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Swen E. Gaudl

Publications and source records attributed to Swen E. Gaudl.

4 recordsLinked to original sources

Dancing Through Soundscapes: Designing a Low-Cost, Sound-Based Device for Sensing and Interpreting Movement and Dance

When we move through space, we often rely on multiple senses beyond vision to perceive and act in that environment: we ``feel'' the presence of others; we build internal representations and models and recall them to navigate the environment. We also leave traces and impressions that others pick up on. The traces include echoes, heat, the displacement of objects such as furniture or footprints, air movement close to the face of another, smells such as perfume, but also the immediate sounds we make when we move and breathe. Movement is a spatial and temporal activity, and dance as a form of movement practice requires coordination of oneself in relation to others, the space and a potential score. When rehearsing dance, dancers have to relate to others often not just by looking but more often by feeling and imagining or remembering where others are based on experience and shared practice. So how can we approach technology-mediated movement and dance? Why should we explore it? How can we support spatial and temporal practice meaningfully and joyfully? In this work, we focus on sound traces; we present the design and rationale for a sound-based artefact that translates movement-based sound into layered, explorable, generative soundscapes. The work contributes a novel artefact for exploring movement-based activities with a audio-first approach, with a focus on the spatial performative experience. The paper further reflects on observations from workshops and public sharings, including how participants used repetition, stillness, environmental sound, and call-and-response to understand and improvise with the soundscape.

cs.HC↗

Agile Behaviour Design: A Design Approach for Structuring Game Characters and Interactions

In this paper, a novel design methodology-Agile Behaviour Design-is presented that accommodates the requirements for developing complex game agents suitable for industrial environments. An essential part of the design approach is to support independent work of both designers and programmers by reducing bottleneck situations. The approach fosters the creation of more loose and fluid interactions between design and implementation, leaving more freedom for creative expression.

cs.SE↗

A Genetic Programming Framework for 2D Platform AI

There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility of a genetic programming framework using human controller input to derive meaningful artificial players which can, later on, be optimised by hand. The current state of the art in game character design relies heavily on human designers to manually create and edit scripts and rules for game characters. To address this manual editing bottleneck, current computational intelligence techniques approach the issue with fully autonomous character generators, replacing most of the design process using black box solutions such as neural networks or the like. Our GP approach to this problem creates character controllers which can be further authored and developed by a designer it also offers designers to included their play style without the need to use a programming language. This keeps the designer in the loop while reducing repetitive manual labour. Our system also provides insights into how players express themselves in games and into deriving appropriate models for representing those insights. We present our framework, supporting findings and open challenges.

cs.AI↗

Exploring Novel Game Spaces with Fluidic Games

With the growing integration of smartphones into our daily lives, and their increased ease of use, mobile games have become highly popular across all demographics. People listen to music, play games or read the news while in transit or bridging gap times. While mobile gaming is gaining popularity, mobile expression of creativity is still in its early stages. We present here a new type of mobile app -- fluidic games -- and illustrate our iterative approach to their design. This new type of app seamlessly integrates exploration of the design space into the actual user experience of playing the game, and aims to enrich the user experience. To better illustrate the game domain and our approach, we discuss one specific fluidic game, which is available as a commercial product. We also briefly discuss open challenges such as player support and how generative techniques can aid the exploration of the game space further.

cs.AI↗