Hello,
my name is Apostolis Ampatzoglou and i am a PhD student from Greece. At the moment i am investigating the factors that make a game interesting to the user. Please find attached a form that describes the factors under study and fill it in accoerding to one of your games technical characteristics. In case you participate in the survey your game will be hand out to 100 hundrend testers for evaluation (of course the results will be at your disposal at any time). In case of the paper being publicated there will be a refernce to your game's web page! Thank in advance, Apostolis Ampatzoglou
GAME IDENTIFICATION SECTION Game Name: Game URL: GAME EVALUATION SECTION ATTRIBUTE VALUE Networking Number of input Device Signal Number of Events Number of User Character Animations Paths of movement World Rules World States User Properties Computer Character Properties Number of Polygons Points of View Environment Coloring Frames per Animation Frames per Second EVALUATION CRITERIA EXPALANATION The Networking attribute describes if the virtual world is multiplayer (NW=10), single-user network world (meaning that two users can run the application via the web, but cannot interact or see each other NW=5), or local (NW=1). Additionally, the Number of Input Devices Signal describes the number of signals the world receives and uses from input devices. For example, if the only input device is the mouse, the value of the NIDS attribute will be 4 (x-position, y-position, left click, right click). Furthermore, the Number of Events attribute describes the number of events that can be triggered by any user action. Moreover, the Number of User Character Animations presents the number of possible animations the user character can execute. For example, if a character can sit on a chair, stand up from it and walk, then the value of NUCA is 3. Finally, the Paths of Movement attribute describes if the user can move only on predefined paths (PM=1) or move without limits in two (PM=3) or three dimensions (PM=10). Firstly, the World Rules attribute, presents the number of rules that govern the virtual world. These rules describe the results of user actions and change world objects states. For example a rule that suggests that an actor who is having a key can open a locked door by clicking on it, could be written as Door(Locked) AND Door->OnClick() AND Actor(hasKey) => Door (Unlocked). Additionally, the World States attribute, presents the number of world objects states that the user can interact with. In the example given above, three world states appear, the Door(Locked), the Door(Unlocked) and the Actor(hasKey), so WS=3. Furthermore, the User Properties variable presents the number of attributes that the user has. These attributes differentiate the worlds behavior in various executions of world rules. For example, lets return to the Javelin game example, if the throw of the athlete is correlated to his height, his muscles and his technique that are represented by three integers in the database of the system, then UP=3. Finally, the Computer Character Properties presents the sum of number of attributes of computer characters. These attributes differentiate the worlds behavior in various executions of world rules. The differences from the UP attribute is that if the database, in the aforementioned example, has six (6) competitors, then CP=18 (6x3). Firstly, the Number of Polygons attribute presents the average number of polygons employed to depict any graphical object. Additionally, the Point of View attribute describes the projection type (Orthographic [PV+0] or Perspective [PV+2]), the camera types (Fixed [PV+0], Free or Target [PV+1], both [PV+2]) and the camera movement freedom (Stable [PV+0], move in 1D [PV+1], move in 2D [PV+2] or move in 3D [PV+3]). Furthermore, the Environment attribute describes the collision detection algorithm (No Collision Detection [ENV+0], Sphere-Cube Algorithm [ENV+2] or Advanced Algorithm [ENV+3]), the special (No Shading [ENV+0], Shading Enabled [ENV+2], No Fog [ENV+0], Fog [ENV+2]) and lighting effects involved in the game (No Lights [ENV+0], Min Lights Calculations [ENV+1], Complete Light Calculations or Lightmaps [ENV+3]). Moreover, the Coloring attribute describes the coloring of objects, by taking into account the balance between textures and materials, special coloring techniques as multitexturing, bump mapping and number of pixels in the images used as textures (Only materials [CLR+0], Only Textures [CLR+2], Combination of Texture and Materials [CLR+3], Bump Mapping [CLR+5], Multitexturing [CLR+7], the output is calculated as the fraction of objects that employ each technique multiplied with the techniques rating.) Additionally, the average number of textures pixels is multiplied with 10 and added to the previous sum. Finally, the Frames per Animation attribute and the Frames per Second attribute are employed in order to evaluate the realism of movement by presenting the average number of frames in actor animations and by presenting the frames per second that a typical computer can achieve in rendering the scenes of the world.
_______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev