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Casper Harteveld

Publications and source records attributed to Casper Harteveld.

23 records · Page 2Linked to original sources

From Flow to Fuse: A Cognitive Perspective

The concept of flow is used extensively in HCI, video games, and many other fields, but its prevalent definition is conceptually vague and alternative interpretations have contributed to ambiguity in the literature. To address this, we use cognitive science theory to expose inconsistencies in flow's prevalent definition, and introduce fuse, a concept related to flow but consistent with cognitive science, and defined as the "fusion of activity-related sensory stimuli and awareness". Based on this definition, we develop a preliminary model that hypothesizes fuse's underlying cognitive processes. To illustrate the model's practical value, we derive a set of design heuristics that we exemplify in the context of video games. Together, the fuse definition, model and design heuristics form our theoretical framework, and are a product of rethinking flow from a cognitive perspective with the purpose of improving conceptual clarity and theoretical robustness in the literature.

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Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team Performance

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.

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VINS: Visual Search for Mobile User Interface Design

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.

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Player-AI Interaction: What Neural Network Games Reveal About AI as Play

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.

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"And then they died": Using Action Sequences for Data Driven,Context Aware Gameplay Analysis

Many successful games rely heavily on data analytics to understand players and inform design. Popular methodologies focus on machine learning and statistical analysis of aggregated data. While effective in extracting information regarding player action, much of the context regarding when and how those actions occurred is lost. Qualitative methods allow researchers to examine context and derive meaningful explanations about the goals and motivations behind player behavior, but are difficult to scale. In this paper, we build on previous work by combining two existing methodologies: Interactive Behavior Analytics (IBA) and sequence analysis (SA), in order to create a novel, mixed methods, human-in-the-loop data analysis methodology that uses behavioral labels and visualizations to allow analysts to examine player behavior in a way that is context sensitive, scalable, and generalizable. We present the methodology along with a case study demonstrating how it can be used to analyze behavioral patterns of teamwork in the popular multiplayer game Defense of the Ancients 2 (DotA 2).

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