Conferences

DiGRA Impressions

Conference report: DiGRA 2011

DiGRA Impressions

In recent news, LiSC members recently attended the 5th Digital Games Research Association (DiGRA) conference in Hilversum (NL) hosted by the Utrecht School of the Arts. Oliver presented his work on groups and social-emotion driven NPC crowds in open-world games, whereas Ben discussed Power Laws and Social Architectures in online gaming communities. Both papers will be available soon on the UL Repository and on the DiGRA Webpage -  I will update this blog post accordingly.

After enjoying a couple of fine Dutch beers along the quiet canals in Amsterdam, we, as in Ben and I, travelled to Hilversum and attended to the conference opening party, which was situated in “De Vorstin”. To our surprise, the opening party was, to my opinion, most unconventional, and I recall Ben describing it as ‘surreal’. And this is not meant in a bad way, as it was was really fun. There were plenty of games played, and to cite a handful; Joust and B.U.T.T.O.N. from the Copenhagen Game Collective (DK), Winnitron from Dutch Game Garden (NL), and the Do-it-yourself-DJ deck. As the games went on, a guy in a koala-suit, known as Kid-Koala, put a lot of effort creating a real musical ambience among the guests. My personal highlights of the evening were the Chick’n’Run contest, the robot/samurai cosplayers and the wrestlers (!). Ben was right, the party was ‘surreal’. I did not expect something as fun as this.

The conference itself unfolded over the following days. This year, DiGRA introduced a system dubbed MATCH, which is meant to open dialog and to help collaboration. The MATCH system linked conference participants together, who are working on similar topics. During each match, each presenter has a ten minutes introduction time, followed by twenty minutes of discussion time. Speakers were encouraged to present without PowerPoint slides and to use alternative approaches.

I got matched with Joerg Niesenhaus, from the Game Technology Competence Center (Uni Duisburg-Essen), who presented his work about the playful crowd-sourcing to gather data to be used in the context of improving electro-mobility. Our MATCH went really well, and I managed to liaise with Joerg, his colleagues and plenty of other speakers from the conference. I even got congratulated by many to have a fully PowerPoint-less presentation – many people still relied on the good old slides. Hooray!

As there were several matches running in parallel sessions, it was difficult to attend to all of them. I decided to participate in sessions about prototyping, procedurality, animal play, game-labs, metrics and games industry. There were several keynotes as well, for instance Eric Zimmerman proposed to re-think games research, Garry Crawford review his new book, Gentleman boardgame designer Reiner Knizia discussed maximum impact game design and Mary Flanagan spoke about games from a values-oriented standpoint. There were also keynote speaks from Bernie Dekoven, Jen Jenson, Suzanne de Castell and Antanas Mockus Sivickas. Graduates from the Utrecht School of the Arts also presented their work, most noticeable are ‘Herboren’, ‘Mac and Cheese’, ‘Ascendance: Rise of the Gods’, ‘Skizo Kid’ and ‘Fingle’. Brilliant work, guys.

Between the sessions, there was plenty of time to socialise, exchange contact details, and to play board-games which were generously put at disposal by SubCultures. In the evenings, Ben and I enjoyed the local cuisine and local drinks/beers. The conference itself finished on Saturday afternoon, leaving us enough time to further enjoy being tourists in the beautiful cities of Hilversum, Amsterdam and Utrecht.

In short, I thought that the conference was excellent. I got plenty of good feedback about my work and I was able to socialise and liaise with many researchers from different fields. The conference itself was well organised, there were plenty of great speakers and plenty of activities. In one word, it was a proper fun conference. Kudos to the organisers. Guess what? I’m really looking forward to submit another work to DiGRA 2013.

For further impressions of the conference, check out those videos:

Opening Party.
Day 1.
Day 2.
Day 3.

