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 object’s 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 object’s 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 world’s 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 world’s 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.

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