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Featured researches published by Maarten H. Lamers.


international conference on entertainment computing | 2015

Interactive Digital Gameplay Can Lower Stress Hormone Levels in Home Alone Dogs — A Case for Animal Welfare Informatics

Annika Geurtsen; Maarten H. Lamers; Marcel J. M. Schaaf

Social isolation, when owners are not home, is a major stressor for dogs leading to separation anxiety and related behavioral and physiological issues. We investigate whether a digital interactive game requiring no human interference reduces stress response in dogs when isolated. An interactive game was developed specifically for canines. Dogs were domestically tested, totaling 15 days with and 15 days without the game. Twice-daily saliva samples were analyzed for cortisol stress hormone concentrations; ethograms were constructed. Combined data confirm that digital interactive games can lessen physiological and behavioral stress responses in dogs, and that the effect is modulated by a dog’s personality.


Leonardo | 2013

Hybrid Biological-Digital Systems in Artistic and Entertainment Computing

Wim van Eck; Maarten H. Lamers

ABSTRACT The authors give an overview of existing incorporations of biological systems for behavior generation within digital systems. The authors investigate digital systems that have artistic and/or entertainment goals, including computer games. The overview concludes with a reflection on the overall state of this hybrid approach.


International Journal of Synthetic Emotions | 2013

Abstract Expressions of Affect

Alwin de Rooij; Joost Broekens; Maarten H. Lamers

What form should happiness take? And how is disgust shaped? This research investigates how synthetic affective expressions can be designed with minimal reference to the human body. The authors propose that the recognition and attribution of affect expression can be triggered by appropriately presenting the bare essentials used in the mental processes that mediate the recognition and attribution of affect. The novelty of the proposed approach lies in the fact that it is based on mental processes involved in the recognition of affect, independent of the configuration of the human body and face. The approach is grounded in (a) research on the role of abstraction in perception, (b) the elementary processes and features relevant to visual emotion recognition and emotion attribution, and (c) how such features can be used (and combined) to generate a synthetic emotion expression. To further develop the argument for this approach they present a pilot study that shows the feasibility of combining affective features independently of the human configuration by using abstraction to create consistent emotional attributions. Finally, the authors discuss the potential implications of their approach for the design of affective robots. The developed design approach promises a maximization of freedom to integrate intuitively understandable affective expressions with other morphological design factors a technology may require, providing synthetic affective expressions that suit the inherently artificial and applied nature of affective technology.


european conference on applications of evolutionary computation | 2012

Why simulate? hybrid biological-digital games

Maarten H. Lamers; Wim van Eck

Biologically inspired algorithms (neural networks, evolutionary computation, swarm intelligence, etcetera) are commonly applied in development of digital games. We argue that there are opportunities and possibilities for integrating real biological organisms inside computer games, with potential added value to the games player, developer and integrated organism. In this approach, live organisms are an integral part of digital gaming technology or player experience. To spark further thought and research into the concept of hybrid biological-digital games, we present an overview of its opportunities for creating computer games. Opportunities are categorized by their mainly affected stakeholder: game player, game designer, and bio-digital integrated organism. We clarify the categorization via numerous examples of existing hybrid bio-digital games. Based on our review work we present conclusions about the current state and future outlook for hybrid bio-digital games.


international conference on entertainment computing | 2004

Electronic Augmentation of Traditional Board Games

Clim J. de Boer; Maarten H. Lamers

Manufacturers of traditional board games are looking for ideas to innovate their products and keep up with the popularity of modern computer games. We developed an idea of how traditional board games can be augmented with modern technology and how electronics can increase the level of excitement and board game pleasure. The concept of a self-conscious gameboard is proposed and its viability demonstrated through a case study in which the popular board game Settlers of Catan was electronically enhanced.


international conference on persuasive technology | 2012

Normative social influence in persuasive technology: intensity versus effectiveness

Thijs Waardenburg; Robbert Winkel; Maarten H. Lamers

It has been established that normative social influence can be used effectively in persuasive technology. However, it is unknown whether the application of more social pressure makes it more effective. To test this hypothesis, a quantitative experiment was conducted on the online social network Facebook. Although evidence to support the hypothesis was found, it cannot be concluded from this experiment that more intense persuasion is more effective, when utilizing normative social influence in persuasive technology.