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Conference report: KES-AMSTA 2011

A quick update about the KES-AMSTA 2011 conference, which took place between June 29 and July 1, 2011 in Manchester, United Kingdom. The conference attracted many researchers who discussed and presented their work covering subjects such as agent and multi-agent systems and their applications and methodologies. In addition to the main track of the conference, a Doctoral Track was organised, in which LiSC member Olivier presented his work entitled “Towards Agent-Based Crowd Simulation in Airports using  Games Technology“, which has been co-authored with Patrick Dickinson and Tom Duckett.

Olivier is highly interested in research involving crowd simulations, more specifically, he focus his work on the modelling of the social aspects of emotions for groups of individuals in virtual crowds for video-games. His recent paper discusses the use of games technology for crowd simulation in an airport terminal and investigates the unique traits of airport terminals as a backdrop for novel gaming experiences. LiSC also recently used airport terminals as a gaming backdrop for the pervasive mobile phone game ‘BlowTooth’.

The conference was well attended by researchers worldwide. Several work from many fields were presented, for instance: conversational agents, dialogue systems, text processing, agents and social networks, modelling, planning and prediction, robotics and manufacturing, agent optimisation, negotiation and security, agent profiling etc. To cite a couple of work, Kazienko et al. uses social network analysis as a tool for improving enterprise architecture, Wojewnik et al. investigates the social network effects of attrition rates on telecommunication customers, Crossley and Amos uses a zombie-infection case-study in relationship with agent-based simulations and Nikolaev and Ayesh uses policy based HTN Planning and multi agent e-Learning Systems. Those are just a handful of the presented work; the full proceedings of the conference are available through Springer.

Good News! During the closing session of the conference, the chairman, James D. O’Shea, from the Manchester University, congratulated the LiSC member Oliver with the “Best student paper”-award in front of the KES-AMSTA conference audience for his presented work. Good stuff! A few pints of fine ale and peach flavoured beer (?) celebrated the occasion.

 

Andy working hard

Lincoln Hack report

Last weekend, the iLinkoln group organised a hack event at the university. Several members of LiSC were able to attend over the event and take part in the hacking and shenanigans. LiSC also sponsored a prize to be awarded to the best mashup of open data and social media.

Overall the event was a great success. Around 30 people attended for various amounts of time, including a small but dedicated hardcore who kept working through the night. TomSka made a great video about the event:

Hacks varied greatly, including several wacky mashups as you would expect, but also some non-traditional efforts including TomSka (of the University of Lincoln adverts fame) and his 24 hour vlogging, and Chloe Dungate who wrote a short story every hour based on random words suggested by Twitter users.

Some highlights were the “Hometourist” site by a team from Leeds that suggests interesting places to visit based on tweets, and the Hackomater site that can be used to randomly suggest ideas for mashups (echoing our mashmygov project).

The winner of the LiSC prize was the interesting location based game “GAMETITLE”, which uses Facebook places and google maps to create a social strategy game where players compete for real places with virtual troops. The game isn’t quite ready for release yet but the proof of concept was very impressive, especially considering the tight deadlines of the hack. Well done!

LiSC member Andy worked on his live Twitter visualisations, and in the early hours of the morning also made a somewhat ill-advised stalking app based on Foursquare!

I was also there, and took the opportunity to experiment with the Processing language, which I’ve been meaning to use for years. I made an identity visualisation that acts as a “magic box” to guess at nearby people’s identities based on brainwave detection. It is meant to demonstrate the hidden digital traces that follows you around in the real world, and will be shown at the University display at the Waddington Air Show. You can download the Mac app here (At your own risk). It takes a few minutes to configure the brainwave sensing apparatus – you will also need to switch Bluetooth on.

Overall the hack was an excellent event and we’d like to thank iLinkoln for organizing it, and the UL computing society for their hard work over the weekend. These hacks are always draining for participants, but always invigorating, leaving us tired but energised with new ideas for future projects.

Ben’s CHI 2011 Roundup

Following on from Conor’s post, here’s some quick comments about my experience at CHI.

This is a looong post so bear with me!

CHI is a big conference and there is a *lot* to see. One of the benefits of having several people attend is that we collectively get a lot more out of the conference than an individual would. We rarely ran into each other at the conference, each saw very different things, and this is partly why we are writing separate posts about our experiences.

