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Sökning: L773:1544 3574 OR L773:1544 3981

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1.
  • Engström, Henrik, 1968-, et al. (författare)
  • Using Text-to-Speech to Prototype Game Dialog
  • 2018
  • Ingår i: Computers in Entertainment. - : Association for Computing Machinery (ACM). - 1544-3574 .- 1544-3981. ; 16:4, s. 2:1-2:16
  • Tidskriftsartikel (refereegranskat)abstract
    • Voice acting is common in computer games in many genres. The recording and processing of voice acting is a time-consuming process that involves, for instance, voice actors, directors, audio engineers, and game writers. Changes to the script of a game after the voice acting has been recorded are expensive. At the same time, playtests of games without voice acting may give different results than testing where it is present. This creates a situation where improvements identified from play testing are either ignored or leads to extensive re-recording of voice acting. This article presents a design science research project where text-to-speech (TTS) synthesis is used as a substitute for recorded voice acting in the early stages of game production. We propose a set of design principles that have been evaluated in a sharp game production. Our results indicate several benefits of using TTS as a prototyping tool: It can be a source of inspiration for game writers, it gives good estimations on timing and pacing of the game, and it allows for early tests of how the dialog will be perceived by players. The quality and characteristics of the voices provided by the TTS system play an important role in this process. The rapid development in the speech technology field opens many future possibilities.
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2.
  • Gustafsson, Anton, et al. (författare)
  • Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers
  • 2009. - 6
  • Ingår i: Computers in Entertainment. - : ACM New York, NY, USA. - 1544-3574 .- 1544-3981. ; 7
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, we present Power Agent—a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The ideas behind this mobile phonebased game are twofold; to transform the home environment and its devices into a learning arena for hands-on experience with electricity usage and to promote engagement via a team competition scheme. We report on the game’s evaluation with six teenagers and their families who played the game for ten days in two cities in Sweden. Data collection consisted of home energy measurements before, during, and after a game trial, in addition to interviews with participants at the end of the evaluation. The results suggest that the game concept was highly efficient in motivating and engaging the players and their families to change their daily energy-consumption patterns during the game trial. Although the evaluation does not permit any conclusions as to whether the game had any postgame effects on behavior, we can conclude that the pervasive persuasive game approach appears to be highly promising in regard to energy conservation and similar fields or issues.
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3.
  • Jegers, Kalle, 1978- (författare)
  • Elaborating Eight Elements of Fun : Supporting Design of Pervasive Player Enjoyment
  • 2009
  • Ingår i: Computers in Entertainment. - : ACM Press. - 1544-3574 .- 1544-3981. ; 7:2
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents the validation of the Pervasive GameFlow model (PGF), a model for analysing Player enjoyment in Pervasive gaming. The model can be used as both a heuristic guideline for designers and as evaluation criteria in user centred evaluation of Pervasive games, but also as a framework for understanding player experiences in Pervasive gaming on a more general level. The theoretical background and perspective on game design and the design support approach that the PGF model represents is explained, and the concept of the magic circle is discussed. The eight elements of the PGF model (Concentration, Challenge, Player skills, Control, Clear goals, Feedback, Immersion and Social interaction) were validated by evaluation of a Crossmedia game prototype (a sub genre of Pervasive games) called Furiae. The comparative importance of the eight elements in the PGF model when it comes to affecting Pervasive gaming experiences was in focus for the evaluation, where Questionnaires (qualitative) and Focus group interviews were used in order to capture how the players graded the eight elements in terms of their importance for the player experience when playing Furiae. The study revealed that seven of eight elements seem to be of specific importance as they scored relatively high in the validation. The top three elements according to the results here are Concentration (Games should require concentration and the player should be able to concentrate on the game), Challenge (Games should be sufficiently challenging and match the player’s skill level) and Immersion (Players should experience deep but effortless involvement in the game). Finally, some implications for design are discussed in terms of how some of the most important elements present challenges and possibilities for Crossmedia game development.
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4.
  • Jegers, Kalle, 1978- (författare)
  • Pervasive game flow : understanding player enjoyment in pervasive gaming
  • 2007
  • Ingår i: Computers in Entertainment. - : ACM Digital Library. - 1544-3574 .- 1544-3981. ; 5:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Player enjoyment is perhaps the most important issue in successful game design, but so far it has not been addressed in the area of pervasive games. Departing from the general gameflow model, this article presents an initial outline for a new model of pervasive player enjoyment, that is, the pervasive gameflow model, which is described and discussed in terms of additions and elaborations to the general gameflow model. It is intended to serve as a departure point for further empirical studies on player enjoyment in pervasive games.
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5.
  • Lindstedt, Inger, et al. (författare)
  • Nonlinear news production and consumption : A collaborative approach
  • 2009
  • Ingår i: Computers in Entertainment. - : ACM Digital Library. - 1544-3574 .- 1544-3981. ; 7:3, s. 1-17
  • Tidskriftsartikel (refereegranskat)abstract
    • People depend on news to make sense of happenings in the world, but current digital news products do not live up to their potential in this regard. Interactivity in relation to news is often seen as a way to give the consumer control over when to consume something and on which platform. Less attention has been placed on what should be consumed and how. Within the project MyNewsMyWay, a news service was constructed that makes possible a more in-depth and varied media consumption than what traditional news services offer today. In the follow-up design study OurNewsOurWays, additional attention was put on the possibility of combining professional news material with user-generated content.
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