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Society of “Citizen Science through Dancing

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Ambient Intelligence – Software and Applications (ISAmI 2020)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1239))

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Abstract

Citizen science is scientific research conducted by nonprofessional scientists. Game-based citizen science tools have contributed to accelerating recent science progress. They have been paid great attention because nonexperts can find new scientific facts. However, the approach mainly fascinates only hardcore gamers because finding new facts is too challenging for casual users and does not fascinate them for long periods. In this paper, we present Citizen Science through Dancing, where two casual users collaboratively find better protein-protein docking through their body actions. Then, we enhance the basic approach with a virtual reality platform named CollectiveEyes to present multiple persons’ eye views in a virtual space. CollectiveEyes offers a social watching functionality to Citizen Science through Dancing for more fascinating casual users. We also report the opportunities and pitfalls into our current approach.

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Notes

  1. 1.

    m: mean, sd: standard deviation.

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Correspondence to Risa Kimura .

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Appendix: Game Experience Questionnaire

Appendix: Game Experience Questionnaire

In the second user study, we used a subset of the Game Experience Questionnaire (GEQ). We adopted the “In-game GEQ” scale and the “GEQ Social Presence Module” scale. The following lists show the questionnaires used in the paper. A participant was asked to indicate how he/she felt while playing the game for each of the items on the following scale: 0, not at all; 1, slightly; 2, moderately; 3, fairly; 4, extremely.

In-game GEQ (IGG)

GEQ - Social Presence Module (GSP)

IGG 1. I felt bored

GSP 1. I empathized with the other(s)

IGG 2. I found it impressive

GSP 2. My actions depended on the other(s) actions

IGG 3. I forgot everything around me

GSP 3. I felt connected to the other(s)

IGG 4. I felt frustrated

GSP 4. The other(s) paid close attention to me

IGG 5. I felt irritable

GSP 5. I paid close attention to the other(s)

IGG 6. I felt skillful

GSP 6. I found it enjoyable to be with the other(s)

IGG 7. I felt completely absorbed

GSP 7. When I was happy, the other(s) was(were) happy

IGG 8. I felt content

GSP 8. When the other(s) was(were) happy, I was happy

IGG 9. I felt challenged

GSP 9. What the other(s) did affected what I did

IGG 10. I felt good

GSP 10. What I did affected what the other(s) did

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Kimura, R., Jiang, K., Zhang, D., Nakajima, T. (2021). Society of “Citizen Science through Dancing”. In: Novais, P., Vercelli, G., Larriba-Pey, J.L., Herrera, F., Chamoso, P. (eds) Ambient Intelligence – Software and Applications . ISAmI 2020. Advances in Intelligent Systems and Computing, vol 1239. Springer, Cham. https://doi.org/10.1007/978-3-030-58356-9_2

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