Collaborative Game Research Papers - Academia.edu (original) (raw)
Em face a desordem conceitual que ocorre na utilização dos termos cooperação e colaboração, bem como na caracterização de jogo cooperativo e de jogo colaborativo, o presente artigo tem o propósito de dar subsídios para a distinção destes... more
Em face a desordem conceitual que ocorre na utilização dos termos cooperação e colaboração, bem como na caracterização de jogo cooperativo e de jogo colaborativo, o presente artigo tem o propósito de dar subsídios para a distinção destes termos. Faz uma
revisão da ocorrência dos termos na base do SBGames, identificando o uso de jogo cooperativo e jogo colaborativo em âmbito acadêmico. Traça uma distinção do uso no âmbito do entretenimento.
Propõe que o termo colaboração tem origem no hipertexto base da web e que seu modismo é decorre de seu amplo uso na web 2.0. Formaliza a distinção entre cooperação e colaboração em uma tabela. E, conclui o artigo fazendo considerações sobre jogo cooperativo e jogo colaborativo.
Η συνεργατική μάθηση σε συνδυασμό με εφαρμογές επαυξημένης πραγματικότητας μπορούν να δημιουργήσουν ένα ευχάριστο περιβάλλον με τη διάδραση του σχολικού υλικού (βιβλίο), για την ενίσχυση της εκπαίδευσης στην ανακάλυψη της γνώσης.... more
Η συνεργατική μάθηση σε συνδυασμό με εφαρμογές επαυξημένης πραγματικότητας μπορούν να δημιουργήσουν ένα ευχάριστο περιβάλλον με τη διάδραση του σχολικού υλικού (βιβλίο), για την ενίσχυση της εκπαίδευσης στην ανακάλυψη της γνώσης. Δεδομένου ότι η χρήση των τεχνολογιών αυτών είναι σε πρόωρο στάδιο, η μεταπτυχιακή αυτή διατριβή έχει σχεδιαστεί με στόχο να αναδείξει τις δυνατότητες της συνεργατικότητας σε συνδυασμό με τις τεχνολογίες επαυξημένης πραγματικότητας και κινητών συσκευών. Για να γίνει αυτό ένα παράδειγμα χρήσης, η εφαρμογή κατασκευάστηκε με βάση την Γεωλογία - Γεωγραφία της Α’ γυμνασίου. Ο κύριος στόχος της παρούσας εργασίας είναι μια σύντομη πληροφόρηση της θεωρίας συνεργατικής μάθησης και των τεχνολογιών που σχετίζονται με τις κινητές συσκευές, καθώς και την παρουσίαση του σχεδιασμού και την ανάπτυξη της εφαρμογής. Η εφαρμογή που κατασκευάστηκε ομαδοποιεί την τάξη και συνεργάζονται σε ένα παιχνίδι κουΐζ για την επίτευξη κοινών στόχων με την βοήθεια εφαρμογών επαυξημένης πραγματικότητας. Το αποτέλεσμα είναι να καταγράψει ο καθηγητής την επίδοση της κάθε ομάδας η οποία φαίνεται στην τάξη.
Human-AI interaction is pervasive across many areas of our day to day lives. In this paper, we investigate human-AI collaboration in the context of a collaborative AI-driven word association game with partially observable information. In... more
Human-AI interaction is pervasive across many areas of our day to day lives. In this paper, we investigate human-AI collaboration in the context of a collaborative AI-driven word association game with partially observable information. In our experiments, we test various dimensions of subjective social perceptions (rapport, intelligence, creativity and likeability) of participants towards their partners when participants believe they are playing with an AI or with a human. We also test subjective social perceptions of participants towards their partners when participants are presented with a variety of confidence levels. We ran a large scale study on Mechanical Turk (n=164) of this collaborative game. Our results show that when participants believe their partners were human, they found their partners to be more likeable, intelligent, creative and having more rapport and use more positive words to describe their partner's attributes than when they believed they were interacting wi...
Human-AI interaction is pervasive across many areas of our day to day lives. In this paper, we investigate human-AI collaboration in the context of a collaborative AI-driven word association game with partially observable information. In... more
Human-AI interaction is pervasive across many areas of our day to day lives. In this paper, we investigate human-AI collaboration in the context of a collaborative AI-driven word association game with partially observable information. In our experiments, we test various dimensions of subjective social perceptions (rapport, intelligence, creativity and likeability) of participants towards their partners when participants believe they are playing with an AI or with a human. We also test subjective social perceptions of participants towards their partners when participants are presented with a variety of confidence levels. We ran a large scale study on Mechanical Turk (n=164) of this collaborative game. Our results show that when participants believe their partners were human, they found their partners to be more likeable, intelligent, creative and having more rapport and use more positive words to describe their partner's attributes than when they believed they were interacting with an AI partner. We also found no differences in game outcome including win rate and turns to completion. Drawing on both quantitative and qualitative findings, we discuss AI agent transparency, include design implications for tools incorporating or supporting human-AI collaboration, and lay out directions for future research. Our findings lead to implications for other forms of human-AI interaction and communication.