I focussed more on the games aspect of CHI, attending several panels and SIG discussions on the theme. Also, since I’m currently in the process of finishing my PhD, I was in a much more reflective mood at CHI and as such my experience was less about specific research findings and more about themes and movements.

I was one of the organisers of the Social Game Studies workshop, which was held on the Sunday. We had a productive and interesting workshop, with some very interesting talks and papers that will be online shortly at the site.

We’ll post a longer report in time, but for me the main interesting discussion point was about the nature of social games with respect to real social relationships. We kept coming back to things like identity presentation and social responsibility. How, even though that “it is just a game”, the fact that real social relationships were involved meant that real-world social issues leak back and forth from within the “magic circle” of play.

There were many other interesting discussions on games throughout the conference. In particular Gifford Cheung presented two thoughtful pieces:

Starcraft from the stands: understanding the game spectator
– an intriguing look at the value of the spectator experience to games. Especially interesting was the behaviour of Starcraft fans watching videos on Youtube with masking tape on their monitors. This hides both the final result of the match and the video scrub bar that gives away the time remaining. Like a modern version of this episode of the Likely Lads.

Customization for games: lessons from variants of texas hold’em – an interesting poster about how the rules of poker evolve. I talk about the effect of social context on game rules in my PhD, so we had a good chat about it.

In the panel about World of Warcraft, Nick Yee made a couple of interesting points based on his research. Firstly, that player behaviour when role-playing correlates with their personality. In other words, it appears that even when pretending to be a radically different character, your personality still largely determines your actions. Seasoned pen-and-paper roleplayers will instantly recognise this, but it is interesting to see evidence for it. Secondly he pointed out that players conform to gender stereotypes when “gender-bending” (i.e. a male playing a female character). For example, it is a stereotype that females should heal more than fight, so female characters tend to conform to this stereotype, whether played by females or males.

There was also a couple of games going on during CHI. Conor mentioned our battle over the FourSquare mayorship. Also running was our social game of mischief, Feckr, and Backchatter. I made a concerted effort to do well at Backchatter, and managed to pull a victory in the last round. Backchatter is an interesting game about predicting Twitter trends during a conference and adds an interesting sense of urgency around paying attention to the programme. Importantly it doesn’t distract you from the content of the talks, if anything engaging you more. It’s an ok game, but more importantly it opens the door to more in-conference gaming in the future, which is a very exciting thought.

One of the most inspirational talks at CHI for me was given on the first day by Bill Buxton, head of Microsoft Research. He was basically talking about the importance of history to HCI, told through the lens of industrial design. A room at CHI was given over to his collection of interface devices, called “The Buxton Collection”. I urge you to visit his site and browse the devices online

Buxton Collection

Above is a picture from the collection showing the evolution of iPod designs. The most interesting are the first and last. The first is a transistor radio from 1958 and the last is the IBM Simon phone from 1993. Buxton’s central point is that the clever design of iPods and iPhones seems like magic if you don’t know your history. However, the designers at Apple know their history very well, and incorporated old design features in their new products as a combination of remixing and homage.

Bill generalised this in terms of the early 1980′s music scene, where there was an ideological split between people who used synthesisers to create new sounds, and people who used samplers to repurpose and reuse existing sounds. We all know who won that battle.

This really resonated with me and the thoughts I’d been having about Conor’s paper on educational games at CHI. It points out that the games industry has spent 20 years synthesising a way to teach with games, which would have been better sampled from psychology. Just as Apple remixed old design concepts from the 1950′s, so must game designers be aware of their history and context, and remix ideas from traditional sciences.

Watch this incredible video about the attention to history and context in Kill Bill, and ask yourself – where is the Quentin Tarantino of game design?

mtaward

Mindtrek 2010

LiSC had a presence again this year at Mindtrek in Tampere, Finland. This nifty little conference blends together games studies, social media and ubicomp along with business talks from industry pros.

