Manual Japanese for Frequent Travelers: Literal & Virtual

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17 Must-Know Japanese Counters

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I have one already, a gift from my wife that I am very fond of, thank you! I expected, and got, a multitude of tools to help me stay on track with stress, sleep, biometrics and much more. What I did not expect, was the way it tamed the peppering of email, notifications by apps, ringtones and alarms of people and things clamoring for my immediate attention. It reduces them all to gentle vibrations. Long ones for calls I wanted to take, and short ones for everything else.

It lets me block interruptions from apps and emailers. It also let me see others and get more detail with a tap when I want it. It gives me control and helps me defend my space to concentrate and focus on what I choose, rather than what someone else chooses. We could text our relatives rather than interrupt them with a call. They were able to share their wish list, we could comparison shop online at both local and national stores , find the best value, search for coupons and either order online or use navigation to find the best route to the store despite holiday traffic.

Mobile apps are used to deliver education as well as providing timely information to farmers to enhance their productivity. Similarly, mobile apps are used to deliver price and other market information. At our firm — Bonako a mobile games and app-development company — it is our platform for continuous education for staff; it is what we use to access training materials from all over the world. We also use digital tools to plan and develop our products in a way that would not have been possible only a few years ago. Developing games and apps requires varied expertise, and collaboration is key.

Karl M.

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It is no longer only the director always a male who gets his secretary always a female to type out his paper and check references before having it published. Almost all competent teachers and researchers have that possibility now; moreover they can work together over great distances and form social structures among themselves, independent of centralized or local administrative control. That body replied very respectfully to the director that they had already found a better candidate from France who had been working with them via the internet.

That other candidate was me. Today, students I help mentor through their own doctoral studies have access to all of the material I did two decades ago, but with a fraction of the time and travel commitment. Greg Downey. Similarly, once materials were acquired and assembled, only rudimentary organization and writing tools were available for assembling the project into a coherent narrative.

I recall being one of the first individuals at my university to use Geographic Information Systems software in my historical analysis and in the production of my final manuscript. All of the temporal and spatial expectations of earning a Ph. This has raised the expectations for comprehensiveness in literature reviews and archival searches; it has raised the expectations for presentation of data and engagement of narrative. It is both easier and harder to do great work now and get that Ph. But I think the work that is done is of higher quality, and the scholars that are produced are of greater intellectual prowess and scope than ever before.

As a commissioner at the Federal Institute of Telecommunications I made sure that our virtual board meetings and deliberations were valid; on many occasions I have been able to deliberate and vote on the cases submitted to the board through a video conference when in business travels and I also to hold e-meetings with my staff.

My office has home-office on Mondays, saving hours of wasted time on traffic jams. Marce studied elementary and middle school in a rural local school, but there is no high school in Xochicalco, so she would have had to travel each day to Arcelia, Gro. Her mother grows corn and vegetables and looks after her other two children.

So Marce ended up leaving her hometown and moving to the big city of Mexico to seek a job as domestic helper, hoping she could enroll at a public school. Her job kept her busy all day as a babysitter and so her mom, who I had the fortune to know from a long time ago, asked me for help to guide Marce so that she actually gets an education.

I devoted a few hours to seek a public high school online program certified by our Ministry of Education SEP and found it, a very impressive two-year program which begins with a full-month course on the use of IT, the platform, how to interact with your assigned tutor, with teachers, how to deliver homework online, etc. I had never seen a young girl so excited to spend online 4 hours, learn in three days to handle a laptop one of my sons gave her. She reads her lessons every day plus a few books I am asking her to read on history, philosophy, etc.

She reads 10 pages every morning. Yet it will take a lot of guidance, hard work and long hours before she earns a high school diploma and more importantly, a good quality education that enables her to be admitted at UNAM [National Autonomous University of Mexico] or another public university here in Mexico City. There is no such a thing in Arcelia, forget Xochicalco, where there is no internet access and a weak signal for only 2G mobile voice services in spite of the presence of a multinational firm extracting all the lithium it can get from Guerrero but not creating much local value to the hard-working people of Xochicalco.

I am committed to help Marce, and she is determined to graduate and pursue her professional education. She wants to become a chef. With a good use of time and technology, discipline and some degree of guidance and support from my sons I may hopefully help her thrive. When I was doing my doctoral dissertation, I was supposed to travel to Nigeria from the U. Unfortunately, the Ebola epidemic blew up in Africa and I was unable to go. Fortunately, software existed that allowed me to interview the participants and automatically record the sessions as I interviewed them. The price was reasonable.

It saved me money and time and avoided health hazards. More and better innovations are expected in this area in the future. My tour was booked in China. Through social media we are already in touch. She remembers him and has been in touch. The seamlessness and timeliness of casual connections made stronger still amazes me. I travel a lot and have vastly more flexibility and local knowledge at hand due to my devices. I see things I would not have seen, travel without having to plan every stop in advance and find the things that matter to me. I get better hotels and food, too.

Brad Templeton. It was a circuitous route — without Lucy we likely would have taken wrong turns — and I was thinking how much we now depend on that technology, not just to get us where we want to go, but also to route us around traffic congestion. Digital technology for transportation efficiency is revolutionary.

Using lightweight online tools in class helps my students in the National University of Mexico grasp concepts and communicate them to their families. During the aftermath of the earthquakes in Mexico in this became particularly valuable for them; it also helped fight misinformation and take relief efforts to the places that most needed them. We went from the basics of oscillation and wave physics, through the propagation of different kinds of seismic waves. To the ways buildings are damaged and how to identify fatal structural flaws.

