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AN EDUCATIONAL 3D MAZE GAME
FOR BULGARIAN ORTHODOX
ICONOGRAPHY
Boyan Bontchev
Dep. of Software Technologies,
Fac. of Math. and Informatics, Sofia Univ., Bulgaria
DIPP’2016September 28, Veliko Tarnovo, Bulgaria
1
AGENDA
 Introduction
 The ADAPTIMES project
 Player-centric modeling of adaptation
 Measurement of player´s characteristics
 Generation of educational maze game
 A maze game for Bulgarian Orthodox
Iconography
 Video demonstration
 Conclusions
September 28, Veliko Tarnovo, Bulgaria 2DIPP’2016
PLAYER-CENTRIC ADAPTATION
Player-centric adaptation in video games needs to
answer some questions:
 Who – player character structural and
behavioral changes => requires player
modelling
 How – how adaptation will be realized =>
requires adaptive loop design
 What – which game features can be adapted =>
requires adaptive gameplay design
 Why – advantages of game adaptation =>
requires analysis of outcomes in playability and
learning results
DIPP’2016 September 28, Veliko3
THE ADAPTIMES FP7 PROJECT
 ADAPTIve player-centric serious video gaMES
 ADAPTIMES aims at investigating how
 cognitive abilities (the cognitive part),
 psycho-emotional status (the affective part) and
 playing style (the conative part – that of “desire,
volition, and striving”)
can be used in a
holistic approach
for efficient and
effective
player-centric
adaptation
DIPP’2016 September 28, Veliko4
ADAPTATION MODEL
DIPP’2016 September 28, Veliko5
Game dynamics
Player
Player style metrics
Playing styles
Performance
and efficiency
(abilities, skills
and knowledge)
Emotions
(flow, immersion &
intrinsic
motivation)
FLOW MENTAL STATE AS FUNCTION OF
CHALLENGE AND PLAYER’S ABILITY/SKILLS
(CSIKSZENTMIHALYI, 1997)
DIPP’2016 September 28, Veliko6
LowChallenge/ComplexityHigh
Individual
average
Anxiety Arousal Flow
Worry
Apathy Boredom Relaxation
Low Skills High
Control
MEASURING PROCESS
 Measuring player’s performance – by
tracking player’s results, incl. time, task
difficulties and efficiency
 Measuring playing styles – based on tracking
specific gaming metrics describing player’s
style of playing
 Measuring player’s affect (emotions and
arousal):
 By means of analysis of psychophysiology signals
(arousal)
 By means of visual expressions analysis
(emotional states)
DIPP’2016 September 28, Veliko7
AFFECT INFERRED BY PSYCHOPHYSIOLOGY
SIGNALS
 EDA (Electro-Dermal Activity)
 Custom EDA meter – custom hardware device and
software (H2020 RAGE asset developed by SU)
DIPP’2016 September 28, Veliko8
EMOTIONS INFERRED BY VISUAL EXPRESSIONS
ANALYSIS
 Custom emotion recognizer using Affectiva SDK
 Recognizes: sadness, disgust, anger, surprise, fear, joy;
engagement, attention (fixation), eye closures (saccades)
DIPP’2016 September 28, Veliko9
WORKFLOW OF EMOTION-BASED
GAME DYNAMIC ADAPTATION CONTROL
DIPP’2016 September 28, Veliko10
Implicit
Emotional
Indicators
(via sensors &
other devices)
Facial expr.
