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ACE Tables of Contents: 0405060708091011121314

Proceedings of the 2007 International Conference on Advances in Computer Entertainment Technology

Fullname:Proceedings of the International Conference on Advances in Computer Entertainment Technology
Editors:Masa Inakage; Newton Lee; Manfred Tscheligi; Regina Bernhaupt; Stephane Natkin
Location:Salzburg, Austria
Dates:2007-Jun-13 to 2007-Jun-15
Publisher:ACM
Standard No:ISBN: 978-1-59593-640-0; ACM DL: Table of Contents; hcibib: ACE07
Papers:83
Pages:309
Links:Conference Website (defunct)
  1. Mobile and social games
  2. Games evaluation
  3. Games in new environments part 1
  4. Pervasive games and robots
  5. Games and techniques
  6. Tangible
  7. Music
  8. Games in new environments part 2
  9. Posters
  10. Demonstrations
  11. Panel
  12. Workshops

Mobile and social games

Space-time travel blogging using a mobile phone BIBAFull-Text 1-8
  William Bamford; Paul Coulton; Reuben Edwards
Whilst location based services have long been envisioned as an important element of future mobile user experiences, they have only recently become realizable for the average phone user. This is due to the emergence of: flat rate date tariffs on mobile networks; low cost Bluetooth GPS units and a large user base of phones capable of installing and running applications. In this paper we discuss the design, implementation, and results of a six month open user trial of a space-time photo travel blogging service called LocoBlog. The user experiences, over 1100 photographs from 14 countries, show that such a service is practical, affordable and seen as a new and exciting way of not only recording and sharing travel experiences but also general activities within their daily lives.
The gopher game: a social, mobile, locative game with user generated content and peer review BIBAFull-Text 9-16
  Sean Casey; Ben Kirman; Duncan Rowland
This paper introduces 'Gophers', a social game for mobile devices that utilises task oriented gameplay to create a novel entertainment experience. The study combines a number of key research themes: mobile social gaming, acquiring useful data through gameplay and content sharing in mobile settings. The experience of trialling the game in the real world is discussed and the findings from the study are presented.
Plot monitoring for interactive narrative games BIBAFull-Text 17-20
  Guylain Delmas; Ronan Champagnat; Michel Augeraud
Interactive narrative and video games are two fields divided between the will to follow a scenario and that to offer a maximum of freedom and interaction. We propose a method combining emergent narrative theory and game monitoring to create a new system of dynamic generation of narrative. This method is based on a multi-agent architecture, which supervises and monitors the game execution.
   It uses of narrative structures descriptors as a reference to lead the evolution of an emergent narrative world. A first application has been developed to test the validity of the system in term of effectiveness and computational cost.
Understanding social interaction in world of warcraft BIBAFull-Text 21-24
  Vivian Hsueh-hua Chen; Henry Been-Lirn Duh
Research has argued that social interaction is a primary driving force for gamers to continue to play Massive Multiple Online Role Playing Games (MMORPGs). However, one recent study argues that gamers don't really socialize with other players but play alone. Part of the confusion over whether players socialize much and/or enjoy socializing while playing MMORPGs may be due to the lack of a conceptual framework that adequately articulates what is meant by 'social interaction in MMORPGs to understand how users experience interactions within the game. This study utilized ethnography to map out social interaction within the game World of Warcraft. It provides a broad framework of the factors affecting social interaction. The framework developed can be further verified and modified for future research.