In parallel we helped brigades take aid to small towns and to camps in Mexico City, and some of the most far-flung ones find safe havens from which to distribute aid. Apps for ordering car rides via a smartphone is a net benefit to society — it increases safety for both the passenger and driver and offers more convenience in ordering a ride. Tom Barrett. Tom Barrett , president at EnCirca Inc. I think that is positive, especially since as I get older, I find memory-aids a big help, but it also encourages laziness. I am virtually helpless without my phone to remind me of appointments and meetings.

My head is free of having to remember numbers, dates and times. I would send the negatives in, pay a substantial portion of my allowance to have them developed — wait for weeks for them to be returned, and finally, then be able to see how they turned out. Usually, not so well. Every few months, I might put one in a letter to my grandparents. Eight years ago, when my daughter turned 10, we gave her a portable camera — over the next few years she shot thousands of still, and videos — learning some elements of composition, and building shared memories.

Last year, when my son turned 11, we gave him a cellphone. New social media continues my connections with friends in different countries and regions. Online resources make my research convenient. Online news keeps me informed all the time. But I am not very digitally embedded. I keep a distance from Facebook, etc. Thus, my life is not very much bothered by the internet. Thus, I appreciate the advantages of the internet and I am able to escape the potential harm brought by the internet.

Street-level navigation and easy access to crowdsourced resources is very positive. I experiment and play in these spaces.

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The problem in this is that one of the other hats that I wear is as a parent and husband. These screens and digital tools play a strong role in our lives and interactions in and out of our home. In our home we have screens and devices all over the place. We have a video server that is ready to serve content to any one of these screens on demand. We have voice-assistive devices listening and waiting for our commands.

I believe it is important as an educator and researcher to play with and examine how these devices are playing a role in our lives, so I can bring this work to others. Previously I would enjoy watching the funniest home videos and laughing together. Now, I am distant. Now, I pull out the phone to see if I received a notification in the last 20 minutes. When I call out for the voice-activated device in my home to play some music or ask a question, my request is quickly echoed by my 2-year-old who is just learning to talk. The professional understanding may come later.

My mobile article-saving app reads those articles to me out loud while I walk my dog. My mobile browser allows me to edit my personal wiki to record the best lessons I learn from those articles.

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  • My mobile flashcard app helps me recall and integrate those lessons I want to learn over time. My mobile checklist app helps me track how regularly I reflect on how those lessons connect with the larger context of my life in a blog post or on a run. There are costs to mobile connectivity, but there are so many incredible benefits! Fred Baker.

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    That said, I have access to that now, where I once upon a time did not. On the other hand, I have also had the experience of talking with a customer in Japan while my family in the U. Relationships with friends whom I see only occasionally — maybe annually in person at conferences, continue throughout the year. I now know many business acquaintances on a deeper level and have better relationships as a result.

    When circumstances such as travel, weather, disability or distance create the opportunities for sustained loneliness to happen, the digital world bridges some of the gap. In my case, sustained periods on the road in airports and hotel rooms are greatly ameliorated by connecting with friends. David J. This augments community and embeddedness and thus well-being. However, I can remember the first time my car stopped for me in a dangerous situation automatically, or stopped when I was backing up when it perceived a danger.

    I can remember we had about people around a large projector outside, watching the last concert of the The Tragically Hip and the home network went down. I plugged in my iPhone, went to the concert URL site, and projected live on a foot screen from my cellular device; wow and double wow! At my age 10 I gained knowledge in the workings of these things that it contributed to my brilliance in school, especially on the subject.

    I discovered so many more opportunities, as one could now connect with the rest of the world to share, search and find information about anything. It was a big transformation in the way I viewed society. Photographs are displayed on a digital screen instead of a photo album. We can track where our kids are driving with a phone app. We buy our train tickets with an app that has a scanning bar code.

    We sometimes text friends instead of phoning. We pay bills online. I enjoy helping people communicate. Social media has helped me reconnect with high school friends, email with college friends, etc. It is in the middle of millions of square kilometers of ocean, but we rely on tourism for our livelihood, so our small main island is usually packed with tourists. We have a monopoly telecom and get reasonable internet service from an O3B satellite, but for local islanders who make their living working in the hospitality industry, the cost of internet is very expensive.

    I have grandchildren and great-grandchildren who spend time in New Zealand and even at 2 years old can turn on a computer to access their favourite programmes. When they come to our island, this is curtailed because the connection is too expensive for them to experience what is normal for them — lively and creative pre-school programmes are non-existent. What is available is the fresh clean air and produce of the land and sea of the islands, which are great, but it is often too hot to do much exploring in the physical world.

    How, what, where, why? It was the early s in San Francisco. I understood immediately how computers would change my life. Then I realized that was true for everyone. We were suddenly able to acquire, store, manipulate and query massive amounts of information — data — about anything. I made a nice year career out of creating litigation-support databases. Then I found the internet in and my world expanded infinitely. This was before the Web came into existence as a subset of the internet.

    This is all more than I could have ever hoped for 50 years ago. This keeps friends and families united. We can share our workplace problems and be more productive. Online education resources and digital resources bring value to the classroom. Students become more involved and knowledgeable. Our contemporary hyperconnectedness means that we can remain tightly connected at the professional and personal level despite being on opposite sides of the world. Ruth Ann Barrett , an information curator at EarthSayers.

