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Publications (10 of 26) Show all publications
van Delden, R., Reidsma, D., Postma, D., Weijdom, J., Márquez Segura, E., Turmo Vidal, L., . . . Elbæk, L. (2023). Technology, Movement, and Play Is Hampering and Boosting Interactive Play. In: CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play: . Paper presented at Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2023, Stratford, ON, Canada, October 10-13, 2023 (pp. 231-234). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Technology, Movement, and Play Is Hampering and Boosting Interactive Play
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2023 (English)In: CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery (ACM), 2023, p. 231-234Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we highlight how including technology, movement or play can boost a design process but with unbalanced amounts can also hamper the process. We provide a set of examples where we miscalculated the amount of technology, movement, or play that was needed in a design activity in such a way that it became counterproductive and for each example mention possible adaptations. Finally, we highlight three existing approaches that can balance the overabundance of technology, movement, and play in design processes: activity-centered design, somaesthetic design, and perspective-changing movement-based design.  

 

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:mau:diva-63785 (URN)10.1145/3573382.3616050 (DOI)2-s2.0-85175866378 (Scopus ID)9798400700293 (ISBN)
Conference
Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2023, Stratford, ON, Canada, October 10-13, 2023
Available from: 2023-11-20 Created: 2023-11-20 Last updated: 2023-11-20Bibliographically approved
Larchen Costuchen, A., Font Fernández, J. M. & Stavroukalis, M. (2022). AR-Supported Mind Palace for L2 Vocabulary Recall. International Journal: Emerging Technologies in Learning, 17(13), 47-63
Open this publication in new window or tab >>AR-Supported Mind Palace for L2 Vocabulary Recall
2022 (English)In: International Journal: Emerging Technologies in Learning, ISSN 1868-8799, E-ISSN 1863-0383, Vol. 17, no 13, p. 47-63Article in journal (Refereed) Published
Abstract [en]

MnemoRoom4U is an AR (Augmented Reality) tool that uses a memory-palace strategy for foreign-language training. A memory palace helps information recall with the aid of object association in visualizations of familiar spatial surroundings. In MnemoRoom4U, paper or digital flashcards are re-placed with virtual notes containing L1 words and their L2 translations that are placed on top of real physical objects inside a familiar environment, such as one’s room, home, office space, etc. The AR-supported notes aid associative memory by establishing a relationship between the physical objects in the user’s mind and the virtual lexis to be retained in L2. Learners first set up a path through their familiar environment, attaching virtual sticky notes—each containing a target word to be memorized together with its corresponding source-language translation—to real-life objects (e.g. furniture in their homes or offices). They then take the same path again, reviewing all the words, and finally carry out a retention test. MnemoRoom4U is a technological artifact designed for specific didactic purposes in the Unity game engine with the ARCore augmented-reality plug-in for Android. This work takes a Design-Science approach with phenomenological, exploratory underpinnings tracking back to the efficiency of spatial mnemonics previously reported quantitatively and combines it with AR technology to effect L2 vocabulary recall.

Place, publisher, year, edition, pages
International Association of Online Engineering, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-56420 (URN)10.3991/ijet.v17i13.25073 (DOI)
Available from: 2022-12-02 Created: 2022-12-02 Last updated: 2022-12-07Bibliographically approved
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
Open this publication in new window or tab >>Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions
2022 (English)In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 2, p. 202-211Article in journal (Refereed) 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.

Place, publisher, year, edition, pages
IEEE, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-40278 (URN)10.1109/TG.2020.3046133 (DOI)000811581700012 ()
Available from: 2021-02-01 Created: 2021-02-01 Last updated: 2022-12-07Bibliographically approved
Alvarez, A., Font, J. & Togelius, J. (2022). Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures. In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games: . Paper presented at FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022. ACM Digital Library, Article ID 42.
Open this publication in new window or tab >>Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures
2022 (English)In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM Digital Library, 2022, article id 42Conference paper, Published paper (Refereed)
Abstract [en]

Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative. We evaluate the impact of these constraints and the system’s adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative.  

