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Using videogames to improve molecular graphics tools

Published: 29 November 2016 Publication History

Abstract

Well-designed videogames provide intuitive and engaging ways of understanding and interacting with highly complex systems. The aim of this study was to explore the use of videogames as a lens for the design of bioinformatics visualisation tools, with a particular focus on molecular graphics systems designed to explore 3D structures of proteins. We conducted a workshop bringing together experts in game design, molecular biology, data visualisation, and software development, to explore how videogame expertise could inform the design of the protein visualisation tool, Aquaria. Results of the workshop suggest that games could influence the design of tutorials for new users, the nature of the interaction within a 3D space, and act as a mechanism for engaging users in crowd- sourced tasks.

References

[1]
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. From game design elements to gamefulness: defining "gamification.". Proc. MINDTREK, ACM Press (2011), 9--15.
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Brooks Jr, F. P. Impressions by a dinosaur-summary of Faraday discussion 169: molecular simulations and visualization. Faraday discussions 169 (2014), 521--527.
[3]
Galaxy Zoo [Web Application]. (2007).
[4]
Lazzaro, N., & Keeker, K. What's my method? Proc. CHI'04, ACM Press (2004), 1093--1094.
[5]
O'Donoghue, Seán I., et al. Aquaria: simplifying discovery and insight from protein structures. Nature methods 12, 2 (2015), 98--99.
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Where in the World is Carmen Sandiego [Computer Software]. (1985).

Cited By

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  • (2020)Visualizing a Possible Future: Map Guidelines for a 3D Detailed Development PlanJournal of Geovisualization and Spatial Analysis10.1007/s41651-020-00049-44:1Online publication date: 27-Apr-2020

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  1. Using videogames to improve molecular graphics tools

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    Published In

    cover image ACM Other conferences
    OzCHI '16: Proceedings of the 28th Australian Conference on Computer-Human Interaction
    November 2016
    706 pages
    ISBN:9781450346184
    DOI:10.1145/3010915
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    • IEEE-SMCS: Systems, Man & Cybernetics Society
    • Australian Comp Soc: Australian Computer Society
    • Data61: Data61, CSIRO
    • ICACHI: International Chinese Association of Computer Human Interaction
    • Infoxchange: Infoxchange
    • HITLab AU: Human Interface Technology Laboratory Australia
    • James Boag: James Boag
    • Tourism Tasmania: Tourism Tasmania
    • HFESA: Human Factors and Ergonomics Society of Australia Inc.
    • IEEEVIC: IEEE Victorian Section
    • UTAS: University of Tasmania, Australia

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 29 November 2016

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    Author Tags

    1. data visualisation
    2. gamification
    3. protein sequence
    4. protein structure
    5. videogames

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    OzCHI '16
    Sponsor:
    • IEEE-SMCS
    • Australian Comp Soc
    • Data61
    • ICACHI
    • Infoxchange
    • HITLab AU
    • James Boag
    • Tourism Tasmania
    • HFESA
    • IEEEVIC
    • UTAS
    OzCHI '16: The 28th Australian Conference on Human-Computer Interaction
    November 29 - December 2, 2016
    Tasmania, Launceston, Australia

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    Overall Acceptance Rate 362 of 729 submissions, 50%

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    View all
    • (2020)Visualizing a Possible Future: Map Guidelines for a 3D Detailed Development PlanJournal of Geovisualization and Spatial Analysis10.1007/s41651-020-00049-44:1Online publication date: 27-Apr-2020

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