Machine-Mediated Teaming: Mixture of Human and Machine in Physical Gaming Experience

Full-Body Interaction & Embodied InputSerious & Functional GamesGame Developers & DesignersDancers & Performing Artists

Title of the Paper

Machine-Mediated Teaming: Mixture of Human and Machine in Physical Gaming Experience

Paper Information

  • Subject Area: Human-Machine Collaboration, Augmented Reality Game Design, Physical Interaction Technology
  • Keywords: Human-Machine Collaboration, Physical Interaction, Sports Design, Augmented Reality, Game Interaction, Machine-Mediated Teaming, Dynamic Physical Interaction, Enhanced Experience, Physical Gaming Framework, Game Strategy

Research Background and Problem

  • Identified Problems or Challenges: In team sports requiring dynamic physical interaction, participants with varying physical abilities often struggle to achieve fair collaboration and shared experiences. Additionally, the collaboration between humans and machines in high-intensity dynamic interactions has not been thoroughly explored.
  • Significance: Human-machine collaboration can expand the scope of traditional team sports, enabling inclusive sports activities for individuals with significant physical differences or disabilities, and offering new sports experiences that transcend physical limitations.
  • Research Motivation and Related Work:
    • This study focuses on how interactive technology can reshape team sports and introduces the concept of "Machine-Mediated Teaming" (MMT).
    • In MMT, humans (BP) collaborate with machine controllers (MP) through physical actions to complete sports activities.
    • A literature review revealed that existing work primarily focuses on static collaboration (e.g., remote meetings, teleoperation) and traditional game enhancement design, with limited exploration of dynamic, high-intensity physical interaction.

Proposed Solution

  • Proposed Method:
    • The authors designed an MMT case study system based on a tug-of-war game, where a team of BP and MP competes in the game.
    • The system includes a machine providing human-scale pulling force, force-sensing equipment, and a tablet interface for controlling machine actions.
    • A "machine energy" parameter was defined to make machine actions more strategic.
  • Innovations:
    1. Defined a new framework for hybrid human-machine collaborative sports, where humans and machines jointly participate in dynamic physical team interactions.
    2. Proposed design guidelines for machine "physical capacity," action space, and explicit feedback to support future MMT system designs.
  • Implementation Steps and Key Technologies:
    • System design includes modularization of the machine (e.g., BLDC motors), integration of sensors, and control interface.
    • Game rule formulation: role assignment, machine energy settings, and game field design.
    • User studies: conducting a pilot study to determine parameter adjustments and an exploratory study to evaluate users' strategic collaboration behaviors.

Research Outcomes

  • Specific Outcomes:
    • Successfully developed the first-generation MMT tug-of-war game system.
    • User studies revealed that players could adopt various strategies (e.g., conserving machine energy or dynamically adjusting machine power) to collaboratively complete the game.
    • Extracted three key design recommendations for MMT game design: machine energy limitations, action space optimization, and feedback mechanism design.
  • Advantages:
    • Enhanced dynamic physical interaction experiences between machines and humans.
    • Offered an inclusive form of exercise, providing new opportunities for participation by individuals with physical limitations.
  • Experimental or Evaluation Results:
    • When initial machine energy was reduced, and target distance increased, players were more actively engaged in strategic planning and team collaboration.
    • Experimental results indicated that machine energy limitations significantly influenced team strategy and enhanced team interaction.
  • Limitations and Future Directions:
    • Limitations: The current study only addresses one type of sport (tug-of-war), involves a limited number of participants, and restricts machine actions to a single-axis (1D) force limitation.
    • Future Directions:
      1. Expand to multi-dimensional actions or more complex sports scenarios.
      2. Develop more flexible control interfaces, enabling individuals with physical disabilities to participate through technologies like brain-computer interfaces.
      3. Explore how feedback design can enhance player collaboration and strategic interaction.

Through this study, the authors have laid the theoretical foundation for designing human-machine collaborative dynamic interaction games, providing valuable insights into coexistence models for humans and machines in high-dynamic interaction scenarios.

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https://hci.top/en/papers/chi/72042/2022

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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3517555
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Source
CHI
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Year
2022
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5 authors
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Full-Body Interaction & Embodied Input, Serious & Functional Games
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Game Developers & Designers, Dancers & Performing Artists
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