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Dive into the research topics where Anastasiia Beznosyk is active.

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Featured researches published by Anastasiia Beznosyk.


asia-pacific computer and human interaction | 2012

The influence of cooperative game design patterns for remote play on player experience

Anastasiia Beznosyk; Peter Quax; Karin Coninx; Wim Lamotte

The collaborative nature of many modern multiplayer games raises a lot of questions in cooperative game design. We address one of them in this paper by analyzing cooperative game patterns in remote gameplay in order to define benefits and drawbacks for each one. With the help of a user experiment, we analyzed player experience in a set of existing cooperative patterns for games played remotely without communication. By comparing patterns, supporting closely- and loosely-coupled collaboration, we discovered that the first type provided a more enjoyable experience but introduced additional challenges in case of a lack of communication. By analyzing patterns for both closely- and loosely-coupled interaction, we determined the most beneficial pattern within each type. We concluded with the results of a pattern comparison in co-located and remote setups.


virtual reality continuum and its applications in industry | 2011

Influence of network delay and jitter on cooperation in multiplayer games

Anastasiia Beznosyk; Peter Quax; Karin Coninx; Wim Lamotte

Like most applications deployed on the Internet, modern multiplayer games are subject to the impact of transmission delays and the variability thereof. These delays can be introduced either by the physical limitations of signal transmission speed or overload and queuing problems in intermediate nodes. The influence of this delay is far-reaching and impacts most interactive applications. More specifically, quantitative and qualitative studies have been conducted on competitive game genres, such as first person shooter and racing games. In contrast, this work investigates how network delay affects player experience in cooperative games, where players have to interact with shared objects and obstacles. In this game genre, one might expect an increased sensitivity to detrimental network factors due to the reliance on the (near-)perfect synchronization of actions between participants. In this paper, a series of consecutive user tests were carried out with one of the most recent games, Little Big Planet 2; which focuses primarily on the cooperative aspect. Analysis has shown that delays over 100 ms significantly decrease player performance and the way in which network quality is perceived. At the same time jitter negatively affects user performance, though players do not perceive this impairment as disturbing.


2013 IEEE International Games Innovation Conference (IGIC) | 2013

An evaluation of the impact of game genre on user experience in cloud gaming

Peter Quax; Anastasiia Beznosyk; Wouter Vanmontfort; Robin Marx; Wim Lamotte

Cloud gaming, in which the processing power of a datacenter-based infrastructure is utilized versus local resources, is a popular topic in research. This technology is successfully applied by vendors to enable low-end hardware to deliver a similar gameplay experience to state of the art consoles. Many works in literature have focused on the quantitative aspects of the technology (i.e. delay measurements, visual quality determination etc), but the qualitative factors have not received a similar systematic treatment. Games are typically classified in terms of their gameplay into a distinct category or genre, including action, puzzle, strategy and racing games. In this work, a qualitative comparison of these genres is presented based on a common testing methodology which combines both objective (based on physiological measurements) and subjective (based on user evaluation) approaches. While in normal networked games, only multiplayer experiences are subject to the detrimental effect of delay, the nature of cloud gaming may result in an impact on singleplayer experiences as well. Results from this analysis hint at the fact that there is a similarity in delay-sensitiveness over the different genres in both singleplayer cloud gaming setups and traditional networked multiplayer games. More in particular, results show that action-oriented games are more sensitive to network delay in both setups when compared to other genres.


international conference on entertainment computing | 2012

The effect of closely-coupled interaction on player experience in casual games

Anastasiia Beznosyk; Peter Quax; Wim Lamotte; Karin Coninx

This paper presents a study investigating cooperation between players in casual games. Although widely used in co-located or asynchronous settings, cooperative gameplay elements are not popular in networked synchronous casual games. In our study, we have analyzed different types of cooperation between players in casual games. Each of these is based on a certain cooperative game design pattern, and can be classified as either closely- or loosely-coupled. Six game patterns have been selected and an equal number of games developed, each targeting one pattern. By means of a user experiment we have investigated which cooperation types fit most of the criteria that define casual games. More specifically, we have focused on the applicability of close coupling between players. Based on the games used in the experiment, most patterns with closely-coupled interaction have shown an overall higher user evaluation than loosely-coupled, satisfying criteria of casual games. These results indicate that introducing close coupling in the casual games under consideration is a potential way to increase the player experience.


IEEE Computer Graphics and Applications | 2010

3DUI 2010 Contest Grand Prize Winners

Pablo Figueroa; Yoshifumi Kitamura; Sébastien Kuntz; Lode Vanacken; Steven Maesen; Tom De Weyer; Sofie Notelaers; Johanna Renny Octavia; Anastasiia Beznosyk; Karin Coninx; Felipe Bacim; Regis Kopper; Anamary Leal; Tao Ni; Doug A. Bowman

The 2010 IEEE Symposium on 3D User Interfaces ran the symposiums first 3DUI Grand Prize, a contest for innovative, practical solutions to classic 3DUI problems. The authors describe the rationale for the first contest and give an analysis of all submissions. Each categorys winners also discuss their solutions.


pervasive technologies related to assistive environments | 2012

Role and quality of communication in collaborative training for Multiple Sclerosis patients

Anastasiia Beznosyk; Peter Quax; Karin Coninx; Wim Lamotte

Social support provided by family and friends plays an important role in the rehabilitation of people suffering from various types of disabilities, in particular, Multiple Sclerosis (MS). Unfortunately due to the necessity of spending a substantial amount of time in rehabilitation centers, most MS patients experience lower social interaction with their immediate surroundings. To overcome this, we utilize a collaborative game played over the Internet that facilitates interaction during absence. While staying at the rehabilitation center for intense and necessary training programs, patients can play this game with relatives or friends communicating through audio and/or video channels. In the research presented in this paper, we firstly investigate how patients perceived communication with a remote person. Secondly, the influence of network quality (i.c. presence of packet loss) on this perception was analyzed. Results show that patients prefer to see their game partners while interacting remotely. When exposed to varying levels of multimedia quality, they point out that the quality of audio is relatively more important than the quality of video.


international conference on computer graphics theory and applications | 2011

USER ENJOYMENT AND PERFORMANCE IN COLLABORATIVE AND COOPERATIVE GAMES IN SHARED 3D VIRTUAL ENVIRONMENTS

Anastasiia Beznosyk; Peter Quax; Karin Coninx; Wim Lamotte


international conference on computer graphics theory and applications | 2010

INVESTIGATING THE INFLUENCE OF COMMUNICATION AND INPUT DEVICES ON COLLABORATION IN VIRTUAL ENVIRONMENTS

Anastasiia Beznosyk; Chris Raymaekers; Karin Coninx; Peter Quax; Wim Lamotte


international conference on human computer interaction | 2011

User modeling approaches towards adaptation of users' roles to improve group interaction in collaborative 3D games

Johanna Renny Octavia; Anastasiia Beznosyk; Karin Coninx; Peter Quax; Kris Luyten


international conference on information society | 2012

Improving collaboration in virtual environments via context-based adaptation

Anastasiia Beznosyk; Johanna Renny; Karin Coninx; Peter Quax

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Karin Coninx

Transnational University Limburg

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