GSR
Heart Rhythm
ECG
EEG
Pressure
…
Change
Procedures
Time
Velocity
Acceleration
Route
Size
Defeat range
Luminosity
Contrast
…
Real-Time
Explicit
Player
Feedback
through
Adaptation
Control Panel
Analysi
s
Change
Visuali-
zation
Triggering
Events
on Behavior
Templates
IN-GAME EXPLICIT PLAYER FEEDBACK
 using a built-in Adaptation Control Panel
DIPP’2016 September 28, Veliko11
STYLES BASED ON KOLB LEARNING PROCESS
DIPP’2016 September 28, Veliko12
Concrete Experience
(feeling)
Abstract Conceptualization
(thinking)
Active
Experimentation
(doing)
Reflective
Observation
(watching)
Competitor
Dreamer
Logician
Srategist
Learning styles of Kolb
versus styles of Honey
and Mumford
(Bontchev & Vassileva,
2012) and ADOPTA
playing styles
PLAYING STYLE MODELS
DIPP’2016 September 28, Veliko13
Relationships between Honey and Mumford (1982) learning styles and
playing styles of ADOPTA (Aleksieva et al., 2011) and Bartle (1996)
Honey and
Mumford
Learns/plays by: ADOPTA Bartle
Activist Hand–eye coordination, planning and
strategizing, problem-solving,
teamwork and the ability to think
quickly
Competitor Killer
Theorist Logically entering problems step-by-
step, with spatial awareness and
verbal & numeracy skills
Logician Achiever
Pragmatist Planning, decision-making, testing
hypotheses, strategic thinking,
management skills
Strategist Explorer
Reflector Observing and watching reflectively Dreamer Socializer
PLAYER STYLE MEASUREMENT 1/2
 Explicitly - though self-report
 A 40 items questionnaire for measuring Competitor,
Discoverer (Dreamer), Logician and Strategist style of
playing
 Experimented together with the 40 items questionnaire
for measuring Honey and Mumford learning styles
DIPP’2016 September 28, Veliko14
Correlations
Playing style/
Learning style
Competitor/
Activist
Discoverer/
Reflector
Logician/
Theorist
Strategist/
Pragmatist
r 0,75562 0,71113 0,83883 0,70487
p-value 0,00000 0,00000 0,00000 0,00003
N 152
Playing style Competitor Discoverer Logician Strategist
Cronbach’s alpha 0,63606 0,80414 0,78935 0,70201
N 260
PLAYER STYLE MEASUREMENT 2/2
 Implicitly - during game time of playing
specific mini-game
 Based on player’s metrics for specific game tasks
including performance (result), efficiency
(result/effort), task difficulty and play time
 Linear regression coefficients determined by:
 Qualitative study (structured interviews with
gamers)
 Adjusted by the least squares method (LSM)
 Calculation incorporated into an adaptive
action video game
DIPP’2016 September 28, Veliko15
EXPERIMENTAL SETUP
DIPP’2016 September 28, Veliko16
Brainstorm eStudio
Rush for
Gold
Video
maze
3D quiz
assessment
3D zoom
ordering
Rooms
RoomsRooms
Rooms
RoomsTunnels
Affectiva
SDK
Emotion
recognizer
RAGE
arousal
asset
RAGE
arousal
asset.NET USB
TCP sockets
A PLATFORM FOR GENERATION OF
CUSTOMIZABLE VIDEO MAZES FOR EDUCATION
DIPP’2016 September 28, Veliko17
Maze Editor
Transitions
table
Property Editor
Titles …
Texts …
Graphics …
Python
Scripts
Brainstorm
API
3D Maze
Game Engine
Brainstorm
Run Time
Environment
Embedded
Mini-Games
3D
video
game
Property
Metadata
Graph Editor
SAMPLE MAZE STRUCTURE
(BULGARIAN ORTHODOX ICONOGRAPHY GAME)
DIPP’2016 September 28, Veliko Tarnovo, Bulgaria 18
INTRODUCTION ROOM OF THE MAZE
DIPP’2016 September 28, Veliko Tarnovo, Bulgaria 19
INSIDE A TUNNEL OF THE MAZE
DIPP’2016 September 28, Veliko Tarnovo, Bulgaria 20
VIDEO DEMONSTRATION
 See gameplay video at:
 https://youtu.be/P4rMkLXp_IM
September 28, Veliko Tarnovo, BulgariaDIPP’2016 21
CONCLUSIONS
 We plan to apply game features in further
applications related to pilgrimage tourism and
cultural heritage literacy.
 Gamer style-based adaptations and customization
will be considered.
 Web-based releases of both the generation
platform and educational games, which will result in
massive use of this approach for creation of
customized maze games and game-based
learning.
September 28, Veliko Tarnovo, Bulgaria 22DIPP’2016
THANK YOU FOR YOUR ATTENTION!
 Questions?