    Who knows? The search engine has enabled me to build a database of sustainability voices, those speaking on behalf of Mother Earth and her children. This work has sustained me through moments of despair when so-called leaders deny substantiated claims regarding global warming and extreme climate events. The work has put me in contact with scientists, environmental campaigners and people from all walks of life worldwide. Without the Web what I am able to accomplish would not be possible.

    I remember the day a technical person who had attended a presentation at Stanford University on the World Wide Web came back to work, pulled me aside and told me what he had seen and heard and how the world was about to change. It is important to understand that technology has profound impacts on equality. For me, as an upper-middle-class white male from the U. Thanks to WhatsApp and Facetime and iMessages, I am able to stay in touch and informed in ways that were not possible even five years ago. A certified public accountant based in the U. We grew curious about some meaningless football fact and my sister started typing a question on her phone and my dad looked on in slight disgust and raised his phone and asked Siri the question.

    Voice-activated technology has been extremely easy for the elderly to adopt and opens up incredible opportunities. If linked to his security system, our dad would be able to easily request help. I find it interesting that he likes using Siri more than we do. An employee at a major U. I have a teenage daughter and my work is 50 miles away in Southern California. I joined a van pool to reduce the amount of driving, but the one drawback with van pooling is that I have to leave very early in the morning, and the van does not wait for riders.

    They respond when they get up, even if it is just an emoji. Voice-chatting to a friend while you are both playing an online game from different locations. A friend enjoying dancing and running in a [digital] game while being in a wheelchair at home. Publishing designs for printing on T-shirts and other products on Redbubble. Designing fabric on Zazzle using their online pattern-repeating tool. Print on demand. A community of linocut artists sharing their work on Facebook. I love the nzsecretsanta, which uses both the traditional postal system and Twitter.

    A friend shares fitness data and cycling trips as part of her triathlete community. Ordering food online and having it delivered — and tracking the delivery. I think communities are connecting more digitally than they were on analog. Fewer street parties and more remote connections with common interests. One good example of using the internet to reinforce local community is the use of Facebook for sharing vegetable and fruit produce from local gardens.

    This brings worries too, like social comparisons may make them less happy, but overall, they have more socially balanced lives. Digital technology is an equalizer of information access and use. Even individuals in the most geographically remote locations can participate in an electoral debate, education and banking online, and in e-commerce when broadband is available.

    President and CEO of a company based in the U. The stark opposite of this is the darkness individuals and families experience when left behind in the digital age. There is a difference between people who choose to use digital technology for their own benefit and those who are simply not included in the digital age. It is easier to communicate with students, keep records, and try for creative solutions to instructional problems. So, for example, I now have my students submit their papers online to be graded and returned online. When they submit their papers, they are automatically checked for originality.

    The students then are informed whether their papers will be considered plagiarized or not. Prior to the adoption of this system, I would say up to half my papers were plagiarized. Now none of them are. The question is, has this improved their performance? It is hard to say because there are so many factors involved.

    I would say that it has in some ways and not in others. I am more likely to take a walk or exercise in response to the presence of these technologies in my life. It is very convenient to use and pops up reminders on my smartphone with encourage me to keep up with the daily routine. I check the pick-up time by text. She arrives with her iPad and asks me to ask her dad a question by text on my phone. We take pictures of her dressing up and send them to a friend. I show her recently sent pictures of cousins in Canada. For a while, she shows me from her iPad how she can operate the movements, colour and cheeky comments of a robot ball a birthday present from an uncle who wants her to be familiar with coding.

    I say we can do it now on my phone, no, later on my laptop is better. She knows that devices operate differently and need passwords. She dances to YouTube music from my laptop. She is endlessly curious about technology itself. The digital tools just enhance our days together. I track family and friends and contact them only if required.

    Is my partner nearly home? Is my friend nearby? I ask them if they want to meet. I can help another person feel a little better that day and, if I reveal a low, others can pick me up. In the past, a friend taking a job across the planet would be a cause for great sorrow. The response is more rapid and on-target with my question or concern. On a different note, my daughter is currently teaching in China for the next year. We have had the great fortune to be able to talk to her in real-time as well as have a video conference at no expense.

    When I was a college student in France in the s, a brief phone call to the United States — assuming we could arrange a time to talk — was quite expensive and a logistical nightmare. My wife has been able to keep in touch [and] reconnect with elementary school friends thanks to the internet and services like Facebook.

    All these things account for our improved well-being. Without the modern hyperconnected lifestyle this would result in me reading or doing other solo activities. Through voice-chat applications and online multiplayer gaming, I connect with friends to play video games.

    To some it might not seem as effective a method of socializing as in-person face-to-face time, but we still have the same moments that other people do. We still happily greet each other, we still tell stories about our daily lives and rely on each other, we still laugh until it hurts. Most recently adopting Slack for classroom management has been a real game-changer. This means that, despite being somewhat isolated at a mid-level university in a provincial city, I can have a good sense of where the cutting edge in my profession is headed and I can be reasonably confident that I am promptly aware of most the news and information that is critical to my profession.

    I am following many of my fellow countrymen — some whom I studied with, some who were my teachers, relatives and acquaintances. I learn about their daily life, their fears and hopes, what they are interested in, the news they read. Without the internet all of this would not have been possible. I travel a lot for my work and spend a lot of time on the road. No matter what may be at the base of the rosary, it is always a symbol of activity and movement, whether the movement of the heart, i. A bead rosary is divided into 6 groups of 18 with a divider between each.

