TY - GEN
T1 - FabO
T2 - 13th Conference on Creativity and Cognition, C and C 2021
AU - Turakhia, Dishita G.
AU - Allen, Harrison Mitchell
AU - Desportes, Kayla
AU - Mueller, Stefanie
N1 - Funding Information:
We thank the MIT Learning Initiative and the MIT.nano NCSoft innovations in gaming technology initiative for partial funding of this research. This work is also supported by the National Science Foundation under Grant No. 2008116.
Publisher Copyright:
© 2021 ACM.
PY - 2021/6/22
Y1 - 2021/6/22
N2 - Fabricating objects from a player's gameplay, for example, collectibles of valuable game items, or custom game controllers shaped from game objects, expands ways to engage with digital games. Researchers currently create such integrated fabrication games from scratch, which is time-consuming and misses the potential of integrating fabrication with the myriad existing games. Integrating fabrication with the real-Time gameplay of existing games, however, is challenging without access to the source files. To address this challenge, we present a framework that uses on-screen visual content to integrate fabrication with existing digital games. To implement this framework, we built the FabO toolkit, in which (1) designers use the FabO designer interface to choose the gameplay moments for fabrication and tag the associated on-screen visual cues; (2) players then use the FabO player interface which monitors their gameplay, identifies these cues and auto-generates the fabrication files for the game objects. Results from our two user studies show that FabO supported in integrating fabrication with diverse games while augmenting players' experience. We discuss insights from our studies on choosing suitable on-screen visual content and gameplay moments for seamless integration of fabrication.
AB - Fabricating objects from a player's gameplay, for example, collectibles of valuable game items, or custom game controllers shaped from game objects, expands ways to engage with digital games. Researchers currently create such integrated fabrication games from scratch, which is time-consuming and misses the potential of integrating fabrication with the myriad existing games. Integrating fabrication with the real-Time gameplay of existing games, however, is challenging without access to the source files. To address this challenge, we present a framework that uses on-screen visual content to integrate fabrication with existing digital games. To implement this framework, we built the FabO toolkit, in which (1) designers use the FabO designer interface to choose the gameplay moments for fabrication and tag the associated on-screen visual cues; (2) players then use the FabO player interface which monitors their gameplay, identifies these cues and auto-generates the fabrication files for the game objects. Results from our two user studies show that FabO supported in integrating fabrication with diverse games while augmenting players' experience. We discuss insights from our studies on choosing suitable on-screen visual content and gameplay moments for seamless integration of fabrication.
KW - Fabrication Games
KW - Fabrication Toolkits
UR - http://www.scopus.com/inward/record.url?scp=85109084142&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85109084142&partnerID=8YFLogxK
U2 - 10.1145/3450741.3465239
DO - 10.1145/3450741.3465239
M3 - Conference contribution
AN - SCOPUS:85109084142
T3 - ACM International Conference Proceeding Series
BT - C and C 2021 - Proceedings of the 13th Conference on Creativity and Cognition
PB - Association for Computing Machinery
Y2 - 22 June 2021 through 23 June 2021
ER -