Games evaluation

The user in the group: evaluating the effects of autonomous group dynamics BIBAFull-Text 25-32
  Rui Prada; Nuno Otero; Ana Paiva
Autonomous characters in virtual environments have the potential to improve the interaction experience of users, specially, their social experience.
   This effect is driven by the interactions occurring between users and the autonomous characters, that in certain scenarios can be in the context of a group.
   However, for these group interactions to be successful, it is not enough to assure that the autonomous characters behave in a coherent manner from an individual perspective, but it is also necessary that they exhibit behaviours that are coherent with the group composition, context and structure. Therefore, we have developed a model to support believable group dynamics of autonomous characters, inspired in theories developed in human social psychological sciences. This model defines the knowledge that each individual should build about the others and about the group it belongs, and how this knowledge drives their interactions in the group. The model was integrated in the mind of the autonomous characters that perform a collaborative task, in a computer game, with a human player. The game was used in a study that showed that players' interaction experience was better when interaction with groups that followed our model, namely, regarding trust and social identification with the group. In addition, we found some evidence that players prefer playing in groups that have higher level of conflict.
The commentator information system: a usability evaluation of a real-time sport information service BIBAFull-Text 33-40
  Marie-Anne Midy; Carlos Jensen; Yunrim Park
Many of the most vivid recollections we have of major sporting events and accomplishments as TV viewers and sports fans are things like scores, statistics, or the TV images of specific events. What make many of these live in our memories, or grab our attention in the first place is often the commentator or sports-caster, their words of wisdom, or lack thereof, the excitement and emotion in their voices, echoing our own. The commentator is a vital part to the sportscast experience, part of what can make watching sports remotely more enjoyable than at the stadium. In order to provide accurate and timely data to TV viewers, radio, or online listeners, commentators sometimes rely on a system called the Commentator Information System (CIS). In this paper we present an in-depth usability study of a CIS, how commentators do their job, how the process may be improved, and how to make sportscasts and simulations more enjoyable in the future.
Using emotion in games: emotional flowers BIBAFull-Text 41-48
  Regina Bernhaupt; Andreas Boldt; Thomas Mirlacher; David Wilfinger; Manfred Tscheligi
It can be argued that one of the main reasons for playing games is to achieve an emotional reaction of the player. To be surprised, happy, angry or anxious -- to perceive different emotional states -- is one of the main reasons to play games. The "Emotional Flowers" game harnesses the player's emotions as the primary means for the game interaction. Within the game the player's facial expression of emotion is used to control the growth of a flower. Multiple players can play "Emotional Flowers" simultaneously. The main idea is to grow the flower as fast as possible based on positive emotions like happiness and surprise. Flowers of all participants within the game are additionally displayed on an ambient display in a public area. This influences not only emotions by the user, but also has an effect on social interactions within the group of players. In this paper, we present design, implementation and evaluation of the "Emotional Flowers" game.
Serious video game effectiveness BIBAFull-Text 49-55
  Wee Ling Wong; Cuihua Shen; Luciano Nocera; Eduardo Carriazo; Fei Tang; Shiyamvar Bugga; Harishkumar Narayanan; Hua Wang; Ute Ritterfeld
Given the interactive media characteristics and intrinsically motivating appeal, computer games are often praised for their potential and value in education.
   However, comprehensive research testing these assumptions is still missing. Preliminary comparative studies on the learning effects of games versus traditional media have shown some promise. In this paper, we describe a comparative study that thoroughly investigates the effects of interactivity and media richness on science learning among college students. We also discuss important results and implications yielded from comparisons among four conditions in our experiment (game, replay, hypertext and text).
An experimental setting to measure contextual perception of embodied conversational agents BIBAFull-Text 56-59
  Michael Lankes; Regina Bernhaupt; Manfred Tscheligi
We introduce an experimental setting to observe and measure the perception of facial expression performed by embodied conversational agents (ECAs). The experimental set-up enables to measure the implications of embodied conversational agents in various contextual settings. We developed a matrix, distinguishing three types of stimuli dimensions (simultaneous, sequential, adaptive) and three contextual configurations. The aim of the study is to establish an experimental framework to analyze subjects' emotional status in different context dimensions. The experimental setting helps to close a gap in the intersection of affective computing and embodied conversational agents.
Personal behavior and virtual fragmentation BIBAFull-Text 60-63
  Tobias Fritsch; Jochen Schiller; Benjamin Voigt
In the last few years the importance of multiplayer games has seen an immense growth. On par with that, the virtual environments (VEs) increased in their size. Today there exist more than 120 MMOGs (Massive Multiplayer Online Games) ranging from FPS (first person shooter) to classic RPG (role playing game) settings. Such an evolution leads to the fact that players start to "live" in a virtual world. Thus each player at least partially merges with his character (playing figure) and acts in the virtual world. Nevertheless there can be huge gaps between ones real and virtual behavior.
   This paper uses a well balanced set of questions based on the psychological big5 model to show the mentioned gaps between real world and virtual world attitude. The underlying online survey models 30 selected questions about online and real world behavior. The results are stored in a database in order to statistically interpret them afterwards.
   The analysis includes correlations between deterministic values (such as age, nationality and gender) and traits of the big5 model (like surgery, emotional stability and conscientiousness). Furthermore it contains other surprising conclusions about the difference in behavior.