    A 54 bead one has 6 groups of 9 with a divider between each, and a 27 bead one, 2 groups of 6 and 1 of 15 divided by 2 dividers. Traditionally, monastics are supplied with one mattress and no pillow. In a traditional setting no blankets are permitted, either. This results in the monks and nuns rolling up into the mattresses themselves to keep warm for the night.

    Kaihan is the striking of an instrument made from a thick wood plank, the han, struck with a wooden mallet or hammer to announce various ceremonial times. Traditionally, this is done three times to announce the various intervals throughout the day. This is often a unique Buddhist name which may at times express certain qualities the master has observed in his or her disciple. The size may range in scope from a single room to its own building. The monastic off-season. Roughly synonymous with seikan. In a traditional monastery setup, monastics bathe about every five days, with dates with the number four or nine in them.

    It has thus come to be synonymous with sanzen itself. The futon is folded in half, and the unsui sleeps inside. In the morning the futon is rolled up and stored for the day. See kashaku. A list of the unbroken lineage of teaching from Master to disciple, from Shakyamuni Buddha to the present, graphically depicted as an endlessly flowing, circular red line, The keeping of the Precepts is called "the Blood of Buddha".

    It is struck on the rim by a small padded club or mallet. It punctuates the chanting of the sutras. Symbolic robe of the transmission from a master to a disciple. There is no seam between the top and the skirt, and there are no pleats in the skirt. Pure cotton kimonos lose length during washing. A fold in the waist areas allows for lengthening.

    Kimonos are ankle length, For ceremonial use white cotton. For everyday use grey fabric. Literally, "to go straight". From the waist up, your posture should be the same as that in zazen. Take the first step with your right foot. Advance by taking only half step for each full breath one exhalation and inhalation. Walk slowly and smoothly as if you were standing in one place. Do not drag your feet or make noise. Walk straight ahead, and when turning, always turn to right. The word kinhin means to go straight. When you finish kinhin, stop and bow.

    Then walk at a normal pace around the room until you return to your seat. A fundamental practice in Zen training, challenging the pupil through a question, or a phrase or answer to a question, which presents a paradox or puzzle. The earliest surviving collection is in the writings of Fen-yang Shan-chao Fen-yang lu; Jap. The second largest collection of the Sung period is Ts'ung-jung lu Jap. It was followed by the Wu-men-kuan Jap. Member of the Fuke sect. They lived a mendicant life, begging for alms and playing the shakuhachi, a bamboo flute.

    See teisho. If you want to be struck with the kyosaku, signal with gassho and wait. When the jikido sets the stick on your right shoulder, lower your head to the left. This is to avoid being hit on the ear and to make it easier to hit the shoulder muscles. Continue to gassho. After the jikido hits your shoulder, straighten your head again and bow. The jikido also bows to you as he or she stands behind you, holding the stick with both hands.

    It became a virtual synonym for zazen. An elaborately carved wooden drum struck with a padded wooden stick during chanting services. Fish, since they never sleep, symbolize the alertness and watchfulness needed to attain Buddhahood. Contrasted with kanna Zen. Normally the student raises a problem in connection with doctrine or practice and the master attempts to provide an answer without recourse to theoretical or analytical explanations. The essential attitude of not running after, not grasping. The Ox-Head School is considered not belonging to the orthodox line of Chan.

    This line of Chan sect is also known as Niutou Zen. See also tangazume. Has a slight S-shaped curve, like a human spinal column. It is also a respectful designation for Buddhist monks in general and may be used with the suffix -san, it is originally derived from the Sanskrit upadhyaya, meaning "master" in the sense of "teacher". The Zen student is taught that in raihai one throws everything away. Normally done in a set of three, these are bows that lead immediately into a kneeling position and then quickly into a position with one's forehead gently touching the floor.

    The hands, palms upwards, are raised in a gesture symbolic of lifting the Buddha's feet over one's head. An act of respect and gratitude. When bowing ceases, Buddhism is destroyed" Manzan Dohaku, The smallest of the Buddhist robes, the rakusu is made of five strips of cloth which are sewn together and suspended from the neck by a cloth halter. It is worn by monks, nuns, and lay persons.

    Ozu and the poetics of cinema / David Bordwell.

    It is received during the jukai ceremony. The rakusu is symbolic of the Buddha's patched robe. It is usually held from December 1st until the morning of December 8th, during which period the monks are not allowed to lie down to rest. Sampai was probably originally an expression of veneration toward the Three Treasures. See also Raihai. More specifically, the private meetings between master and disciple in which the master instructs the disciple in meditation.

    In the Zen Buddhist tradition, satori refers to a flash of sudden awareness, or individual enlightenment, and is considered a "first step" or embarkation toward nirvana. Roughly synonymous with ango. Roughly synonymous with kaisei. A sitting position where one kneels and sits back onto the heels. This is the standard position for chanting during service. Samu is replaced by additional meditation. It is traditionally made of bamboo. Put the thumb of your left hand in the middle of the palm and make a fist around it.

    Place the fist in front of your chest. Cover the fist with your right hand. Keep your elbows away from your body forming a straight line with both forearms. A shiho ceremony can last anywhere from one to three weeks, with the final ceremony consisting of two specific segments. However, current solutions lack interactive capabilities, missing more immersive experiences such as exploring the sand landscape from a first person perspective. We extend the interaction space of augmented sandboxes into virtual reality VR to offer a VR-environment that contains a landscape, which the user designs via interacting with real sand while wearing a virtual reality head-mounted display HMD.

