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“Anything a Guardian Does Is Canonical” : Player Understanding of Canon in Destiny
(2023-09-29) Larsen, Bjarke Alexander; Carstensdottir, Elin; Department of Computer Science
The narrative experience of perennial games - -ongoing, live games - -revolves around the community that plays it. These games serve a fractured form of storytelling, which leaves it to the community to determine what counts as part of the story; or what is considered "canon". What is canon is a question of who and what the story is allowed to be about, and what is allowed to be in it. Therefore, it is important to understand how players of perennial games understand what is canon and what is not. This paper presents a mixed methods study of an online survey (N=118) and interviews (N=15) of players of the game Destiny 2, with the goal of understanding what events players consider canon and why. The findings indicate that while authorship and conventional game story elements are considered canon, there is still disagreement, especially as the storytelling methods become non-conventional. Players can provide nuanced viewpoints on why an event is or is not canon, and they do not always agree. These results can help designers understand how their decisions influence the community discussions of canonicity, and how properties of their game can help create experiences that lets players see themselves in the work.
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DigiPressPad : An Automated Tool for Quantifying and Improving One's Graphic Skill
(Association for Computing Machinery, 2023-09-20) Verma, Pragya; Rane, Dharma; Kanetkar, Manasi; Singh, Madhu; Lahiri, Uttama; Department of Computer Science
Graphic skill essential for good quality handwritten content can be quantified through attributes, e.g., graphic force and graphic speed using pressure-sensitive tablets. Though powerful, such solutions are expensive and without automated feedback. Feedback can help one to adopt self-corrective measures to improve graphic skill. Thus, there exists need for tools to quantify graphic quality, graphic force and graphic speed and offer feedback. Here, we have developed an automated tool to quantify one's graphic skill and to offer individualized feedback. Given that there exist differences in the graphic skill of Typically Developing (TD) children and those with Autism (ASD), we used this tool for 6 pairs of TD children and those with ASD. Preliminary results indicate the potential of our tool in capturing differences and improvement in graphic skills of participant groups. The automated tool can act as a complementary tool in the hands of teachers and caregivers.
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Estimated Energy Expenditures and Energy Intakes of International Female Rugby Sevens Players in Five Days of a Training Camp and Competition Preparation
(2023-07-19) Curtis, Christopher; Arjomandkhah, Nicola; Cooke, Carlton; Ranchordas, Mayur K.; Russell, Mark; Department of Sport Science
To understand the energy balance of international female rugby sevens (R7s) players in applied environments, this study estimated the energy intakes (EI) and total daily estimated energy expenditures (TDEE) during a five-day training camp (TRAIN) and phase of competition preparation (COMP) of equal duration. Tri-axial accelerometer devices were worn throughout both scenarios to estimate TDEE, whereas EI was estimated via self-reported food diaries. Energy deficits of −47% (TDEETRAIN: 14.6 ± 1.6 MJ·day−1, EITRAIN: 7.7 ± 0.9 MJ·day−1, p ≤ 0.001, d = 5.1) and −50% (TDEECOMP: 15.5 ± 1.6 MJ·day−1, EICOMP: 7.7 ± 1.0 MJ·day−1, p ≤ 0.001, d = 5.7) were observed throughout TRAIN (n = 11; age: 25 ± 4 years, height: 170 ± 6 cm, weight: 71 ± 7 kg) and COMP (n = 8; age: 25 ± 3 years, height: 172 ± 5 cm, weight: 72 ± 6 kg), respectively. Carbohydrate intakes were below the lower range of sports nutrition recommendations in both TRAIN (−62%; 2.3 ± 0.3 g·kg−1 BM, p ≤ 0.001) and COMP (−60%; 2.4 ± 0.5 g·kg−1 BM, p ≤ 0.001). For protein (TRAIN: 1.7 ± 0.4 g·kg−1 BM, COMP: 1.5 ± 0.1 g·kg−1 BM), intakes met the lower range of recommendations. Fat intake exceeded recommendations of the percentage of total EI (COMP: 39 ± 5%). Accordingly, the dietary strategies of international female R7s players may warrant optimization, as carbohydrate and fat intakes were less than optimal when compared to current performance-based sports nutrition guidelines.
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Under Pressure : A Multi-Modal Analysis of Induced Stressors in Games for Resilience
(Association for Computing Machinery, 2023-04-12) Habibi, Reza; Pfau, Johannes; Maram, Sai Siddartha; Li, Jiahong; Larsen, Bjarke; Xu, Jason; Kashani, Atieh; Sisodiya, Shweta; Holmes, Jonattan; Teng, Zhaoqing; Carstensdottir, Elin; El-Nasr, Magy Seif; Lopes, Phil; Luz, Filipe; Liapis, Antonios; Engstrom, Henrik; Department of Computer Science
Emotion regulation and coping strategies are key to resilience, problem solving and eventually well-being in everyday life, but investigating or influencing these without adjustable and ecologically valid environments still poses a major challenge. With respect to video games, stressful events can frequently appear and, depending on the individual's emotion regulation, lead to frustrating experiences, dissatisfied players or even churn - or to a sense of accomplishment, mastery or positive tension. In the greater endeavor of establishing games for studying, controlling and reinforcing resilience, we developed an alternate reality game that unifies the advantages of a fully customizable game environment with the close connection to real-life interactions. To estimate how emotion regulation strategies could be initiated as well as investigated, this work first induces different kinds of established stressors (time pressure, social encounters and being unchangeably stuck) into ordinary gameplay, quantifies the players' physiological and psychological responses and addresses the participants' strategies on dealing with these situations. In this paper we present results of the study showing that the induced stressors were effective in constituting stressful situations comparable to real-life experiences; and each of these conditions resulted in different types of physiological and perceived responses and behaviors, e.g. continuous stress in social encounters versus instantaneous stress when notified about time pressure; or frustrating experiences when being forcibly stuck versus stress that participants underwent but were able to work against. With this platform to study how people cope with stress, instituted within a multi-modal mixed-methods evaluation, we contribute to games beyond entertainment towards educating resilience.
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A Wideband Reflectarray Antenna for Satellite Application with Low Cross-Polarization
(2023-04) Elahi, Manzoor; Jeong, Taeyong; Yang, Youngoo; Lee, Kang Yoon; Hwang, Keum Cheol; Department of Engineering
A double-layer element consisting of a spider-shaped structure on the top layer and a pair of concave arms with a circular ring on the middle layer is proposed for the wideband reflectarray with low cross-polarization characteristics. The unit cell offers a linear and wider phase range of 800 (Formula presented.). Based on the proposed unit cell, an offset-fed reflectarray with an octagonal aperture comprising 6769 unit cells is constructed at 11.725 GHz. The reflectarray offers 1 dB and 3 dB gain bandwidths of 25.2% and 32.3%, respectively, with an operating frequency range of 10–13.85 GHz. A peak gain of 31.2 dBi with an aperture efficiency of 42% is achieved. The cross-polarization levels are less than the co-polarization by 40 dB over the entire operating band.

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