Wednesday, 23 April 2008

Supervisor meeting, april 23rd, notes

Tell them status of equipment.
Milla in Sweden.
We tried it again, bad results. Need stickers.
Have started on the analysis, Emotion, Interaction Design, Affective Gaming and Gameplay.
Stefania suggests to remove A.I. chapter. Be careful to have is as a title, it's a huge title. Perhaps something more specific about what we are doing in the title.

Artificial intelligence is put on hold.

Are we forgetting something in the analysis?
Are ppl able to put the stickers on their heads without being bald?


In the future, send it as a document and a pdf! Falk likes documents.

Stefania; it's better but still very general. Autonomous system. Could put it on hold, the statement, because we don't know.

Falk, missing initial problem formulation. That determines the pre analysis.

We need the delimitation, but it can't be finished right now.

"By adding sensory cues, the story of the game unfolds with anticipation."

"Imagine if the computer could measure this frustration and instead for working against
you, work with you to help you solve these obstacles." Falk; clarify.

Introduction needs link to our project, very brief description of the final product. And our fantasy world.

“Will it enhance the players performance and game
play?” is no a quote. Fix!


voking an emotional response within people has been a practice for as long back as
we humans have communicated together. Understanding ourselves has got a lot to do with
understanding our surrounding, and pass on our knowledge to other people.
- Unrelated topics! Falk.


“is there some way one game
could be made to be suitable for players of all levels?”.
Despite this dual presence of the users (in the real and virtual world), the absence
of seamless couplings between two paral lel existences leaves a great divide between
the two worlds [4].
- Quote around the wrong thing.


Always keep it impersonal. Stefania. Not say "we", "I".
If you say "more this", more than what? Be careful about the "more imersive" and such, it's very dangerous.


Affective gaming researches for an ob jective of creating a new sort of game experience,
by using the player’s affective state to dynamically construct the game [5]. Both the game
and the player are affected by each others actions.
- Use affective in two different meanings. We are giving emotions to the computers.


Stefania: Why did we chose those two (page 3), from the research in Glasgow Caledonian
University.


"Methods of testing an affective state", that's more the methods of testing physiological state. Stefania.

Emotions will be linked to the physiological state in the analysis.

This fact is quite surprising since the main reason for why people
seek to play video games is the search for an emotional experience [11].
- is this true? what kind of emotional experiences? address more.


Hidden reactions? Perhaps autonomous, subliminal, or some other term.


2.2.1 visual and auditory feedback
- this chapter is extremely superficial, perhaps just take it away. focus on describing the haptic feedback.


"Haptic and tactile feedback is the most common one in humans perception. "
- Find a source for that. Sts.

Stefania left, will be back around noon.

Rest, Falk:

Write more about our use of the term feedback. Where is the line between perception and feedbak. Perceiving the surrounding is not feedback. Actively changing the surroundings is closer to feedback.

Perhaps it's better to have the history of game controls in the beginning of the Pre analysis, after the introduction. Think about it.


"Intuitive". If we use it, explain it.

Miss small conclusins, after each chapter, what does that mean for our project, and our final problem statement.

"Classic game controls vs. intuition." Explain better. (after figure 2.1.d) in history.

Delimitation. Find a reason that is in our project, on why we want to delimit the project.
Which genre do we want to work with and why?

Methodology means the science of methods. Perhaps just call it methods, or process. If we discuss the methods on a higher level, or compare methods, then we could call it methodology.

Why do we want to describe flow theory? Why do we want to go into everything.

"A person is perceived as intelligent if it can perceive the surroundings etc."
- What about snails? Or ants? Or single cell organisms?
- Why do we want do discuss this? Answer that.
- Perhaps talk about



Problem statement. Explain why we use pleasurable. And what does it mean. It's a very loose term, like beauty. How do we connect it to the emotions, and those tough subjects.


How is the gaming experience altered by using those systems? We could be asking that. Find some definitions, thoughts on that term, dig into it.
- Stefania adds: that could be good, side questions if people found it interesting, pleasurable.
How does the experience change with the haptic feedback etc.
- Say: Player experience of the game, not the gaming experience, Stefania says. That's what we want to check, right?


What about testing? Use quantitative like the heartbeat?
- Bo wants interviews.
- The design of the test can give us a direction in the project.








Stefania is back:


Confuse tactile with haptic. It's the other way around. Stefania willl send us a source on that.

"Motion in the controller", nintendo, don't we mean vibrations?

We say that Wii is a step forward but don't mention that it has vibrations. Does it? Check it out?



Somewhere we should stress, that we have a different way of sensing, and we have the haptic feedback, we have that loop. Perhaps make an illustration. Based on phisiological data. Usually one or the other. This belongs in the analysis.
- We get phisiological data and provide haptic feedback.



Testing:
If we want quantitative data, they could play with and without haptic feedback. Should do a combination of quantitative and qualitative.

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