    In this paper, we present our current VR-sandbox system consisting of a box with sand, triple Kinect depth sensing, a virtual reality HMD, and hand tracking, as well as an interactive world simulation use case for exploration and evaluation. Our work explores the important and timely topics how to integrate rich haptic interaction with natural materials into VR and how to track and present real physical materials in VR. In a qualitative evaluation with nine experts from computer graphics, game design, and didactics we identified potentials, limitations as well as future application scenarios.

    Research has shown that dynamic difficulty adjustment DDA can benefit player experience in digital games. However, in some cases it can be difficult to assess when adjustments are necessary. In this paper, we propose an approach of emotion-based DDA that uses self-reported emotions to inform when an adaptation is necessary. We conducted a user study with 66 participants investigating performance and effects on player experience and perceived competence of this approach.

    The study further explored how self-reports of emotional state can be integrated in dialogs with non-player characters to provide less interruption. The results show that our emotion-based DDA approach works as intended and yields better player experience than constant or increasing difficulty approaches. While the dialog-based self-reports did not positively affect player experience, they yielded high accuracy. Together, these findings indicate our emotion-based approach works as intended and provides good player experience, thus representing a useful tool for game developers to easily implement reliable DDA.

    We conducted a user study with 48 participants to collect self-reported emotions, input data from the tablet and in-game performance in a serious game teaching players to write Japanese hiragana characters. We synchronized data, extracted 46 features, trained machine learning models, and evaluated their performance to predict levels of valence, arousal, and dominance modeled as a seven class problem. The analysis shows that random forests achieve good accuracies with F 1 scores of.

    Finally, we propose a game architecture that is able to react to undesired emotion levels by adaptive content generation in combination with emotion recognition. However, streaming interfaces are not designed to meet the needs of audience participants. In order to explore the game design space of APGs, we provided three game development teams with an audience participation interface development toolkit. Teams iteratively developed and tested APGs over the course of ten months, and then reflected on common design challenges across the three games.

    Six challenges were identified: latency, screen sharing, attention management, player agency, audience-streamer relationships, and shifting schedules. The impact of these challenges on players were then explored through external playtests. We conclude with implications for the future of APG design. Empowerment of movement through superhuman strength and flexibility is a staple of action video game design. However, relatively little work has been done on the same in the context of Virtual Reality and exergames, especially outside the most obvious parameters such as jumping height and locomotion speed.

    Our results show that users prefer medium exaggeration over realistic or grossly exaggerated flexibility. Medium exaggeration also yields significantly higher kicking performance as well as perceived competence and naturalness. The results are similar both in 1st and 3rd person views. To the best of our knowledge, this is the first study of exaggerated flexibility in VR, and the results suggest that the approach offers many benefits to VR and exergame design. To navigate beyond the confines of often limited available positional tracking space, virtual reality VR users need to switch from natural walking input to a controller-based locomotion technique, such as teleportation or full locomotion.

    Overloading the hands with navigation functionality has been considered detrimental to performance given that in many VR experiences, such as games, controllers are already used for tasks, such as shooting or interacting with objects. Existing studies have only evaluated virtual locomotion techniques using a single navigation task.

    Game and player analysis would be much easier if user interactions were electronically logged and shared with game researchers. Understandably, sniffing software is perceived as invasive and a risk to privacy. To collect player analytics from large populations, we look to the millions of users who already publicly share video of their game playing.

    Though labor-intensive, we found that someone with experience of playing a specific game can watch a screen-cast of someone else playing, and can then infer approximately what buttons and controls the player pressed, and when. We seek to automatically convert video into such game-play transcripts, or logs. We approach the task of inferring user interaction logs from video as a machine learning challenge.

    Then, once our DeepLogger network is trained, it should ideally infer log-activities for each new input video, which features gameplay of that game. We evaluate the DeepLogger system for generating logs from two 2D games, Tetris[23] and Mega Man X[6], chosen to represent distinct game genres. Our system performs as well as human experts for the task of video-to-log transcription, and could allow game researchers to easily scale their data collection and analysis up to massive populations.

    Challenge plays a critical role in enabling an enjoyable and successful player experience, but not all dimensions of challenge are well understood. A more nuanced understanding of challenge and its role in the player experience is possible through assessing player psychophysiology. The psychophysiology of challenge i. Results show decreased electrodermal activity EDA in the low-challenge Boredom video game condition compared to the medium- Balance and high-challenge Overload conditions, with a statistically non-significant but consistent pattern found between the medium- and high-challenge conditions.

    Overall, these results suggest electrodermal response increases with challenge. Despite the intuitiveness of some of these conclusions, the results do not align with extant literature. Possible explanations for the incongruence with the literature are discussed. Ultimately, with this work we hope to both enable a more complete understanding of challenge in the player experience, and contribute to a more granular understanding of the psychophysiological experience of play. That presence can be significantly enhanced by supporting physical walking. Although modern virtual reality systems enable room-scale motions, the size of our living rooms is not enough to explore vast virtual environments.

    Developers bypass that limitation by adding virtual navigation such as teleportation. Although such techniques are intended or designed to extend but not replace natural walking, what we often observe are nonmoving players beaming to a location that is one real step ahead. Our navigation metaphor emphasizes physical walking by promoting players into giants on demand to cover large distances.

    In contrast to flying, our technique proportionally increases the modeled eye distance, preventing cybersickness and creating the feeling of being in a miniature world. Our evaluations underpin a significantly increased presence and walking distance compared to the teleportation approach. Finally, we derive a set of game design implications related to the integration of our technique.

    Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire GEQ is widely applied in games research, which might risk the proliferation of erroneous study implications. This concern motivated us to conduct a systematic literature review of 73 publications, analysing how and why the GEQ and its variants have been employed in current research.

