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Maya Grace Torii

Publications and source records attributed to Maya Grace Torii.

5 recordsLinked to original sources

Lottery and Sprint Arcade: Enabling Player-Driven Game Editing with Generative AI

Large language models (LLMs) are shifting game generation from offline automation toward play-driven modification through natural language interaction. In this work, we present a play-driven game editing system that enables players to modify a retro Space Invaders - style arcade game through voice-based natural-language commands during play. Spoken instructions are interpreted by an LLM and translated into structured updates of internal configuration parameters, allowing iterative play - edit - feedback cycles in an invader-style game environment without exposing underlying system details. The game includes approximately 100 editable configuration fields controlling mechanics, visuals, interaction patterns, and audio behavior, enabling gameplay transformation through incremental parameter changes. To investigate how users experience play-driven AI-mediated editing (RQ1) and how emergent editing patterns relate to variations in player experience (RQ2), we conducted a user study combining subjective evaluations, workload measures, and log-based analysis of editing behavior. Participants were able to modify gameplay with generally positive experiences and moderate workload, and interaction outcomes did not strongly depend on prior programming experience. Editing-log analysis revealed distinct experiential tendencies: adjustments to immediately perceptible parameters were associated with higher usability, whereas edits affecting core gameplay structures were more closely associated with enjoyment. Post-session reflections further identified diverse editing strategies, including exploratory experimentation, goal-driven structural modification, and iterative parameter tuning. These findings demonstrate that voice-driven editing can support accessible, play-driven human - AI co-creation within a structured invader-style arcade game environment.

cs.HC

Suzume-chan: Your Personal Navigator as an Embodied Information Hub

Access to expert knowledge often requires real-time human communication. Digital tools improve access to information but rarely create the sense of connection needed for deep understanding. This study addresses this issue using Social Presence Theory, which explains how a feeling of "being together" enhances communication. An "Embodied Information Hub" is proposed as a new way to share knowledge through physical and conversational interaction. The prototype, Suzume-chan, is a small, soft AI agent running locally with a language model and retrieval-augmented generation (RAG). It learns from spoken explanations and responds through dialogue, reducing psychological distance and making knowledge sharing warmer and more human-centered.

cs.AI

Expanding Horizons in HCI Research Through LLM-Driven Qualitative Analysis

How would research be like if we still needed to "send" papers typed with a typewriter? Our life and research environment have continually evolved, often accompanied by controversial opinions about new methodologies. In this paper, we embrace this change by introducing a new approach to qualitative analysis in HCI using Large Language Models (LLMs). We detail a method that uses LLMs for qualitative data analysis and present a quantitative framework using SBART cosine similarity for performance evaluation. Our findings indicate that LLMs not only match the efficacy of traditional analysis methods but also offer unique insights. Through a novel dataset and benchmark, we explore LLMs' characteristics in HCI research, suggesting potential avenues for further exploration and application in the field.

cs.HC

Lottery and Sprint: Generate a Board Game with Design Sprint Method on AutoGPT

In this paper, we present a novel approach using the Auto GPT system alongside Design Sprint methodology to facilitate board game creation for inexperienced users. We introduce the implementation of Auto GPT for generating diverse board games and the subsequent optimization process through a customized Design Sprint. A user study is conducted to investigate the playability and enjoyment of the generated games, revealing both successes and challenges in employing systems like Auto GPT for board game design. Insights and future research directions are proposed to overcome identified limitations and enhance computational-driven game creation.

cs.HC

Kuchibashi: 3D-Printed Tweezers Bioinspired by the New Caledonian Crow's Beak

In this study we implemented Kuchibashi, the New Caledonian Crow beak-like tweezers, and conducted a user study to evaluate the prototype's usability. We proved that Kuchibashi is superior in interacting with large spherical objects than hands and tweezers. Also, impressions of security and safeness were perceived positively by the participants.

cs.HC