TY - GEN
T1 - Pac-Euglena
T2 - 2020 ACM CHI Conference on Human Factors in Computing Systems, CHI 2020
AU - Lam, Amy T.
AU - Griffin, Jonathan
AU - Loeun, Matthew Austin
AU - Cira, Nate J.
AU - Lee, Seung Ah
AU - Riedel-Kruse, Ingmar H.
N1 - Publisher Copyright:
© 2020 Owner/Author.
PY - 2020/4/21
Y1 - 2020/4/21
N2 - The advancement of biotechnology enabled the development of "biotic video games", where human players manipulate real biological samples for fun and educational human-biology interactions. However, new design principles are needed to both leverage and mitigate biological properties (e.g., variability and stochasticity), and create unique play experiences that transcend traditional video games. This paper describes the implementation of Pac-Euglena, a biotic Pac-Man analog, where players guide live microscopic Euglena cells with light stimuli through a physical microfluidic maze. Through use of multi-modal stimuli, a mixed biology-digital-human reality is achieved, enabling cell interactions with virtual ghosts and collectibles. Through an iterative design process, we illustrate challenges and strategies for designing games with living organisms. A user study (n=18, conducted at a university event) showed that Pac-Euglena was fun, stimulated curiosity, and taught users about Euglena. We conclude with five general guidelines for the design and development of biotic games and HBI interfaces.
AB - The advancement of biotechnology enabled the development of "biotic video games", where human players manipulate real biological samples for fun and educational human-biology interactions. However, new design principles are needed to both leverage and mitigate biological properties (e.g., variability and stochasticity), and create unique play experiences that transcend traditional video games. This paper describes the implementation of Pac-Euglena, a biotic Pac-Man analog, where players guide live microscopic Euglena cells with light stimuli through a physical microfluidic maze. Through use of multi-modal stimuli, a mixed biology-digital-human reality is achieved, enabling cell interactions with virtual ghosts and collectibles. Through an iterative design process, we illustrate challenges and strategies for designing games with living organisms. A user study (n=18, conducted at a university event) showed that Pac-Euglena was fun, stimulated curiosity, and taught users about Euglena. We conclude with five general guidelines for the design and development of biotic games and HBI interfaces.
KW - augmented reality
KW - biological user interfaces
KW - biotic games
KW - euglena gracilis
KW - human-biology interaction (hbi)
KW - mixed reality
UR - http://www.scopus.com/inward/record.url?scp=85091268928&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85091268928&partnerID=8YFLogxK
U2 - 10.1145/3313831.3376378
DO - 10.1145/3313831.3376378
M3 - Conference contribution
AN - SCOPUS:85091268928
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2020 - Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 25 April 2020 through 30 April 2020
ER -