    Ingestible sensors, such as capsule endoscopy and medication monitoring pills, are becoming increasingly popular in the medical domain, yet few studies have considered what experiences may be designed around ingestible sensors. We believe such sensors may create novel bodily experiences for players when it comes to digital games.

    Each task requires the players to change their own body temperature measured by an ingestible sensor. We used the four themes to articulate a set of design strategies that designers can consider when aiming to develop engaging ingestible games. Studies have shown that local latency — delays between an input action and the resulting change to the display — can negatively affect gameplay. However, these studies report several different thresholds from 50 to ms where local latency causes problems, and there is still little understanding of the relationship between the temporal requirements of a game and the effects of local latency.

    To help designers determine how lag will affect their games, we designed two studies that focus on specific atoms of interaction in simple games, and characterize both gameplay performance and experience under increasing local latency. We use the data from the first study to develop a simple predictive model of performance based on the amount of lag and the speed of the game. We used the model to predict performance in the second study, and our predictions were accurate, particularly for faster games and higher levels of lag.

    Our work provides a new analysis of how local latency affects games, which explains why some game atoms will be sensitive to latency, and which can allow predictive modeling of when playability will suffer due to lag, even without extensive playtesting. There is an increasing trend in HCI on studying human-food interaction, however, we find that most work so far seems to focus on what happens to the food before and during eating, i.

    In contrast, there is a limited understanding and exploration around using interactive technology to support the embodied plate-to-mouth movement of food during consumption, which we aim to explore through a playful design in a social eating context. From the study of Arm-A-Dine with 12 players, we articulate three design themes: Reduce bodily control during eating; Encourage savoring by drawing attention to sensory aspects during eating; and Encourage crossmodal sharing during eating to assist game designers and food practitioners in creating playful social eating experiences.

    We hope that our work inspires further explorations around food and play that consider all eating stages, ultimately contributing to our understanding of playful human-food interaction. Reflection is a core design outcome for HCI, and recent work has suggested that games are well suited for prompting and supporting reflection on a variety of matters.

    However, research about what sorts of reflection, if any, players experience, or what benefits they might derive from it, is scarce. We report on an interview study that explored when instances of reflection occurred, at what level players reflected on their gaming experience, as well as their reactions. Our findings revealed that many players considered reflection to be a worthwhile activity in itself, highlighting its significance for the player experience beyond moment-to-moment gameplay.

    However, while players engaged in reflective description and dialogic reflection, we observed little to no instances of higher-level transformative and critical reflection.

    We conclude with a discussion of the value and challenges inherent to evaluating reflection on games. Exergames help senior players to get physically active by promoting fun and enjoyment while exercising. However, most exergames are not designed to produce recommended levels of exercise that elicit adequate physical responses for optimal training in the aged population.

    In this project, we developed physiological computing technologies to overcome this issue by making real-time adaptations in a custom exergame based on recommendations for targeted heart rate HR levels. This biocybernetic adaptation was evaluated against conventional cardiorespiratory training in a group of active senior adults through a floor-projected exergame and a smartwatch to record HR data. Finally, we made available our biocybernetic adaptation software tool to enable the creation of physiological adaptive videogames, permitting the replication of our study.

    In this paper we present the design and evaluation of a first-person walker digital game called WORLD4. Walkers are a sub-genre of 3D games that typically include minimal player interaction, slow paced game play, and ambiguous goals. However, the design of these game environments is not well understood and challenges many accepted game design conventions. We have designed WORLD4 , a multi-dimensional first-person exploration game, to explore how ambiguity might support exploratory game play experiences in virtual environments. We use these themes to describe a set of prescriptive design strategies that may assist designers in designing for ambiguity in exploratory game environments.

    The human-computer interaction HCI field includes a long-standing community interested in designing systems to enable user reflection. In this work, we present our findings on how interactive narratives and roleplaying can effectively support reflection. To pursue this line of inquiry, we conducted an exploratory, cross-sectional study evaluating an interactive narrative we created, Chimeria:Grayscale.

    To address issues present in prior HCI studies on the topic of reflection, we grounded our system design methodology and evaluations in theories drawn from clinical psychology and education.

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    The results of our study indicate that Chimeria:Grayscale , the interactive narrative we created by operationalizing our system design methodology, enabled our study participants to critically self-reflect. A lack of racial-ethnic diversity in game characters and limited customization options render in-game self-representation by players of colour fraught.

    We present a mixed-methods study of what players from different race-ethnicities require to feel digitally represented by in-game characters. Although skin tone emerged as a predominant feature among players from all racial-ethnic groupings, there were significant group differences for more nuanced aspects of representation, including hair texture, style, and colour, facial physiognomy, body shape, personality, and eye colour and dimension.

    Situated within theories of how race is conveyed, we discuss how developers can support players of colour to feel represented by in-game characters while avoiding stereotyping, tokenism, prototypicality, and high-tech blackface. Our results reinforce player needs for self-representation and suggest that customization options must be more than skin deep. Due to a steady increase in popularity, player demands for online video game content are growing to an extent in which consistency and novelty in challenges is hard to attain. Challenges in balance and error-coping accumulate.

    We introduce the concept of deep player behavior models by applying machine learning techniques to individual, atomic decision-making strategies. We discuss their potential application fields in personalized challenges, autonomous game testing, human agent substitution, and online crime detection. Results from a pilot study that was carried out with the massively multiplayer online role-playing game Lineage II depict a benchmark between hidden markov models, decision trees , and deep learning.