Games in new environments part 1

IGameFloor: a platform for co-located collaborative games BIBAFull-Text 64-71
  Kaj Grønbæk; Ole S. Iversen; Karen Johanne Kortbek; Kaspar Rosengreen Nielsen; Louise Aagaard
This paper introduces a novel interactive floor platform for social games and entertainment involving multiple co-located users in a collaborative game environment. The interactive floor used as the prototype platform, is a 12 m2 glass surface with bottom projection and camera based tracking of limb (e.g. foot, hand, and knee) contact points. The iGameFloor platform supports tracking of limb points for more than 10 users at the same time. This paper describes the technological platform and the interaction techniques used for social gaming and entertainment. Three iGameFloor applications are discussed with the purpose of displaying the potential of the physical computer game platform. Experiences and perspectives for further development of the iGameFloor platform are discussed.
Tabby: designing of coexisting entertainment content in everyday life by expanding the design of furniture BIBAFull-Text 72-78
  Atsuro Ueki; Maiko Kamata; Masa Inakage
We investigated the new entertainment content that seamlessly mixed into our everyday life in the coming ubiquitous era. For this purpose, we attempted to expand the possibility of furniture with interactivity. First, we evaluated the entertaining quality of such "coexisting" entertainment as "comfort" and "pleasure" in everyday life and, consequently, we focused attention on the furniture that is the most familiar objects around us and brings comfortableness to our living environment. We constructed the framework of the "coexisting" entertainment content design that consists of "sustention" and "concurrency" being based on the original quality of furniture and then implemented a prototype named Tabby. Tabby is a "coexisting" content that has both the function of a lamp and the entertaining quality of an interactive content. We also examined "Tabby" by SD method and found its possibility of amplifying the pleasure without decreasing the original comfortable quality. In this paper, for revealing the possibility of "coexisting" entertainment content, we describe our design framework and its expanding ability.
Media synchronization control with prediction in a remote haptic calligraphy system BIBAFull-Text 79-86
  Yutaka Ishibashi; Toshio Asano
This paper presents a remote haptic calligraphy system which can control a remote haptic interface device with another haptic interface device. In the system, a teacher can instruct a student at a remote location how to use a calligraphy brush while conveying the sense of force through a network. We also present media synchronization control with prediction in order to maintain a high quality of haptic transmission. Under the control, network delay jitter is absorbed by buffering, and the positional information is output by prediction if the information is lost or arrives significantly late. We demonstrate the effectiveness of the control by subjective assessment.
Gaze-based infotainment agents BIBAFull-Text 87-90
  Helmut Prendinger; Tobias Eichner; Elisabeth André; Mitsuru Ishizuka
We propose an infotainment presentation system that relies on eyegaze as an intuitive and unobtrusive input modality. The system analyzes eye movements in real-time to infer users' attention, visual interest, and preference regarding interface objects. The application consists of a virtual showroom where a team of two highly realistic 3D agents presents product items in an entertaining and attractive way. The presentation flow adapts to the user's attentiveness and interest, or lack thereof, and thus provides a more personalized and user-attentive experience of the presentation.
Visuo-haptic collaborative augmented reality ping-pong BIBAFull-Text 91-94
  Benjamin Knoerlein; Gábor Székely; Matthias Harders
In our current work we examine the development of visuohaptic augmented reality setups and their extension to collaborative experiences in entertainment settings. To this end, an expandable system architecture supporting multiple users is one of the most indispensable prerequisites. In addition, system stability, low latency, accurate calibration and stable overlay of the virtual objects have to be assured. In this paper we provide an overview of our framework and present our collaborative example application, an augmented reality visuo-haptic ping-pong game for two players. The users play with a virtual ball in a real environment while, by using virtual bats colocated with haptic devices, they are able to feel the impact of the simulated ball on the bat.
Immaterial display for interactive advertisements BIBAFull-Text 95-98
  Ismo K. Rakkolainen; Artur K. Lugmayr
We present some of our experiments with the "immaterial" walk-through FogScreen for advertising. We use interactivity for creating visually compelling advertisements with the immaterial screens in mid-air.
   An immaterial projection screen has many advantages for advertisements and other applications. It is visually intriguing and can also be made two-sided so that the opposing viewers on each side see both their side of the screen and each other through it, and can even walk through it. The screen is unbreakable and stays always clean.
   Our results show that the audience stayed with the walk-through advertisement over extended periods of time and the overall comments were positive. It was generally assessed to be very captivating and inspiring. However, the whole concept of immaterial, interactive mid-air display is so new that viewers would have needed more instructions for using it, like for example a text in mid-air saying "touch me" or such. This underlines the importance of well-designed content with any media platform.