 Boyan Bontchev, bbontchev@fmi.uni-sofia.bg
September 28, Veliko Tarnovo, Bulgaria 23DIPP’2016

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An Educational 3D Maze Game for Bulgarian Orthodox Iconography

  • 1. AN EDUCATIONAL 3D MAZE GAME FOR BULGARIAN ORTHODOX ICONOGRAPHY Boyan Bontchev Dep. of Software Technologies, Fac. of Math. and Informatics, Sofia Univ., Bulgaria DIPP’2016September 28, Veliko Tarnovo, Bulgaria 1
  • 2. AGENDA  Introduction  The ADAPTIMES project  Player-centric modeling of adaptation  Measurement of player´s characteristics  Generation of educational maze game  A maze game for Bulgarian Orthodox Iconography  Video demonstration  Conclusions September 28, Veliko Tarnovo, Bulgaria 2DIPP’2016
  • 3. PLAYER-CENTRIC ADAPTATION Player-centric adaptation in video games needs to answer some questions:  Who – player character structural and behavioral changes => requires player modelling  How – how adaptation will be realized => requires adaptive loop design  What – which game features can be adapted => requires adaptive gameplay design  Why – advantages of game adaptation => requires analysis of outcomes in playability and learning results DIPP’2016 September 28, Veliko3
  • 4. THE ADAPTIMES FP7 PROJECT  ADAPTIve player-centric serious video gaMES  ADAPTIMES aims at investigating how  cognitive abilities (the cognitive part),  psycho-emotional status (the affective part) and  playing style (the conative part – that of “desire, volition, and striving”) can be used in a holistic approach for efficient and effective player-centric adaptation DIPP’2016 September 28, Veliko4
  • 5. ADAPTATION MODEL DIPP’2016 September 28, Veliko5 Game dynamics Player Player style metrics Playing styles Performance and efficiency (abilities, skills and knowledge) Emotions (flow, immersion & intrinsic motivation)
  • 6. FLOW MENTAL STATE AS FUNCTION OF CHALLENGE AND PLAYER’S ABILITY/SKILLS (CSIKSZENTMIHALYI, 1997) DIPP’2016 September 28, Veliko6 LowChallenge/ComplexityHigh Individual average Anxiety Arousal Flow Worry Apathy Boredom Relaxation Low Skills High Control
  • 7. MEASURING PROCESS  Measuring player’s performance – by tracking player’s results, incl. time, task difficulties and efficiency  Measuring playing styles – based on tracking specific gaming metrics describing player’s style of playing  Measuring player’s affect (emotions and arousal):  By means of analysis of psychophysiology signals (arousal)  By means of visual expressions analysis (emotional states) DIPP’2016 September 28, Veliko7
  • 8. AFFECT INFERRED BY PSYCHOPHYSIOLOGY SIGNALS  EDA (Electro-Dermal Activity)  Custom EDA meter – custom hardware device and software (H2020 RAGE asset developed by SU) DIPP’2016 September 28, Veliko8
  • 9. EMOTIONS INFERRED BY VISUAL EXPRESSIONS ANALYSIS  Custom emotion recognizer using Affectiva SDK  Recognizes: sadness, disgust, anger, surprise, fear, joy; engagement, attention (fixation), eye closures (saccades) DIPP’2016 September 28, Veliko9
  • 10. WORKFLOW OF EMOTION-BASED GAME DYNAMIC ADAPTATION CONTROL DIPP’2016 September 28, Veliko10 Implicit Emotional Indicators (via sensors & other devices) Facial expr. GSR Heart Rhythm ECG EEG Pressure … Change Procedures Time Velocity Acceleration Route Size Defeat range Luminosity Contrast … Real-Time Explicit Player Feedback through Adaptation Control Panel Analysi s Change Visuali- zation Triggering Events on Behavior Templates
  • 11. IN-GAME EXPLICIT PLAYER FEEDBACK  using a built-in Adaptation Control Panel DIPP’2016 September 28, Veliko11
  • 12. STYLES BASED ON KOLB LEARNING PROCESS DIPP’2016 September 28, Veliko12 Concrete Experience (feeling) Abstract Conceptualization (thinking) Active Experimentation (doing) Reflective Observation (watching) Competitor Dreamer Logician Srategist Learning styles of Kolb versus styles of Honey and Mumford (Bontchev & Vassileva, 2012) and ADOPTA playing styles
  • 13. PLAYING STYLE MODELS DIPP’2016 September 28, Veliko13 Relationships between Honey and Mumford (1982) learning styles and playing styles of ADOPTA (Aleksieva et al., 2011) and Bartle (1996) Honey and Mumford Learns/plays by: ADOPTA Bartle Activist Hand–eye coordination, planning and strategizing, problem-solving, teamwork and the ability to think quickly Competitor Killer Theorist Logically entering problems step-by- step, with spatial awareness and verbal & numeracy skills Logician Achiever Pragmatist Planning, decision-making, testing hypotheses, strategic thinking, management skills Strategist Explorer Reflector Observing and watching reflectively Dreamer Socializer
  • 14. PLAYER STYLE MEASUREMENT 1/2  Explicitly - though self-report  A 40 items questionnaire for measuring Competitor, Discoverer (Dreamer), Logician and Strategist style of playing  Experimented together with the 40 items questionnaire for measuring Honey and Mumford learning styles DIPP’2016 September 28, Veliko14 Correlations Playing style/ Learning style Competitor/ Activist Discoverer/ Reflector Logician/ Theorist Strategist/ Pragmatist r 0,75562 0,71113 0,83883 0,70487 p-value 0,00000 0,00000 0,00000 0,00003 N 152 Playing style Competitor Discoverer Logician Strategist Cronbach’s alpha 0,63606 0,80414 0,78935 0,70201 N 260
  • 15. PLAYER STYLE MEASUREMENT 2/2  Implicitly - during game time of playing specific mini-game  Based on player’s metrics for specific game tasks including performance (result), efficiency (result/effort), task difficulty and play time  Linear regression coefficients determined by:  Qualitative study (structured interviews with gamers)  Adjusted by the least squares method (LSM)  Calculation incorporated into an adaptive action video game DIPP’2016 September 28, Veliko15
  • 16. EXPERIMENTAL SETUP DIPP’2016 September 28, Veliko16 Brainstorm eStudio Rush for Gold Video maze 3D quiz assessment 3D zoom ordering Rooms RoomsRooms Rooms RoomsTunnels Affectiva SDK Emotion recognizer RAGE arousal asset RAGE arousal asset.NET USB TCP sockets
  • 17. A PLATFORM FOR GENERATION OF CUSTOMIZABLE VIDEO MAZES FOR EDUCATION DIPP’2016 September 28, Veliko17 Maze Editor Transitions table Property Editor Titles … Texts … Graphics … Python Scripts Brainstorm API 3D Maze Game Engine Brainstorm Run Time Environment Embedded Mini-Games 3D video game Property Metadata Graph Editor
  • 18. SAMPLE MAZE STRUCTURE (BULGARIAN ORTHODOX ICONOGRAPHY GAME) DIPP’2016 September 28, Veliko Tarnovo, Bulgaria 18
  • 19. INTRODUCTION ROOM OF THE MAZE DIPP’2016 September 28, Veliko Tarnovo, Bulgaria 19
  • 20. INSIDE A TUNNEL OF THE MAZE DIPP’2016 September 28, Veliko Tarnovo, Bulgaria 20
  • 21. VIDEO DEMONSTRATION  See gameplay video at:  https://youtu.be/P4rMkLXp_IM September 28, Veliko Tarnovo, BulgariaDIPP’2016 21
  • 22. CONCLUSIONS  We plan to apply game features in further applications related to pilgrimage tourism and cultural heritage literacy.  Gamer style-based adaptations and customization will be considered.  Web-based releases of both the generation platform and educational games, which will result in massive use of this approach for creation of customized maze games and game-based learning. September 28, Veliko Tarnovo, Bulgaria 22DIPP’2016
  • 23. THANK YOU FOR YOUR ATTENTION!  Questions?  Boyan Bontchev, bbontchev@fmi.uni-sofia.bg September 28, Veliko Tarnovo, Bulgaria 23DIPP’2016