Projects per year
Abstract
Video games routinely use procedural content generation, player modelling, and other forms of computational interaction that provide a good starting point for engaging computational interfaces. However, across these practices, games model environment (game content) and actor (player type) separately, which is out of tune with both basic and applied research. The ecological construct of motivational affordances, formalized as actor-environment system ratios, provides a promising alternative that could also prove fruitful for computational interaction in general.
Original language | English |
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Number of pages | 6 |
Publication status | Published - 5 May 2019 |
Event | Computational Modeling in Human-Computer Interaction: Workshop at CHI 2019 - Glasgow, United Kingdom Duration: 5 May 2019 → 5 May 2019 https://hcicompmodeling.wordpress.com/ |
Workshop
Workshop | Computational Modeling in Human-Computer Interaction |
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Country/Territory | United Kingdom |
City | Glasgow |
Period | 5/05/19 → 5/05/19 |
Internet address |
Projects
- 1 Finished
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The Digital Creativity Hub
Cowling, P. I., Austin, J., Cairns, P. A., Holliman, N. S., Hook, J. D., Marsden, E., Murphy, D. T., Petrie, H., Reed, D. J., Richards, J. D., Ursu, M., Wade, A., Baier, H., Beale, G., Block, F. O., Deterding, C. S., Devlin, S., Drachen, A., Kasprowicz, R. E., Smith, D. P. & Williams, D. A. H.
1/10/15 → 30/09/22
Project: Research project (funded) › Research