    Data analysis and individual reports indicate that deep learning can be employed to provide adequate models of individual player behavior with high accuracy for predicting skill-use and a high correlation in recreating strategies from previously recorded data. Despite rewards being seemingly ubiquitous in video games, there has been limited research into their impact on the player experience.

    Informed by extant literature, we built a casual video game to test the impact of reward types, both individually i. No evidence was found for differing reward types impacting the player experience differently. However, evidence was found for a greater variety of rewards having a positive impact on interest and enjoyment. Regardless of the impact of variety of rewards, the individual characteristic of reward responsiveness was found to be predict sense of presence and interest and enjoyment.

    This paper makes contributions to the application of reward types, general understanding of the impact of rewards on the player experience, and discusses the importance of trait reward responsiveness in player experience evaluation. Virtual reality games have grown rapidly in popularity since the first consumer VR head-mounted displays were released in , however comparatively little research has explored how this new medium impacts the experience of players.

    In this paper, we present a study exploring how user experience changes when playing Minecraft on the desktop and in immersive virtual reality. Fourteen players completed six 45 minute sessions, three played on the desktop and three in VR. The Gaming Experience Questionnaire, the i-Group presence questionnaire, and the Simulator Sickness Questionnaire were administered after each session, and players were interviewed at the end of the experiment.

    Participants strongly preferred playing Minecraft in VR, despite frustrations with using teleporation as a travel technique and feelings of simulator sickness. Players enjoyed using motion controls, but still continued to use indirect input under certain circumstances. This did not appear to negatively impact feelings of presence.

    We conclude with four lessons for game developers interested in porting their games to virtual reality. This work focuses on studying players behaviour in interactive narratives with the aim to simulate their choices. Based on observations from players interactions with an extract from the interactive fiction Anchorhead, we created a player profile to guide the behaviour of a generic player model based on the BDI Belief-Desire-Intention model of agency.

    We evaluated our approach using qualitative and quantitative methods and found that the player profile can improve the performance of the BDI player model. However, we found that players self-assessment did not yield accurate data to populate their player profile under our current approach.

    We present an exploratory study of analyzing and visualizing player facial expressions from video with deep neural networks. We contribute a novel data processing and visualization technique we call Affect Gradients, which provides descriptive statistics of the expressive responses to game events, such as player death or collecting a power-up. As an additional contribution, we show that although there has been tremendous recent progress in deep neural networks and computer vision, interpreting the results as direct read-outs of experiential states is not advised.

    According to our data, getting killed appears to make players happy, and much more so than killing enemies, although one might expect the exact opposite. A visual inspection of the data reveals that our classifier works as intended, and our results illustrate the limitations of making inferences based on facial images and discrete emotion labels. Smartphones support gaming, social networking, real-time communication, and individualized experiences. Children and parents often take part in digital experiences with distant friends while isolating themselves from co-present family members.

    We present MeteorQuest, which is a mobile social game system aimed to bring the family together for location-specific game experiences through physical play. The system supports group navigation by mapping screen brightness to the proximity to various in-game targets. Mini-game stages were designed together with interaction designers to encourage physical and social interaction between the players through group puzzles, physical challenges of dexterity and proxemics play. We conducted an exploratory study with three families to gain insights into how families respond to mobile social game features.

    We studied their socio-spatial arrangements during play and navigation using the lens of proxemics play and provide implications for the design of proxemic interactions and play experiences with families. In this paper we provide an overview of philosophical, psychological and sociological concepts and theories of social play and use these as a lens to conduct a literature review of research on interactive technologies in play contexts.

    Our chosen scope includes technologies which afford free play in groups of children within the same physical space. We identify how assumptions and stances about play influence which kind of technologies are designed, which social elements are supported and how success is defined and assessed. Finally, we propose a novel perspective on designing playthings which conceptualises them as boundary objects. We argue that such a perspective is particularly valuable when designing for heterogeneous groups of children and, thus, also has the potential to make a contribution towards designing effective roles of technologies for social inclusion.

    The characteristics of virtual faces can be important factors for avatars and characters in video games. Previous work investigates how users create their own avatars and determines the generally preferred characteristics of virtual faces. In this paper, we investigate the effects of gender and age on the facial characteristics of 4, virtual faces created by 1, participants male, female mainly from Central Europe using a web-based avatar creation system and the Caucasian average face.

    Our results show that with increasing age, men and women design increasingly realistic and less stylized avatars. We also found that young persons design more androgynous avatars, while adults further increase the masculinity and femininity of their avatars. However, women with higher age decrease the femininity and increase the masculinity of stereotypical faces. We discuss potential social, biological, and cognitive explanations for our results and contribute with design implications for games and future avatar customization systems.

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    Thus, avatars enable referential gestures, which are essential for targeting, selection, locomotion, and collaboration in VR. However, players of immersive games can have another virtual appearance deviating from human-likeness and previous work suggests that avatars can have an effect on the accuracy of referential gestures in VR. One of the most important referential gestures is mid-air pointing.

    It has been shown that mid-air pointing is affected by systematic errors, which can be compensated using different methods. Thus, it is unknown if the avatar must be considered in corrections of the systematic error. In this paper, we investigate the effect of the avatar on pointing accuracy.

    We show that the systematic error in pointing is significantly affected by the virtual appearance but does not correlate with the degree to which the appearance deviates from the perceived human-likeness. Moreover, we confirm that people only rely on their fingertip and not on their forearm or index finger orientation. We present compensation models and contribute with design implications to increase the accuracy of pointing in VR. Whenever someone chooses to study instead of going to a party, or forgo dessert after dinner, that person is exercising self-control.