 

 

Place, publisher, year, edition, pages
ACM Digital Library, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-56278 (URN)10.1145/3555858.3555929 (DOI)978-1-4503-9795-7 (ISBN)
Conference
FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022
Available from: 2022-11-29 Created: 2022-11-29 Last updated: 2022-12-08Bibliographically approved
Alvarez, A., Font, J. & Togelius, J. (2022). Toward Designer Modeling Through Design Style Clustering. IEEE Transactions on Games, 14(4), 676-686
Open this publication in new window or tab >>Toward Designer Modeling Through Design Style Clustering
2022 (English)In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 4, p. 676-686Article in journal (Refereed) Published
Abstract [en]

We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces. These design traces are formulated as transitions between design styles; these design styles are in turn found through clustering all intermediate designs along the way to making a complete design. This method is implemented in the Evolutionary Dungeon Designer, a research platform for mixed-initiative systems to create adventure and dungeon crawler games. We present results both in the form of design styles for rooms, which can be analyzed to better understand the kind of rooms designed by users, and in the form of archetypical sequences between these rooms, i.e., Designer Personas.

Place, publisher, year, edition, pages
IEEE, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-51543 (URN)10.1109/tg.2022.3143800 (DOI)000908822400014 ()
Available from: 2022-05-19 Created: 2022-05-19 Last updated: 2023-03-01Bibliographically approved
Larsson, T., Font, J. & Alvarez, A. (2022). Towards AI as a Creative Colleague in Game Level Design. In: Proceedings of the 18th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment: . Paper presented at AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE). AAAI Press
Open this publication in new window or tab >>Towards AI as a Creative Colleague in Game Level Design
2022 (English)In: Proceedings of the 18th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AAAI Press, 2022Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

In Mixed-Initiative Co-Creative tools, the human is mostly in control of what will and can be created, delegating the AI to a more suggestive role instead of a colleague in the co-creative process. Allowing more control and agency for the AI might be an interesting path in co-creative scenarios where AI could direct and take more initiative within the co-creative task. However, the relationship between AI and human designers in creative processes is delicate, as adjusting the initiative or agency of the AI can negatively affect the user experience. In this paper, different degrees of agency for the AI are explored within the Evolutionary Dungeon Designer (EDD) to further understand MI-CC tools. A user study was performed using EDD with three varying degrees of AI agency. The study highlighted elements of frustration that the human designer experiences when using the tool and the behavior in the AI that led to possible strains on the relationship. The paper concludes with the identified issues and possible solutions and suggested further research.

Place, publisher, year, edition, pages
AAAI Press, 2022
Keywords
AI Agency, Mixed-Initiative Co-Creativity, Level Design, AI Roles
National Category
Human Computer Interaction Computer Sciences
Research subject
Interaktionsdesign
Identifiers
urn:nbn:se:mau:diva-54334 (URN)
Conference
AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)
Available from: 2022-08-05 Created: 2022-08-05 Last updated: 2022-12-07Bibliographically approved
Kadish, D., Sarkheyli-Hägele, A., Font, J., Hägele, G., Niehorster, D. C. & Pederson, T. (2022). Towards Situation Awareness and Attention Guidance in a Multiplayer Environment using Augmented Reality and Carcassonne. In: CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play: . Paper presented at CHI PLAY '22: The Annual Symposium on Computer-Human Interaction in Play, Bremen Germany, November 2 - 5, 2022. ACM Digital Library
Open this publication in new window or tab >>Towards Situation Awareness and Attention Guidance in a Multiplayer Environment using Augmented Reality and Carcassonne
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2022 (English)In: CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, ACM Digital Library, 2022, p. -9Conference paper, Published paper (Refereed)
Abstract [en]

Augmented reality (AR) games are a rich environment for researching and testing computational systems that provide subtle user guidance and training. In particular computer systems that aim to augment a user’s situation awareness benefit from the range of sensors and computing power available in AR headsets. The main focus of this work-in-progress paper is the introduction of the concept of the individualized Situation Awareness-based Attention Guidance (SAAG) system used to increase humans’ situating awareness and the augmented reality version of the board game Carcassonne for validation and evaluation of SAAG. Furthermore, we present our initial work in developing the SAAG pipeline, the generation of game state encodings, the development and training of a game AI, and the design of situation modeling and eye-tracking processes.  

