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Onto-Frogger: the making of

Published: 16 October 2010 Publication History

Abstract

This paper presents the making of a game-like interface to an image collection. Having previously claimed that video games can be relevant to collections as interfaces to support exploration, we proceeded with developing a prototype game as a case study for an image database. The making of this game and, specifically, of the game's interface has been an iterative process the stages and challenges of which we discuss here. In our approach, we deliberately adopt a HCI standpoint but our practice has been heavily influenced by concepts particular to games. The resulting artifact is intriguing both as a product in the context of our database and as a research tool to explore the potentials of game-like interfaces to collections.

References

[1]
Frogger. http://en.wikipedia.org/wiki/Frogger.
[2]
H. Desurvire, H., Caplan, M. and Toth, J. A. Using heuristics to evaluate the playability of games. In Proc. CHI '04, ACM (2004), 1509--1512.
[3]
Federoff, M. A. Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master's thesis, Indiana University, 2002.
[4]
Kallergi, A., Bei, Y., Kok, P., Dijkstra, J., Abrahams, J. P. and Verbeek, F. J. Cyttron: A virtualized microscope supporting image integration and knowledge discovery. In Backendorf, C. M. P., Noteborn, M. and Tavassoli, M. eds. Proteins Killing Tumour Cells, Cell Death and Disease Series, ResearchSignPost, Kerala India, 2009, 291--315.
[5]
Kallergi A., Verbeek F. J. Video Games for Collection Exploration: Games for and out of Data Repositories. In Proc. Academic Mindtrek 2010, in press.
[6]
Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L. and Fuller, T. User-centered design in games. In Sears, A. and Jacko, J. A. eds. The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications, Human Factors and Ergonomics, 2003.
[7]
D. Pinelle, D., Wong, N. and Stach, T. Heuristic evaluation for games: usability principles for video game design. In Proc. CHI '08, ACM (2008), 1453--1462.

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  • (2021)Explore Data, Enjoy Yourself - KUbism, A Playful Approach to Data ExplorationHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85613-7_4(43-64)Online publication date: 26-Aug-2021

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NordiCHI '10: Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
October 2010
889 pages
ISBN:9781605589343
DOI:10.1145/1868914
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Reykjavik University
  • University of Iceland

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 16 October 2010

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Author Tags

  1. arcade games
  2. gaming interface
  3. image repositories

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  • Cyttron consortium BSIK grant

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NordiCHI '10
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Overall Acceptance Rate 379 of 1,572 submissions, 24%

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View all
  • (2021)Explore Data, Enjoy Yourself - KUbism, A Playful Approach to Data ExplorationHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85613-7_4(43-64)Online publication date: 26-Aug-2021

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