We had two papers to present. Firstly, Ben had a paper about “Emergence and Playfulness in Social Games” (free pdf).

Although the paper is about social games exclusively, the appearance of runaway hit Minecraft prompted a change in focus of the presentation. The talk, shown below, talks about emergence in Minecraft and how it relates to the same playfulness with which many players of Social Games such as Farm Town engage.

The presentation was well received – Sebastian Deterding does a great job of placing these points in context, and talking about the importance of “underspecifying” in game design.

The second presentation was Derek’s paper on the “Step Matron” project that tested the effects of social competition on exercise at work. It is called “Motivating physical activity at work: using persuasive social media for competitive step counting” (free pdf).

This presentation also went very well – we were honoured that it was chosen as Best Academic Paper at Mindtrek!

Unfortunately Derek wasn’t able to attend the ceremony, but kindly Ben stepped forward to take the credit and copious liquid rewards.

Kiitos paljon!

Journal Club 30th April – HCI for sustainability

This Friday’s meeting followed on from the heated debate at the sustainable HCI sessions and papers at CHI 2010. The two main papers we discussed were based on the future of sustainable HCI available here and the design of eco-feedback technology available here. During our discussion of sustainable HCI and energy consumption the general sentiment was that sustainable HCI largely ignores the literature of environmental psychology with its decades of underpinning knowledge in researching pro-environmental behaviour. Conversely, the environmental psychology literature completely ignores the body of sustainable HCI research which in itself raises questions of how valid other relevant disciplines perceive HCI. We felt that a collaboration of tried and tested HCI design methodologies and environmental psychology could provide more robust experimental studies. This could potentially lead towards a definitive research answer in the effectiveness of using technology to encourage positive eco-behaviour.

Several other  poignant questions were raised, for instance does  HCI  create new technologies simply because we like new designs or ‘objects’ to covet – therefore negating the whole concept of sustainable HCI? Also, how can we begin to change deep seated consumer attitudes in the craving for and consumption of new technologies? Could it be said that we as consumers ‘want to want’ new devices and turn a blind eye to the ‘from shelf to landfill’ cycle in a short space of time? Sustainable HCI has made inroads researching the material design of technologies, see here, and how we may be able to address the perceived value of technologial devices through re-use and heirloom status concepts. It could be argued that this research is more of a visionary idea in tackling obsolescence and not practical in its application.

We felt that sustainable HCI may also be seen as an island of research with findings only having a short life cycle with no inter-disciplinary re-use. The discussion suggested that collaboration between the ergonomics, engineering, sociology and psychology disciplines could benefit the ‘sustainability’ of sustainable HCI.

wattbot tenori wattson
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CHI 2010

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We are delighted to have a strong representation at CHI 2010, with five separate pieces of work that have been accepted to various tracks of the conference. CHI 2010 takes place from April 10th – 15th in Atlanta, Georgia, USA. CHI (ACM Conference on Human Factors in Computing Systems) is the premier international conference for the field of human-computer interaction. CHI 2010 looks outward to the human experience of computing in the world. “We are HCI” challenges our community to embrace the diversity of HCI in the world and to exclaim our commitment as a profession to empower people from all walks of life.

Ben will present a main conference track paper on social network analysis entitled “Improving Social Game Engagement on Facebook through Enhanced Socio-Contextual Information.” We will present two papers at the alt.chi track of the conference. The first of these examines pervasive gaming in high security environments and is based around an initial evaluation of the Blowtooth game (see http://www.blowtooth.com). The second of our alt.chi papers deals with the possible advantages of analysing feedback delivered by persuasive applications in a way that is influenced by the findings of behavioural science. This paper is entitled “There’s a Monster in My Kitchen: Using Aversive Feedback to Motivate Behaviour Change.”

The two remaining contributions are Work-in-Progress poster presentations. The first of these presents a social tagging-based methodology for determining content of food photographs, while the second, presented by Derek Foster, details the results of a pilot study of an application that combines the use of pedometer data and social networks to motivate users to increase the amount of exercise.