, and discuss the resulting benefits of integrating these concepts into our practice.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2024
Emneord
education, pedagogy, game design, computer science, play-centric, larp, design
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-70216 (URN)10.1145/3649921.3650003 (DOI)001267233700039 ()2-s2.0-85199042209 (Scopus ID)979-8-4007-0955-5 (ISBN)
Konferanse
DG 2024: Foundations of Digital Games, Worcester MA USA, May 21 - 24, 2024
Tilgjengelig fra: 2024-08-14 Laget: 2024-08-14 Sist oppdatert: 2025-02-18bibliografisk kontrollert
Andersson, J., Trojanowski, M. & Alvarez, A. (2023). Are You Lucky or Skilled? An Analysis of Elements of Randomness in Slay the Spire. In: 2023 IEEE Conference on Games (CoG): . Paper presented at IEEE Conference on Games (CoG), Boston, USA, 21-24 Aug 2023. IEEE
Åpne denne publikasjonen i ny fane eller vindu >>Are You Lucky or Skilled? An Analysis of Elements of Randomness in Slay the Spire
2023 (engelsk)Inngår i: 2023 IEEE Conference on Games (CoG), IEEE, 2023Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Elements of randomness are a very common factor in modern digital games, from simple rolls of a die to complex AI systems. These elements have an impact on how the player experiences a game. We believe that exploring the field of luck analysis can benefit designers through a developed understanding of how such elements affect players. In this study, we explore how elements of randomness affect players in the roguelike deckbuilding game, Slay the Spire using data clustering. Three player skill groups were identified with the use of clustering: Winners, Low skill losers and High skill losers. Our results indicate that people who succeeded in beating the game, had an increased amount of randomness in the form of cards by a factor of 1.82. Showing that more skilled players do not shy away from randomness but instead embrace it more than lower skilled players.

sted, utgiver, år, opplag, sider
IEEE, 2023
Serie
IEEE Conference on Computational Intelligence and Games, ISSN 2325-4270, E-ISSN 2325-4289
Emneord
Game analysis, Game design, Elements of Randomness, Correlation, Input variables, Clustering algorithms, Games, Data mining, Artificial intelligence, Faces
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-64677 (URN)10.1109/CoG57401.2023.10333231 (DOI)2-s2.0-85180547354 (Scopus ID)979-8-3503-2277-4 (ISBN)979-8-3503-2278-1 (ISBN)
Konferanse
IEEE Conference on Games (CoG), Boston, USA, 21-24 Aug 2023
Tilgjengelig fra: 2023-12-21 Laget: 2023-12-21 Sist oppdatert: 2024-02-05bibliografisk kontrollert
Alvarez, A. (2023). ChatGPT as a Narrative Structure Interpreter. In: Lissa Holloway-Attaway, John T. Murray (Ed.), Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II. Paper presented at 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023 (pp. 113-121). Springer
Åpne denne publikasjonen i ny fane eller vindu >>ChatGPT as a Narrative Structure Interpreter
2023 (engelsk)Inngår i: Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II / [ed] Lissa Holloway-Attaway, John T. Murray, Springer, 2023, s. 113-121Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Narrative structures define the skeleton of narratives and help at identifying common structures in stories, that then can be used to compare structures, define variations, and understand prototypical [structural] components. However, narrative structures are just one piece of the puzzle, their interpretation is what gives room to the stories seen in transmedia storytelling. In principle, a structure can be interpreted and developed with a myriad of stories, but requires some type of corpus to develop it further. Large language models such as ChatGPT could be employed for this task, if we are able to define a good narrative structure and give the tools to the algorithm to develop them further. For this paper, we use a narrative structure system called TropeTwist, which employs interconnected tropes as narrative structures, defining characters, conflicts, and plot devices in a relational graph, which gives raise to a set of trope micro- and meso-patterns. Using ChatGPT and through the web interface, we communicate all the possible elements to be used from TropeTwist and tasked ChatGPT to interpret them and generate stories. We describe our process and methodology to reach these interpretations, and present some of the generated stories based on a constructed narrative structure. Our results show the possibilities and limitations of using these systems and elaborate on future work to combine large language models for other tasks within narrative interpretation and generation.

sted, utgiver, år, opplag, sider
Springer, 2023
Serie
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 384
Emneord
Narrative Structures, Large Language Models, ChatGPT, Games, Story Generation
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-64278 (URN)10.1007/978-3-031-47658-7_9 (DOI)001416906500009 ()2-s2.0-85177442540 (Scopus ID)978-3-031-47657-0 (ISBN)978-3-031-47658-7 (ISBN)
Konferanse
16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023
Tilgjengelig fra: 2023-12-12 Laget: 2023-12-12 Sist oppdatert: 2025-04-15bibliografisk kontrollert
Robinson, R. B., Mirza-Babaei, P., Alvarez, A., Garreta Domingo, M., Mandryk, R. L. & Isbister, K. (2023). Games and Play SIG: Connecting Through Social and Playful Technologies. In: CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems: . Paper presented at 2023 CHI Conference on Human Factors in Computing Systems, CHI EA 2023, Hamburg, Germany, April 23-28, 2023. Association for Computing Machinery (ACM), Article ID 513.
Åpne denne publikasjonen i ny fane eller vindu >>Games and Play SIG: Connecting Through Social and Playful Technologies
Vise andre…
2023 (engelsk)Inngår i: CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2023, artikkel-id 513Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Games have always been popular for connecting people, from local single-player and couch co-op, to massively multiplayer online. Throughout the COVID-19 pandemic, remote games that involved and fostered social interactions and connections were a highlight among strategies for staying connected. For this year’s games and play SIG, we come together to discuss the relevant and timely topic of social and playful technologies, and how they can be designed to best foster meaningful social connections over a distance. We bring together attendees from not only the games community, but also those in the broader field of CHI focusing on social and playful technologies.  

