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Presentation
An Analysis of Video Games Using the Dimensions of Human-Agent Interaction
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
  • Güliz Tokadli, Iowa State University
  • Kaitlyn M. Ouverson, Iowa State University
  • Chase Meusel, Microsoft Corporation
  • Austin Garcia, Iowa State University
  • Stephen B. Gilbert, Iowa State University
  • Michael C. Dorneich, Iowa State University
Document Type
Conference Proceeding
Publication Version
Accepted Manuscript
Link to Published Version
https://doi.org/10.1177%2F1541931218621163
Publication Date
9-1-2018
DOI
10.1177%2F1541931218621163
Conference Title
2018 Human Factors and Ergonomics Society International Annual Meeting
Conference Date
October 1-5, 2018
Geolocation
(39.9525839, -75.16522150000003)
Abstract

Designers of human-agent interaction techniques may benefit from an analysis of existing video games that include aspects of human-agent teaming. Many popular multi-player video games have been designed to integrate multiple human and computer agents in pursuit of a common objective and can serve as a testbed to explore novel interaction methods in human-agent teams. A guiding framework of human-agent interaction was created to bridge best practices between video game and real-world domains. The framework was used to analyze games on five main dimensions: 1) Levels of Automation, 2) Levels of Interaction, 3) Control Mode, 4) Teaming, and 5) Interaction Timing. Two video games, Final Fantasy XIV and Mass Effect, were assessed to identify human-agent interaction paradigms, and ramifications for real-world applications for human-agent teaming. This research draws on interaction design principles, human-agent interaction theory, and existing video games to offer human-agent team designers potential examples of successful interaction paradigms.

Comments

This is a manuscript of a proceeding published as Tokadli, Güliz, Kaitlyn Ouverson, Chase Meusel, Austin Garcia, Stephen B. Gilbert, and Michael C. Dorneich. "An Analysis of Video Games Using the Dimensions of Human-Agent Interaction." Proceedings of the Human Factors and Ergonomics Society 62, no. 1 (2018): 716-720. DOI: 10.1177%2F1541931218621163. Posted with permission.

Copyright Owner
Human Factors and Ergonomics Society
Language
en
File Format
application/pdf
Citation Information
Güliz Tokadli, Kaitlyn M. Ouverson, Chase Meusel, Austin Garcia, et al.. "An Analysis of Video Games Using the Dimensions of Human-Agent Interaction" Philadelphia, PAProceedings of the Human Factors and Ergonomics Society Annual Meeting Vol. 62 Iss. 1 (2018) p. 716 - 720
Available at: http://works.bepress.com/stephen_b_gilbert/71/