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One of the hottest areas right now is Gamification. So, today, let's explore and find out more on Games and HCI.!! Choose one article below

One of the hottest areas right now is Gamification. So, today, let's explore and find out more on Games and HCI.!!

Choose one article below and discuss ... Your Perspective on Practice and Opportunities of Gamification in HCI.

Games and HCI: Perspectives on Intersections and Opportunities

Introduction Interaction with entertainment-oriented software and applications is different from interaction with standard (productivity focused) information systems, in that players/users of these kinds of applications care most about the moment-to-moment experience, rather than task outcomes, and may be driven just as much by their emotions as by logic and reason. What is usable and satisfying may not always be the easiest or most straightforward interface. For example, failing sometimes and/or being inefficient is a fundamental aspect of an optimal game experience. Games and entertainment applications demand new kinds of design and evaluative techniques that give us a better handle on designing for satisfying and engaging moment-to-moment experiences of this kind. Also, the games and entertainment community can become an important driver for the larger CHI community, in terms of evolving new interaction techniques and standards. Entertainment services today are developed for a wide range of platforms, from mobile to web to interactive television in the home. These services quickly adopt new forms of interaction technology (such as multi-touch or accelerometer-based interaction), which may in turn become standard for applications in other fields. Frequently, practitioners and researchers in games and entertainment areas are leading the way in adopting and understanding these new modes of interaction. The panel Games and HCI: Perspectives on Intersections and Opportunities will focus on what HCI could learn from the games community, as well as how the games community would benefit from a closer cooperation with the HCI community. PANEL What can HCI practitioners learn from how game designers work and think? How have games influenced technology interfaces and experiences in the past, and how might this unfold in the future? Is the recent trend toward 'gamification' of everyday computer-supported activities a fruitful approach? This panel will tackle these and other related questions about how games and HCI connect. The panelists all have rich backgrounds in game development, as well as practical experience bridging into broader contexts with this work. The panel will begin with the traditional set-up for a panel, with a brief presentation of and from the participants and an overview on the topic by the moderators. Then, a set of key questions will be discussed. We expect a lively discussion of the topic of whether games are today's innovation drivers - while other disciplines and communities are just taking up lessons learned in the games industry. This might be true for new forms of user interaction that are today typically triggered by (games) industry and no longer by HCI research. We expect to identify how the HCI community can still fruitfully contribute to games development and design and what research steps have to be undertaken to support games from an HCI perspective. Using the community game (via Twitter) that will be provided by the Games and Entertainment community during CHI 2011, we will enhance the participation of the audience. Letting them play the game concerning one question,will show in the end how HCI research and HCI knowledge can fruitfully enhance games and games development. THE PANELISTS (CONFIRMED) John Buchanan, Director of Technology, Relic Entertainment Juancho has been in the graphics industry since 1986 and has worked as a professor and in the industry. He was involved in early research in Non Photo Realistic Rendering at the University of Alberta. He was then the Director, Advanced Technology and University Liaison Dude for Electronic Arts. At Carnegie Mellon University he investigated early prototype methodologies known as Game Sketching. He is currently the Director of Technology at Relic. Daniel Cook, Daniel Cook, Chief Creative Officer, Spry Fox Daniel Cox is a veteran game designer who runs the popular game design website Lostgarden.com. He writes extensively on the techniques, theory and business of game design. He is the Chief Creative Officer at Spry Fox, was a professional illustrator in his youth and managed to collect both a degree in physics and an MBA. His most recent projects include Triple Town, Panda Poet, Steambirds and Ribbon Hero, which turns Microsoft Office into a game. Dave Warfield, Head of Game Design, Vancouver Film School A game designer who has worked in the industry for fifteen years, Dave came to VFS directly from Electronic Arts, one of the most successful video game companies in the world. As a senior producer for EA , Dave produced and designed NHL 2005 as well as 24 other published video game titles, including EA's NBA Live and Skitchin', Konami's NFL, Mission: Impossible , Top Gun: Danger Zone, and Teenage Mutant Ninja Turtles, and NEC's Champions Forever Boxing. Moderator(s): Katherine Isbister and Regina Bernhaupt, co-chairs, Games and Entertainment Special Community Katherine Isbisters primary research focus is games-related HCI. She has authored one book and edited another on games design and evaluation [4, 5]. She has presented 3 full papers at CHI and one Note, and served as an AC and a reviewer for many years. She is on the Editorial Board of the International Journal of Human Computer Studies, and a Senior Member of the ACM. She is a frequent presenter at the game industrys primary design conference (GDC). Regina Bernhaupts main research focus is the development of methods that support design and development of entertainment applications [1, 2, 3]. She published a book on user experience evaluation methods for games and contributes to the broader field of entertainment, especially interactive TV and Internet Protocol Television (IPTV). She is currently an invited professor at IRIT, Toulouse. She has been an active member of the CHI community, serving as courses co-chair for 2010/2011 and she is member of the SIGCHI Conference Management Committee (CMC). Intended Audience The panel targets the newly established games and entertainment community within CHI. The games and entertainment community are researchers and practitioners focusing on player-oriented game development including analysis, design, development, and evaluation of desktop games, mobile games, mixed reality games, table top games, serious and educational games, exertion games, affective games; avatars, non- player characters (NPCs) and embodied conversational agents (ECAs) for games and entertainment purposes; development of (interactive TV) formats, DVDs and related media; interactive applications for media consumption and usage on the web, in the car, and using mobile platforms; and other entertainment-focused applications. Entertainment services today are developed for a wide range of platforms, from mobile to web to interactive television in the home. These services quickly adopt new forms of interaction technology (such as multi-touch or accelerometer-based interaction), which may in turn become standard for applications in other fields. Frequently, practitioners and researchers in games and entertainment areas are leading the way in adopting and understanding these new modes of interaction. We thus expect to interest a community beyond the games and entertainment community attracting participants from the engineering, design and UX communities within CHI.

It is HCI subject which comes in computer science. I just need your perspective on this that's it.

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