Abstract:Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience a high cognitive load due to various factors, such as the use of VR hardware or tasks within the VR environment. Studies have shown that eye-tracking has the potential to detect cognitive load, but in the context of VR and complex spatiotemporal tasks (e.g., assembly and disassembly), it remains relatively unexplored. Here, we present an ongoing study to detect users' cognitive load using an eye-tracking-based machine learning approach. We developed a VR training system for cold spray and tested it with 22 participants, obtaining 19 valid eye-tracking datasets and NASA-TLX scores. We applied Multi-Layer Perceptron (MLP) and Random Forest (RF) models to compare the accuracy of predicting cognitive load (i.e., NASA-TLX) using pupil dilation and fixation duration. Our preliminary analysis demonstrates the feasibility of using eye tracking to detect cognitive load in complex spatiotemporal VR experiences and motivates further exploration.
Abstract:Due to GPT's impressive generative capabilities, its applications in games are expanding rapidly. To offer researchers a comprehensive understanding of the current applications and identify both emerging trends and unexplored areas, this paper introduces an updated scoping review of 131 articles, 76 of which were published in 2024, to explore GPT's potential for games. By coding and synthesizing the papers, we identify five prominent applications of GPT in current game research: procedural content generation, mixed-initiative game design, mixed-initiative gameplay, playing games, and game user research. Drawing on insights from these application areas and emerging research, we propose future studies should focus on expanding the technical boundaries of the GPT models and exploring the complex interaction dynamics between them and users. This review aims to illustrate the state of the art in innovative GPT applications in games, offering a foundation to enrich game development and enhance player experiences through cutting-edge AI innovations.
Abstract:This paper introduces a scoping review of 55 articles to explore GPT's potential for games, offering researchers a comprehensive understanding of the current applications and identifying both emerging trends and unexplored areas. We identify five key applications of GPT in current game research: procedural content generation, mixed-initiative game design, mixed-initiative gameplay, playing games, and game user research. Drawing from insights in each of these application areas, we propose directions for future research in each one. This review aims to lay the groundwork by illustrating the state of the art for innovative GPT applications in games, promising to enrich game development and enhance player experiences with cutting-edge AI innovations.
Abstract:While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or self-report, with little work directed towards studying team processes with quantifiable measures based on behavioral data. In this report we discuss work tackling this open problem with a focus on understanding individual differences and its effect on team adaptation, and further explore the effect of these factors on team performance as both an outcome and a process. We specifically discuss our contribution in terms of methods that augment survey data and behavioral data that allow us to gain more insight on team performance as well as develop a method to evaluate adaptation and performance across and within a group. To make this problem more tractable we chose to focus on specific types of environments, Alternate Reality Games (ARGs), and for several reasons. First, these types of games involve setups that are similar to a real-world setup, e.g., communication through slack or email. Second, they are more controllable than real environments allowing us to embed stimuli if needed. Lastly, they allow us to collect data needed to understand decisions and communications made through the entire duration of the experience, which makes team processes more transparent than otherwise possible. In this report we discuss the work we did so far and demonstrate the efficacy of the approach.
Abstract:Searching for relative mobile user interface (UI) design examples can aid interface designers in gaining inspiration and comparing design alternatives. However, finding such design examples is challenging, especially as current search systems rely on only text-based queries and do not consider the UI structure and content into account. This paper introduces VINS, a visual search framework, that takes as input a UI image (wireframe, high-fidelity) and retrieves visually similar design examples. We first survey interface designers to better understand their example finding process. We then develop a large-scale UI dataset that provides an accurate specification of the interface's view hierarchy (i.e., all the UI components and their specific location). By utilizing this dataset, we propose an object-detection based image retrieval framework that models the UI context and hierarchical structure. The framework achieves a mean Average Precision of 76.39\% for the UI detection and high performance in querying similar UI designs.
Abstract:The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction.