1. Supplemental Sonification of a Bingo Game
Daniel Ramos, Eelke Folmer - FDG’11, Bordeaux
Player-Game Interaction Research
University of Nevada, Reno
2. Why How do we play games?
Player-Game Interaction Research
University of Nevada, Reno
3. Why How do we play games?
1.Game provides feedback {visual,audio,haptic}
Player-Game Interaction Research
University of Nevada, Reno
4. Why How do we play games?
POW
1.Game provides feedback {visual,audio,haptic}
Player-Game Interaction Research
University of Nevada, Reno
5. Why How do we play games?
Bzzzzzz
POW
1.Game provides feedback {visual,audio,haptic}
Player-Game Interaction Research
University of Nevada, Reno
6. Why How do we play games?
Bzzzzzz
POW
1.Game provides feedback {visual,audio,haptic}
2.Player determines in game response (shoot)
Player-Game Interaction Research
University of Nevada, Reno
7. Why How do we play games?
Bzzzzzz
POW
1.Game provides feedback {visual,audio,haptic}
2.Player determines in game response (shoot)
3.Player provides input (press button)
Player-Game Interaction Research
University of Nevada, Reno
8. Why How do we play games?
Bzzzzzz
POW
1.Game provides feedback {visual,audio,haptic}
2.Player determines in game response (shoot)
3.Player provides input (press button)
4.goto 1 until gameover or finished
Player-Game Interaction Research
University of Nevada, Reno
9. Generalize steps
pong mario kart fps
1. feedback 1. feedback 1. feedback
2. up/down 2. le//right/gas 2. le//right/shoot
3. button 3. wheel 3. button / mouse
Player-Game Interaction Research
University of Nevada, Reno
22. Video Games
Stimulus
visual Response
+
audio Response ?
Player-Game Interaction Research
University of Nevada, Reno
23. Research Question
Can supplemental sonification
increase performance & reduce
player errors?
Player-Game Interaction Research
University of Nevada, Reno
24. What is Bingo
Ball calls
Patterns Multiple Bingos
» horizontal » single line
» vertical » full card
» diagonal
Player-Game Interaction Research
University of Nevada, Reno
25. What is Bingo
Ball calls
16
Patterns Multiple Bingos
» horizontal » single line
» vertical » full card
» diagonal
Player-Game Interaction Research
University of Nevada, Reno
26. What is Bingo
Ball calls
16 48
Patterns Multiple Bingos
» horizontal » single line
» vertical » full card
» diagonal
Player-Game Interaction Research
University of Nevada, Reno
27. What is Bingo
Ball calls
16 48 63
Patterns Multiple Bingos
» horizontal » single line
» vertical » full card
» diagonal
Player-Game Interaction Research
University of Nevada, Reno
28. What is Bingo
Ball calls
16 48 63
“Bingo”
Patterns Multiple Bingos
» horizontal » single line
» vertical » full card
» diagonal
Player-Game Interaction Research
University of Nevada, Reno
29. is Bingo a Video game?
Player-Game Interaction Research
University of Nevada, Reno
30. is Bingo a Video game?
»Up to 100 cards
»Shows cards closest to Bingo
»jurisdiction determines how bingo is played
Player-Game Interaction Research
University of Nevada, Reno
31. Bingo is BIG business
2009
Player-Game Interaction Research
University of Nevada, Reno
32. Bingo is BIG business
2009
»Charitable Bingo -> 1.8 Billion (US)
»WoW -> 1.0 Billion (worldwide)
Player-Game Interaction Research
University of Nevada, Reno
34. Who plays Bingo?
Player-Game Interaction Research
University of Nevada, Reno
35. Who plays Bingo?
Player-Game Interaction Research
University of Nevada, Reno
36. Bingo Demographics
57% female
11% age 65 and up
20% are 18-24 year olds (UK)
Online bingo > 20% market share
Player-Game Interaction Research
University of Nevada, Reno
37. avoiding a sleeper
Bingo casino halls are crowded / noisy
players more likely to have sensory impairment
due to their age
players play with a large number of cards
Player-Game Interaction Research
University of Nevada, Reno
38. Sonification
Displaying data in non speech audio
»Geiger counter
Types of sonification:
»Volume
»Pitch
»Timbre {instruments}
»Frequency of a repetitive cue
»Audio Icons
Sensory substitution
Audio Games (users with visual impairments)
Player-Game Interaction Research
University of Nevada, Reno
39. Simulator
Player-Game Interaction Research
University of Nevada, Reno
40. Simulator
Player-Game Interaction Research
University of Nevada, Reno
41. Away Count
ac = two ac = three
AC is the smallest value for any pattern
Player-Game Interaction Research
University of Nevada, Reno
42. Types of sonification
Types
»Pitch {99hz, 119hz, 156hz, 193hz}
»Timbre {piano, cello, organ, pan flute}
»Audio Icons {dog, jackhammer, cash register,
audience clapping}
Length ~ 1 second
Only sonify when AC changes for a card
Player-Game Interaction Research
University of Nevada, Reno
43. Test Away Count
random intervals (avg 6 calls between test)
log:
»value of provided AC and AC for each card
»time it takes to do test
Player-Game Interaction Research
University of Nevada, Reno
44. Demo
Player-Game Interaction Research
University of Nevada, Reno
45. User study
9 participants
2 female / 7 male
age = 41.2 (SD=12.8)
Expert Bingo Players
No impairments
Versions {none, pitch, audiocon, timbre}
Randomized & Balanced
4 Tests or Bingo
Questionnaire Player-Game Interaction Research
University of Nevada, Reno
46. Results
Table 1: Results of Bingo simulation.
Type Error σ Time (ms) σ (ms)
NONE 0.241 0.19 16,554 22,677
PITCH 0.105 0.14 9,879 5,672
TIMBRE 0.074 0.11 9,149 8,510
AUDIOICON 0.059 0.06 6,954 1,815
Significant No Significant
P<0.05 p> 0.05
good health, with no hearing or vision impairments (some
Post Hoc Tests
had corrected vision) that could possibly impede their ability
Timbre > None
to play the game. Each user was given a brief explanation
AudioIcons > None
and walk-through of the application, a demonstration of the
Pitch <> None
different sounds and subjects were able to play a number of
a- games using <> Timbre
AudioIcons different sonification techniques.
Player-Game Interaction Research
of Subjects were tested alone in a room using a laptop.of There
University Nevada, Reno
47. Qualitative results
all subjects felt sonification helped
»5 preferred audio icons
»2 preferred pitch
»1 preferred timbre
»1 preferred timbre & pitch
Player-Game Interaction Research
University of Nevada, Reno
48. Discussion & future work
Semiotics of audio icons
Sonification can be facilitated
on most daubers
Test with sensory impaired
Use in other games
Explore haptic feedback
drop 7
Player-Game Interaction Research
University of Nevada, Reno
49. Discussion & future work
Semiotics of audio icons
Sonification can be facilitated
on most daubers
Test with sensory impaired
Use in other games
Explore haptic feedback
drop 7
Player-Game Interaction Research
University of Nevada, Reno
50. Questions
Player-Game Interaction Research
University of Nevada, Reno
51. Questions
?
Player-Game Interaction Research
University of Nevada, Reno
Notas do Editor
Hello, My name is Eelke Folmer\nMy Final talk will be about supplemental sonification of a bingo game\n
so in previous talks several people has asked the question why we play games but I&#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
so in previous talks several people has asked the question why we play games but I&#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
so in previous talks several people has asked the question why we play games but I&#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
so in previous talks several people has asked the question why we play games but I&#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
so in previous talks several people has asked the question why we play games but I&#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
so in previous talks several people has asked the question why we play games but I&#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
Now looking at other games you can identify the same basic steps and you can synthesize this in a basic interaction model for games that can be represented as a simple state machine. \n\n
okay so now we&#x2019;ve represented playing games as a simple model which kind of resembles a kind of test that is being used in psychology to study human \n
In psychology people have done all sorts of experiments on human behavior using a technique that is called choice response task.\nWhich are perceptual motor tasks that study the content duration and temporal sequencing of cognitive operations\nFor example a subject is presented a certain stimuli \nand then they have to press a certain button that corresponds to this stimuli. \nStudies found that when stimuli are \nrepresented in multiple modalities simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. \n
In psychology people have done all sorts of experiments on human behavior using a technique that is called choice response task.\nWhich are perceptual motor tasks that study the content duration and temporal sequencing of cognitive operations\nFor example a subject is presented a certain stimuli \nand then they have to press a certain button that corresponds to this stimuli. \nStudies found that when stimuli are \nrepresented in multiple modalities simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. \n
In psychology people have done all sorts of experiments on human behavior using a technique that is called choice response task.\nWhich are perceptual motor tasks that study the content duration and temporal sequencing of cognitive operations\nFor example a subject is presented a certain stimuli \nand then they have to press a certain button that corresponds to this stimuli. \nStudies found that when stimuli are \nrepresented in multiple modalities simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. \n
In psychology people have done all sorts of experiments on human behavior using a technique that is called choice response task.\nWhich are perceptual motor tasks that study the content duration and temporal sequencing of cognitive operations\nFor example a subject is presented a certain stimuli \nand then they have to press a certain button that corresponds to this stimuli. \nStudies found that when stimuli are \nrepresented in multiple modalities simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. \n
Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&#x2019;t tell you what to do and when. \n\n
Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&#x2019;t tell you what to do and when. \n\n
Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&#x2019;t tell you what to do and when. \n\n
Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&#x2019;t tell you what to do and when. \n\n
Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&#x2019;t tell you what to do and when. \n\n
Now going back to video games. You see that they actually only present a stimuli in the visual modality. So in this paper we explore\n
As people often make errors in playing games theres the potential to explore how supplemental representation of feedback in a different modality than feedback could increase performance and player error. \n\n
And we focus on the game of bingo\n
And we focus on the game of bingo\n
And we focus on the game of bingo\n
And we focus on the game of bingo\n
\n
Bingo is a significant industry. \n
Going back to our game interaction model the game mechanics of bingo resemble the simplest way you can play a game. Bingo is the closest\nthing to a choice response task while still a game. It is also simple and finite which allows for a controllable user study. \n
So who plays bingo? well grandma does and that&#x2019;s a stereotype that is hard to debunk\n
The demographics are slightly changing. Especially in the UK a younger audience is playing it and mostly online. \n
\n
frequency of clicks to indicate the level of radiation. Other types of sonification include using volume or the pitch of a tone. \nTimbre, \n\nSonification has primarily been explroed in sensory substitution. There&#x2019;s all sorts of navigation systems for users who are blind which uses sonification\nand there&#x2019;s all sorts of audio games for users. \nNot much work has been done in the area of using supplemental sonification e.g. representing information using visual as well as audio\n
\n
\n
The variable we seek to sonify is the away count. The away count indicates how far the player is away from achieving a bingo. This is a dynamic variable that depends on the specific pattern used. \n