 

Place, publisher, year, edition, pages
ACM Digital Library, 2022
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:mau:diva-56501 (URN)10.1145/3505270.3558322 (DOI)978-1-4503-9211-2 (ISBN)
Conference
CHI PLAY '22: The Annual Symposium on Computer-Human Interaction in Play, Bremen Germany, November 2 - 5, 2022
Available from: 2022-12-07 Created: 2022-12-07 Last updated: 2023-04-05Bibliographically approved
Alvarez, A. & Font, J. (2022). TropeTwist: Trope-based Narrative Structure Generation. In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games: . Paper presented at FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022. ACM Digital Library, Article ID 69.
Open this publication in new window or tab >>TropeTwist: Trope-based Narrative Structure Generation
2022 (English)In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM Digital Library, 2022, article id 69Conference paper, Published paper (Refereed)
Abstract [en]

Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games’ narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.  

 

Place, publisher, year, edition, pages
ACM Digital Library, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-56277 (URN)10.1145/3555858.3563271 (DOI)978-1-4503-9795-7 (ISBN)
Conference
FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022
Available from: 2022-11-29 Created: 2022-11-29 Last updated: 2022-12-07Bibliographically approved
Alvarez, A. & Font, J. (2022). TropeTwist:Trope-based Narrative Structure Generation. In: Proceedings of the 13th Workshop on Procedural Content Generation, FDG: . Paper presented at The International Conference on the Foundations of Digital Games (FDG). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>TropeTwist:Trope-based Narrative Structure Generation
2022 (English)In: Proceedings of the 13th Workshop on Procedural Content Generation, FDG, Association for Computing Machinery (ACM), 2022Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games' narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2022
Keywords
Authoring Tools, Narrative Generation, Evolutionary Computation, MAP-Elites, Computer Games
National Category
Computer Sciences Human Computer Interaction
Research subject
Interaktionsdesign
Identifiers
urn:nbn:se:mau:diva-54331 (URN)
Conference
The International Conference on the Foundations of Digital Games (FDG)
Available from: 2022-08-05 Created: 2022-08-05 Last updated: 2022-12-07Bibliographically approved
Embring Klang, C.-M., Enhörning, V., Alvarez, A. & Font, J. (2021). Assessing Simultaneous Action Selection and Complete Information in TAG with Sushi Go!. In: Proceedings of the 3rd Conference on Games: . Paper presented at IEEE Conference on Games (CoG), 17-20 Aug. 2021, Copenhagen, Denmark. IEEE
Open this publication in new window or tab >>Assessing Simultaneous Action Selection and Complete Information in TAG with Sushi Go!
2021 (English)In: Proceedings of the 3rd Conference on Games, IEEE, 2021Conference paper, Published paper (Refereed)
Abstract [en]

Digitalizing tabletop games for general game playing(GGP) AI research is a continuously growing field. TabletopGames Framework (TAG) is a framework developed to simplifythe process of implementing tabletop board games to digital form.Sushi Go! is a game that combines simultaneous action selectionand complete information. This creates a unique combination ofmechanics, which presents a new challenge for GGP agents. Byimplementing Sushi Go! into TAG, we can test different agent’sperformance using these mechanics and compare them to theirexisting performances in the other games of TAG. Results ofthis testing are presented, which display that the framework iscapable of implementing Sushi Go! and that the agents performwith mixed results. Further developing heuristics for the agentsshould prove to increase their performance when faced with thesetypes of games.

Place, publisher, year, edition, pages
IEEE, 2021
Series
IEEE Conference on Computational Intelligence and Games, E-ISSN 2325-4289
Keywords
General Game Playing, Tabletop Games, Game AI
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-47272 (URN)10.1109/CoG52621.2021.9618987 (DOI)000842962500148 ()2-s2.0-85122963476 (Scopus ID)978-1-6654-3886-5 (ISBN)978-1-6654-4608-2 (ISBN)
Conference
IEEE Conference on Games (CoG), 17-20 Aug. 2021, Copenhagen, Denmark
Available from: 2021-12-07 Created: 2021-12-07 Last updated: 2023-07-06Bibliographically approved
Projects
The Evolutionary World Designer; Malmö UniversityBehaviour change caused by various degrees of digitalisation in tabletop gameplay – An Egocentric Interaction Interventions pilot projectSituation Awareness-based Attention Guidance; Malmö University, Internet of Things and People (IOTAP)
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-3924-7484

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