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Developing decision-making serious games using Ren’Py visual novel engine Hafizalshah, Muhammad Hariz; Ghazali, Aimi Shazwani; Sidek, Shahrul Na’im
International Journal of Electrical and Computer Engineering (IJECE) Vol 14, No 5: October 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v14i5.pp5458-5467

Abstract

Serious games are effective tools defined as games designed with a focus on explicit utility rather than the generally construed notion of games purely as a source of entertainment. Decision-making games are a type of serious game that can be developed with the intent of studying behavior, educating, appraising or other similar applications that benefit through the information collected from the decision-making process. Digital versions of serious games are gaining prominence due to a higher level of interactivity and complexity, especially in Human-Agent Interaction (HAI) applications. The development of digital serious games generally extends beyond software developers, typically involving individuals from diverse backgrounds who may not possess the necessary programming skills required for the development process. The paper proposed the use of Ren’Py, an open-source visual novel game engine as a platform to develop decision-making games. The study examined the Ren'Py game engine’s potential through an assessment of the development process for the production of a decision-making serious game. Findings showed that Ren’Py satisfies the need for a relatively easy-to-develop platform for decision-making-based serious games due to its built-in systems that conform to currently applied serious decision-making game design principles.
The effects of robot's social praise on human responses in 2D game Fadli, Nursabrina Suraya; Ghazali, Aimi Shazwani; Shamsul Bahrin, Muhammad Ikmal Hakim
Applied Research and Smart Technology (ARSTech) Vol. 3 No. 2 (2022): Applied Research and Smart Technology
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/arstech.v3i2.1186

Abstract

Human-Robot Interaction (HRI) is an interaction between humans and robots through verbal and/or non-verbal cues. Studies in the HRI field concern the psychological effect, especially reactance, experienced by humans in decision-making situations with robots. This study applied persuasive attempts to investigate the impact of social praise by a social robot on human psychological reactance in a decision-making situation. The robot socially expressed its recognition (an acknowledgement of the existence) and reassurance (the action of removing someone's doubts) towards humans in a game, namely "Survival in Island". Social praise was expressed verbally in adoring human activities, such as 'Good Job' for following the robot's decision-making suggestions. The study randomly divided the participants into two conditions (social praise: presence vs absence) in a between-subject design study. Besides using questionnaires to measure humans' psychological conditions, the level of stress experienced by humans was also collected using a Galvanic Skin Response (GSR) sensor. The results indicated significant effects of social praise on perceived ease of use toward the robot, perceived intention to use the robot again in the future, perceived belief towards the robot and perceived compliance with the robot's suggestions through MANOVA tests. The study did not find other significant psychological and physiological effects of praise.
Enhancing social responses: effects of controlling language by a social robot in a decision-making game for human-robot interaction (HRI) Rosli, Muhammad Azeem; Ghazali, Aimi Shazwani; Shamsul Bahrin, Muhammad Ikmal Hakim
Applied Research and Smart Technology (ARSTech) Vol. 3 No. 2 (2022): Applied Research and Smart Technology
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/arstech.v3i2.1187

Abstract

The rise of technology has induced the development of robots that engage with humans through social interaction. The robot is believed to be capable of assisting humans in their life. However, the current technology is still far from a fully autonomous robot as there are many limitations. Additionally, it is unclear whether the current social robot effectively influences social reactance in Human-Robot Interaction (HRI). The study's objective is to investigate the influence of social cues used by the social robot on human social responses for HRI applications. Also, the study validates the reactance scale used in the questionnaire by correlating the measure with Galvanic Skin Response (GSR) readings. The study proposes a Wizard of Oz (WoZ) approach to observe HRI through decision-making games. A social robot is programmed to persuade participants to make choices. The participants' decisions made during the experiment and their GSR reading are recorded, and then they are asked to answer questionnaires. Statistical analyses are done on the collected data using the regression and MANOVA statistical tests. As a result, there is a significant correlation between GSR reading and enjoyment. Regarding social cues, the participants feel more relaxed when the social robot exhibits social cues in High Controlling Language (HCL) conditions rather than Low Controlling Language (LCL) conditions. Furthermore, the Attitude trait of the social robots greatly influences human perceived social intelligence towards the robot.