Abstract:Computer-controlled virtual characters are essential parts of most virtual environments and especially computer games. Interaction between these virtual agents and human players has a direct impact on the believability of and immersion in the application. The facial animations of these characters are a key part of these interactions. The player expects the elements of the virtual world to act in a similar manner to the real world. For example, in a board game, if the human player wins, he/she would expect the … Show more
“…Thus, the development of educational games apps involves working with interdisciplinary groups of professionals, including software developers, designers, video producers, psychologists, and pedagogues. The intention is to fill the gap between computer science, psychology, design, artificial intelligence, and other disciplines involved in digital game production [10], [11]. In the case of videogames for young learners as they are starting to read, solving visual communication issues in mobile apps is the primary concern of the referred professionals.…”
Section: Introductionmentioning
confidence: 99%
“…Virtual characters are crucial parts of virtual environments but especially computer games. The interaction between these characters and human players directly impacts the application's credibility and engagement [10]. In this visual setting, creating characters involved in a game's animation is a complicated task.…”
Section: Introductionmentioning
confidence: 99%
“…In this visual setting, creating characters involved in a game's animation is a complicated task. It implies defining the cartoon character's formal representation animated with visual and physical aspects, including facial expressions and movements, vital to these interactions that make an attractive identity for young learners [10]. Animated characters can improve children's experience, increase concentration, bring motivation, and accomplish more effective outcomes related to the use of the game [7], [12].…”
Section: Introductionmentioning
confidence: 99%
“…The design task includes phenotypes, archetypes, racial characteristics, biometric and anthropometric maneuvers, costume proposals, and accessories [13]. Furthermore, the designer must be sure that characters and scenarios in the games reflect the reality and feelings of prospective users, including facial expression related to the game situation [10)The design task includes phenotypes, archetypes, racial characteristics, biometric and anthropometric maneuvers, costume proposals, and accessories [13]. Furthermore, the designer must be sure that characters and scenarios in the games reflect the reality and feelings of prospective users, including facial expressions related to the game situation [10].…”
Section: Introductionmentioning
confidence: 99%
“…The production of educational games used for active learning encloses multidisciplinary knowledge and skills from practitioners and stakeholders involved [10], [19]. Thus, the practice of utilizing software as research analysis tools or as part of techniques to evaluate the design and use of this type of game is a challenge.…”
Children's use of educational videogames is a growing at-home trend and has become a relevant classroom supporting tool in the teaching-learning process. The increased attachment to video games has hastened the creation of "learning through play" applications. The development of these applications requires the creative production of content using characters (avatars) playing distinct roles to engage people with the game. Evaluation tools need to be designed to understand and improve this engagement. This study aims to explain the design and development structure of research tools such as online personalized questionnaires and dashboard platforms used to populate data in a cloud for evaluating games' usability and avatars' preferences. The paper revises the applicability of three research tools tested to analyze five different graphic lines games series and the archetype of their designed avatars. The MIDI-AM educational videogames series for mobile applications is the case study examined. The need to evaluate the avatar preferences before or after playing the games to find correlations with the usability trends is present. Comparative results between the three designed research tools will help solve issues about different viewpoints between designers and producers concerning graphic lines used in educational games production and the correlation with game use preferences. The research is relevant for graphic designers, producers, and creative experts to develop well-informed styles and avatars for children's digital games. Also, the practicality of using the proposed research tools to analyze videogame and characters' preferences is confirmed.
“…Thus, the development of educational games apps involves working with interdisciplinary groups of professionals, including software developers, designers, video producers, psychologists, and pedagogues. The intention is to fill the gap between computer science, psychology, design, artificial intelligence, and other disciplines involved in digital game production [10], [11]. In the case of videogames for young learners as they are starting to read, solving visual communication issues in mobile apps is the primary concern of the referred professionals.…”
Section: Introductionmentioning
confidence: 99%
“…Virtual characters are crucial parts of virtual environments but especially computer games. The interaction between these characters and human players directly impacts the application's credibility and engagement [10]. In this visual setting, creating characters involved in a game's animation is a complicated task.…”
Section: Introductionmentioning
confidence: 99%
“…In this visual setting, creating characters involved in a game's animation is a complicated task. It implies defining the cartoon character's formal representation animated with visual and physical aspects, including facial expressions and movements, vital to these interactions that make an attractive identity for young learners [10]. Animated characters can improve children's experience, increase concentration, bring motivation, and accomplish more effective outcomes related to the use of the game [7], [12].…”
Section: Introductionmentioning
confidence: 99%
“…The design task includes phenotypes, archetypes, racial characteristics, biometric and anthropometric maneuvers, costume proposals, and accessories [13]. Furthermore, the designer must be sure that characters and scenarios in the games reflect the reality and feelings of prospective users, including facial expression related to the game situation [10)The design task includes phenotypes, archetypes, racial characteristics, biometric and anthropometric maneuvers, costume proposals, and accessories [13]. Furthermore, the designer must be sure that characters and scenarios in the games reflect the reality and feelings of prospective users, including facial expressions related to the game situation [10].…”
Section: Introductionmentioning
confidence: 99%
“…The production of educational games used for active learning encloses multidisciplinary knowledge and skills from practitioners and stakeholders involved [10], [19]. Thus, the practice of utilizing software as research analysis tools or as part of techniques to evaluate the design and use of this type of game is a challenge.…”
Children's use of educational videogames is a growing at-home trend and has become a relevant classroom supporting tool in the teaching-learning process. The increased attachment to video games has hastened the creation of "learning through play" applications. The development of these applications requires the creative production of content using characters (avatars) playing distinct roles to engage people with the game. Evaluation tools need to be designed to understand and improve this engagement. This study aims to explain the design and development structure of research tools such as online personalized questionnaires and dashboard platforms used to populate data in a cloud for evaluating games' usability and avatars' preferences. The paper revises the applicability of three research tools tested to analyze five different graphic lines games series and the archetype of their designed avatars. The MIDI-AM educational videogames series for mobile applications is the case study examined. The need to evaluate the avatar preferences before or after playing the games to find correlations with the usability trends is present. Comparative results between the three designed research tools will help solve issues about different viewpoints between designers and producers concerning graphic lines used in educational games production and the correlation with game use preferences. The research is relevant for graphic designers, producers, and creative experts to develop well-informed styles and avatars for children's digital games. Also, the practicality of using the proposed research tools to analyze videogame and characters' preferences is confirmed.
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