International Journal of Social Robotics | 2011

Understanding the Artificial

H. Jaap van den Herik; Maarten H. Lamers; Fons J. Verbeek

The state of the art of robotics is currently hotly debated by two sides providing us with arguments from different perspectives. The technology-driven side tells that the world is driven and run by technological developments, and that robots are here for further enhancements and new applications. It means no less than that technology dictates the governance. The society-driven side opines that the world is driven and run by social aspects. The society (of human beings) dictates the governance. For instance, legislative drafting comes from humans and is not imposed by technological possibilities. Remarkably enough, both sides claim that they understand the artificial. For the technology-driven side, it is a reason to have robots involved in their procedures and developments; for the society-driven side, the reverse is true, they believe that further developing of the artificial should be initiated by human beings. A prevailing question is: which position does frontranked research claim to possess at this moment? It is difficult to pinpoint such a position quite precisely. Clearly, the technology side would like to measure the progress by robotics by means of the 3 Is, being Interaction, Intelligence, and Imagination, whereas the society side takes as its measures the 3 Ss, being Safety, Security, and Supervision. No wonder that the outcome of the debate in 2011 is to be assessed as “undecided”. For a better understanding of the artificial, we would like to return a quarter of a century and then analyze the devel-


International Conference on Evolutionary and Biologically Inspired Music and Art | 2015

Biological Content Generation: Evolving Game Terrains Through Living Organisms

Wim van Eck; Maarten H. Lamers

This study explores the concept of evolving game terrains through intermediation of living biological organisms and presents a proof of concept realization thereof. We explore how fungal and bacterial cultures can be used to generate an evolving game terrain in real-time. By visually capturing growing cultures inside a Petri-dish, heightmaps are generated that form the basis of naturally evolving terrains. Possible consequences and benefits of this approach are discussed, as are its effects on the visual appearance of simulated terrains. A novel and convenient method for visually capturing growing microorganisms is presented, with a technical description for translating captured footage to virtual terrains. This work is experimental in nature and is an initial venture into the novel domain of organically growing virtual terrains.


international conference on entertainment computing | 2006

Animal controlled computer games: playing pac-man against real crickets

Wim van Eck; Maarten H. Lamers

We explore the possibilities of replacing behaviour-generating code in computer games by real-time behaviour of live animals, and the question of whether one can play computer games against animals. To experience the differences for a human between playing against an animal or against computer code, we experimented with a variant of Pac-Man where the behaviour of virtual game characters is derived from that of live crickets in a real maze. Initial results are described in this paper.


intelligent technologies for interactive entertainment | 2017

Player Expectations of Animal Incorporated Computer Games

Wim van Eck; Maarten H. Lamers

Animal incorporated games were both hypothesized and shown to serve multiple desired objectives, among which improvement of animal welfare, strengthening pet-owner relations, and creating new experiences for human players. We study the expected player experience of animal incorporated games through the use of an extended survey (n = 177). Our results indicate that respondents expect (a) added unpredictability caused by animal-opponent behavior, (b) increased enjoyment when playing against animals, for a limited duration of time, and (c) that hypothetical exact simulation of animal behavior offers equally interesting opponent behavior. Furthermore, concerns of animal welfare significantly moderate the preference for computer-, exact simulated- or animal-opponents. These outcomes can be used to correct for aspects such as novelty bias, when measuring player experiences in animal incorporated type games.

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Joost Broekens

Delft University of Technology

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Arnold Jan Quanjer

The Hague University of Applied Sciences

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