Mijael R. Bueno Pérez

dblp:308/4218 · also Mijael Bueno, Mijael Ricardo Bueno Pérez · DBLP profile ↗
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7ranked-venue papers
3as first author
6since 2021 · last 2022
0000-0002-0200-5871ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 6 since 2021
YearPublicationVenuePosition
2022 Training and assessing perspective taking through A Hole New Perspective
abstract
In recent years, the use of Augmented and Virtual Reality (ARNR) has taken a larger role within training and education of various fields, but not every individual experiences the benefits that AR and VR technology are thought to provide. The perspective taking skill of an individual may be a good indicator of the effectiveness that AR and VR training can achieve. However, we found that the tests in other research targeting small scale perspective taking are few and limited, as perspective taking is often hard to distinguish from mental rotation. Therefore, we designed and developed A Hole New Perspective, a serious game created specifically to test and train an individual’s perspective-taking ability. A Hole New Perspective focuses on the relationship between a 3D object floating in the air and a 2D hole on a moving wall. The core game mechanics consists of having the player rotate the object so that it fits in the hole, before the wall hits the object. Because players do not always have an aligned view with the hole, they have to call on their spatial perspective-taking abilities, in addition to mental rotation. We tested the game with a variety of test subjects, and compared these test results with the Perspective Taking/Spatial orientation Test. Early results have shown that performance in the game corresponds to mental rotation ability. Furthermore, there are indications that improvement in spatial ability through the game is selectively present for those with lower spatial abilities. This further substantiates the need for a more individualized approach when offering AR and VR in education. Additional training may be needed for some, but not all students.
Ruben Band, Maarten Lips, Julivius Prawira, Jurgen van Schagen, Simon Tulling, Aicha A. Benaiss, Ineke J. M. van der Ham, Mijael R. Bueno Pérez, Rafael Bidarra
CoG9
2022 Mixed-initiative story co-creation with TaleMaker
abstract
Most storytelling games bring people together to co-create stories. However, they often require considerable creative effort and skills from all players, possibly discouraging less resourceful participants and impairing stories’ quality. Moreover, most stories created within these games are usually only kept in players’ minds rather than on storage, despite being a valuable and original asset, with a large potential for the narrative research community. We address these challenges with a novel mixed-initiative approach aimed at supporting a group of players to incrementally co-create a story, one sentence at a time. Our method features a hand generator that offers a unique set of tokens (words) to each player in each turn. This generator carefully combines tokens relevant to the ongoing story, to each individual player, to the group as a whole and random. We implemented this method in TaleMaker, a multiplayer online game that stimulates playful co-creation of a story. TaleMaker gives players considerable creative freedom to compose their sentences, combining a gentle structural steering with the wisdom of the group to determine the best direction for the story. The collected output of TaleMaker consists of annotated stories, with slots (e.g. action, character, location) filled with words associated with a WordNet synset. From a preliminary evaluation, players reported that TaleMaker effectively stimulated story authoring, and perceived TaleMaker-created stories of considerable quality. In addition, a first analysis of the collected tokens confirms that players mostly collected story-related tokens, rather than those randomly offered.
Mijael R. Bueno Pérez, Rafael Bidarra
FDG1
2022 The TaleMaker database of mixed-initiative co-created stories
abstract
Several datasets of stories and text have been proven useful for a variety of research fields. Yet, many of these datasets have suffered from the burden of being manually authored and/or annotated, affecting their size and potential to grow. To overcome this problem, we propose a novel database of stories collected from TaleMaker, an online multiplayer game that facilitates the playful co-creation of a story in order to eliminate the tedious task of authoring and annotating a dataset of stories. TaleMaker’s database relational schema provides a simple story representation, in which stories are named and clearly annotated. A story is composed of a sequence of plot points, each with several slots (e.g. action, character, location) filled with sense-annotated tokens (words) associated with a WordNet synset. In this paper, we describe in detail the database schema of TaleMaker’s stories repository. In addition, we suggest some of the potential applications of this repository of stories, including fostering research in fields such as story generation, narrative world generation, and word sense disambiguation.
Mijael R. Bueno Pérez, Rafael Bidarra
FDG1
2021 How can you save the world? Empowering sustainable diet change with a serious game
abstract
Presently, one of the greatest challenges of humankind is climate change. It is usually assumed that its mitigation will require an extensive adaptation in many human habits. As every fourth ton of carbon dioxide emitted can be attributed to the food chain, it is argued that one of the most effective actions an individual can take is changing towards a more sustainable diet, like a plant-based one. Serious games have proved to be a successful means for achieving behavior change. We present Veganity, your journey, a mobile serious game aimed at assisting players in their transition towards a more plant-based diet. The game combines the characteristics of the idle game genre with diet tracking: in the game, as you progress in adapting your personal diet, you spare energy that can be spent in making the game world more sustainable. Personal factors, like changing your ecological or social norms, your habits and your behavioral costs and benefits, are targeted by different game mechanics. These include, among others, a currency mechanism for stimulating habit change, in-game actions building up self-efficacy, and tips raising problem awareness. Besides describing our game design, we also present the main features of the game implementation. From a preliminary evaluation, we conclude that Veganity, your journey successfully engages players in pursuing their own diet goals, and increases their reflection on, and acquaintance with, sustainable diet behaviors.
Dennis Böhm, Bob Dorland, Rico Herzog, Ryan B. Kap, Thijmen S. L. Langendam, Andra Popa, Mijael R. Bueno Pérez, Rafael Bidarra
CoG7
2021 Exploring Multiple Perspectives in Citizenship Education with a Serious Game
Erik Blokland, Caroline Cullinan, Doreen Mulder, Willie Overman, Marin Visscher, Amir Zaidi, Mijael R. Bueno Pérez, Rafael Bidarra
ICIDS7
2021 A Synset-Based Recommender Method for Mixed-Initiative Narrative World Creation
Mijael R. Bueno Pérez, Elmar Eisemann, Rafael Bidarra
ICIDS1
2020 Misusing mobile phones to break the ice: the tabletop game Maze Maestro
abstract
Performance of newly-formed project teams is often limited, or at least delayed, when team members refrain from sharing their ideas due to unfamiliarity with their peers. A variety of ice-breaking methods can help overcome this cold start, but mostly they need to be deployed and moderated by experienced facilitators. This setup is rarely an option for most undergrad project courses at university level, typically carried out in small teams. In order to help breaking the ice in this context, we developed Maze Maestro, a collaborative tabletop game in which the board is made up by attaching the displays of the team members’ mobile phones to form a large maze. Each member controls a character in the maze, and the whole team has the common goal of leaving the maze together; however, this is only possible with timely communication and much cooperation. While playing, team members are encouraged to confer possible plans and share their ideas, which is the fertile ground for breaking the ice. Play testing has shown that Maze Maestro was perceived as a fun and original collaborative game. So far, results of a preliminary user study are optimistic about the ability of Maze Maestro to break the ice within newly-formed teams, without requiring any facilitator.
Albert Sjölund, Martijn Straatman, Millen van Osch, Oliver Findra, Pradyot Patil, Mijael R. Bueno Pérez, Nestor Z. Salamon, Rafael Bidarra
FDG6