 

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2023
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-63788 (URN)10.1145/3544549.3583176 (DOI)2-s2.0-85158152170 (Scopus ID)9781450394222 (ISBN)
Konferanse
2023 CHI Conference on Human Factors in Computing Systems, CHI EA 2023, Hamburg, Germany, April 23-28, 2023
Tilgjengelig fra: 2023-11-20 Laget: 2023-11-20 Sist oppdatert: 2023-11-20bibliografisk kontrollert
Alvarez, A. (2022). Exploring Game Design through Human-AI Collaboration. (Doctoral dissertation). Malmö: Malmö universitet
Åpne denne publikasjonen i ny fane eller vindu >>Exploring Game Design through Human-AI Collaboration
2022 (engelsk)Doktoravhandling, med artikler (Annet vitenskapelig)
Abstract [en]

Game design is a hard and multi-faceted task that intertwines different gameplay mechanics, audio, level, graphic, and narrative facets. Games' facets are developed in conjunction with others with a common goal that makes games coherent and interesting. These combinations result in plenty of games in diverse genres, which usually require a collaboration of a diverse group of designers. Collaborators can take different roles and support each other with their strengths resulting in games with unique characteristics. The multi-faceted nature of games and their collaborative properties and requirements make it an exciting task to use Artificial Intelligence (AI). The generation of these facets together requires a holistic approach, which is one of the most challenging tasks within computational creativity. Given the collaborative aspect of games, this thesis approaches their generation through Human-AI collaboration, specifically using a mixed-initiative co-creative (MI-CC) paradigm. This paradigm creates an interactive and collaborative scenario that leverages AI and human strengths with an alternating and proactive initiative to approach a task. However, this paradigm introduces several challenges, such as Human and AI goal alignment or competing properties.

In this thesis, game design and the generation of game facets by themselves and intertwined are explored through Human-AI collaboration. The AI takes a colleague's role with the designer, arising multiple dynamics, challenges, and opportunities. The main hypothesis is that AI can be incorporated into systems as a collaborator, enhancing design tools, fostering human creativity, and reducing workload. The challenges and opportunities that arise from this are explored, discussed, and approached throughout the thesis. As a result, multiple approaches and methods such as quality-diversity algorithms and designer modeling are proposed to generate game facets in tandem with humans, create a better workflow, enhance the interaction, and establish adaptive experiences.

sted, utgiver, år, opplag, sider
Malmö: Malmö universitet, 2022. s. 381
Serie
Studies in Computer Science ; 20
Emneord
Computer Games, Human-AI Collaboration, Mixed-Initiative, Procedural Content Generation, Quality Diversity, Computational Creativity
HSV kategori
Forskningsprogram
Interaktionsdesign
Identifikatorer
urn:nbn:se:mau:diva-54586 (URN)10.24834/isbn.9789178773084 (DOI)978-91-7877-307-7 (ISBN)978-91-7877-308-4 (ISBN)
Disputas
2022-09-27, Niagara hörsal C, Nordenskiöldsgatan 1, 21119, Malmö, 14:30 (engelsk)
Opponent
Veileder
Tilgjengelig fra: 2022-08-29 Laget: 2022-08-27 Sist oppdatert: 2022-12-08bibliografisk kontrollert
Alvarez, A., Font Fernandez, J. M., Dahlskog, S. & Togelius, J. (2022). Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions. IEEE Transactions on Games, 14(2), 202-211
Åpne denne publikasjonen i ny fane eller vindu >>Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions
2022 (engelsk)Inngår i: IEEE Transactions on Games, ISSN 2475-1502, E-ISSN 2475-1510, Vol. 14, nr 2, s. 202-211Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer (EDD): a mixed-initiative co-creativity tool for designing dungeons. The feature uses the MAP-Elites algorithm, an illumination algorithm that segregates the population among several cells depending on their scores with respect to different behavioral dimensions. Users can flexibly and dynamically alternate between these dimensions anytime, thus guiding the evolutionary process in an intuitive way, and then incorporate suggestions produced by the algorithm in their room designs. At the same time, any modifications performed by the human user will feed back into MAP-Elites, closing a circular workflow of constant mutual inspiration. This paper presents the algorithm followed by an in-depth evaluation of the expressive range of all possible dimension combinations in several scenarios, and discusses their influence in the fitness landscape and in the overall performance of the procedural content generation in EDD.

sted, utgiver, år, opplag, sider
IEEE, 2022
HSV kategori
Identifikatorer
urn:nbn:se:mau:diva-40278 (URN)10.1109/TG.2020.3046133 (DOI)000811581700012 ()2-s2.0-85098766850 (Scopus ID)
Tilgjengelig fra: 2021-02-01 Laget: 2021-02-01 Sist oppdatert: 2025-08-28bibliografisk kontrollert
Prosjekter
Beteendeförändring orsakat av olika grader av brädspelsdigitalisering - Ett Egocentric Interaction Interventions pilotprojekt
Organisasjoner
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0002-7738-1601