    However, exercising self-control can be effortful and depleting, which makes incorporating it into a game design that maintains engagement and quality of experience a challenge. We present the design of game mechanics for exercising and improving self-control, and an initial study that effectively demonstrates that games can be designed to engage a broad level of self-control processes without negatively affecting player engagement and experience.

    Our results also show that player performance is connected to trait-level self-control. We discuss how for example players with low trait self-control can therefore be identified, and games intended to improve or exercise self-control can dynamically adapt to this information. In the recent years a handful of powerful game engines have been released for easing the production of high quality computer games, e. Unity 3D or Unreal 4. Since these engines are free of charge for amateurs, their use has increased worldwide drastically, enabling small teams to create high quality games rapidly.

    However, for blind people, no such tools exist, enabling them to create games easily. IBlind Adventure closes this gap, enabling visually impaired or even blind people to create their own games. Games are strictly audio based, and Blind Adventure is like a structured audio recorder, enabling game creators to record and lay out game levels. In this paper we introduce Blind Adventure, its gaming concepts, and its user interface. The current trend to use applied games to engage users with mobile health mHealth delivery systems continues to build, yet research as to its effectiveness is still sparse.

    This study evaluates the effectiveness of using two different casual games to drive meaningful engagement with an mHealth app. MindMax was produced by the Australian Football League Players Association to improve the mental health and wellbeing of young Australians. In addition, there is evidence that the gamification strategy was successful in drawing users back to the wellbeing modules. Mixed experiences with the more difficult game suggest the potential usefulness of game play data to inform more personalized mHealth messaging.

    Further uses for applied games in mHealth applications are discussed. Educational games are a creative, enjoyable way for students to learn about technical concepts. We present Entanglion, a board game that aims to introduce the fundamental concepts of quantum computing — a highly technical domain — to students and enthusiasts of all ages. We describe our iterative design process and feedback from evaluations we conducted with students and professionals. Our playtesters gave positive feedback on our game, indicating it was engaging while simultaneously educational. We discuss a number of lessons we learned from our experience designing and evaluating a pedagogical game for a highly technical subject.

    Research shows that bespoke Virtual Reality VR laboratory experiences can be differently affecting than traditional display experiences. With the proliferation of at-home VR headsets, these effects need to be explored in consumer media, to ensure the public are adequately informed. As yet, the organizations responsible for content descriptions and age-based ratings of consumer content do not rate VR games differently to those played on TV. This could lead to experiences that are more intense or subconsciously affecting than desired.

    The two formats led to meaningfully different experiences, suggesting that current game ratings may be unsuitable for capturing and conveying VR experiences. The public must be better informed by ratings bodies, but also protected by developers and researchers conscious of the effects their designs may have.

    This hybrid course will allow participants to understand the complexities of games user research methods. For this we have put together 4 sessions 2 hours each, 8 hours total of content on applications on different user research methods in games evaluation to help participants turn player feedback into actionable design recommendations. The course is designed from an applied user experience UX research perspective and should allow for participants unfamiliar with user testing and basic user research skills.

    This is where children can be helped to feel less distressed by providing encounters with familiar technology. Nevertheless, the literature is sparse regarding the potential that technologies for children may have in relation to play in busy hospital settings. The scope of this PhD is thus to explore how digital technology can support social play among children aged , by involving various stakeholders in the process.

    This doctoral work focuses on strategies for designing and implementing playful interactive experiences for social intervention of children with Autism Spectrum Disorder. In particular, this study explores strategies for fostering socialization in children with autism with the use of digital technologies, and the corresponding interaction design principles which lead to these desired behaviors in playful settings. The study utilizes the interaction paradigm of collocated user scenarios in full-body interaction, where users interact with the system through the use of their bodily moments.

    Mosquito-borne diseases are a global public health concern. For instance, improper storage of water can become a breeding site for the Aedes aegypti mosquito, the vector of dengue, zika, chikungunya and urban yellow fever viruses. Thereby, population awareness should be part of public health policies.

    Games are a powerful tool to promote awareness and behavioral changes, including public health. Our research goals are 1 the development and evaluation of a gamification-based system to support entomological and epidemiological surveillance through volunteered contributions, integrated with a 2 a game-based platform to be used as a complementary tool to promote awareness and behavioral changes. Some partial results are the game design, prototypes and demos.

    The expected results are the release and evaluation of a mixed reality game-based platform to support public health actions based on education and engagement of population aimed at vector control. This application for the doctoral consortium at CHI PLAY describes the research planned in the context of my PhD thesis, which aims at utilizing games and play to increase collaboration and innovation within a cross-organizational working environment, using a research campus as a case study.

    In the context of my thesis, a progressive series of pervasive game events with participation possibilities ranging from online messages to live-action role-play will be carried out and its effects studied. The advancement of sensor technology has provided new opportunities for bodily play and consequently enriched our bodily experiences. The intimacy between ingestible sensors and human body also shapes our bodily experiences.

    My research focuses on utilizing ingestible sensors to facilitate playful and engaging experiences in HCI using a Research through Design approach. This will lead to the development of ingestible interfaces, which allow the creation of novel and playful experiences. This research will contribute to the understanding of how to design playful experiences around ingestible sensors and ultimately inspire designers to create a wider range of future play experiences. Some changes in behavior can be positive, although some can be negative and unknown to the user.