Pervasive games and robots

VisiCon: a robot control interface for visualizing manipulation using a handheld projector BIBAFull-Text 99-106
  Kazuhiro Hosoi; Vinh Ninh Dao; Akihiro Mori; Masanori Sugimoto
The miniaturization of image projectors leads to the expectation that projectors could be embedded in mobile devices such as cellular phones and PDAs. A projector mounted on a mobile device, freely movable in 3D space under user control, could operate not only as an output device but also as an input device for enabling humans to manipulate mobile robots. We therefore explore the possibilities of human-robot interaction techniques using handheld projectors. For this purpose, we propose an innovative interface called VisiCon. We have also developed a cooperative game, CoGAME, in which players guide a simple robot using handheld projectors. In this game, users can connect projected maps together, and cooperatively lead a robot to a specified goal. In this paper, we explain the techniques used in CoGAME, and present an evaluation.
Insectopia: exploring pervasive games through technology already pervasively available BIBAFull-Text 107-114
  Johan Peitz; Hannamari Saarenpää; Staffan Björk
We present the pervasive game Insectopia, which have been designed by the approach of utilizing commercially available mobile phones to provide context-dependent gameplay. The design and evaluation of the game is described together with a discussion on how this approach can speed up making pervasive games a viable game genre for the general public.
Augmenting amusement rides with telemetry BIBAFull-Text 115-122
  Brendan Walker; Holger Schnädelbach; Stefan Rennick Egglestone; Angus Clark; Tuvi Orbach; Michael Wright; Kher Hui Ng; Andrew French; Tom Rodden; Steve Benford
We present a system that uses wireless telemetry to enhance the experience of fairground and theme park amusement rides. Our system employs wearable technologies to capture video, audio, heart-rate and acceleration data from riders, which are then streamed live to large public displays and are also recorded. This system has been embedded into a theatrical event called Fairground: Thrill Laboratory in which riders are first selected from a watching audience and their captured data is subsequently presented back to this audience and discussed by experts in medical monitoring, psychology and ride design. Drawing on our experience of deploying the system on three contrasting rides, during which time it was experienced by 25 riders and over 500 audience members, we reflect on how such telemetry data can enhance amusement rides for riders and spectators alike, both during and after the ride.
How appearance of robotic agents affects how people interpret the agents' attitudes BIBAFull-Text 123-126
  Takanori Komatsu; Seiji Yamada
An experimental investigation of how the appearance of robotic agents affects interpretations people make of the agents' attitudes is described. We conducted a psychological experiment where participants were presented artificial sounds that can make people estimate specific agents' primitive attitudes from three kinds of agents, e.g., a Mindstorms robot, AIBO robot, and normal laptop PC. They were also asked to select the correct attitudes based on the sounds expressed by these three agents. The results showed that the participants had higher interpretation rates when a PC presented the sounds, while they had lower rates when Mindstorms and AIBO robots presented the sounds, even though the artificial sounds expressed by these agents were completely the same.

Games and techniques

Motivated reinforcement learning for adaptive characters in open-ended simulation games BIBAFull-Text 127-134
  Kathryn Elizabeth Merrick; Mary Lou Maher
Recently a new generation of virtual worlds has emerged in which users are provided with open-ended modelling tools with which they can create and modify world content. The result is evolving virtual spaces for commerce, education and social interaction. In general, these virtual worlds are not games and have no concept of winning, however the open-ended modelling capacity is nonetheless compelling. The rising popularity of open-ended virtual worlds suggests that there may also be potential for a new generation of computer games situated in open-ended environments. A key issue with the development of such games, however, is the design of non-player characters which can respond autonomously to unpredictable, open-ended changes to their environment. This paper considers the impact of open-ended modelling on character development in simulation games. Motivated reinforcement learning using context-free grammars is proposed as a means of representing unpredictable, evolving worlds for character reasoning. This technique is used to design adaptive characters for the Second Life virtual world to create a new kind of open-ended simulation game.
Sharing visual information in virtual environments using projective texture mapping BIBAFull-Text 135-138
  Yannick Francken; Johan Huysmans; Philippe Bekaert
We present a method for sharing visual information in 3D virtual environments, using a projective texture mapping based method. Avatars can share information with other avatars by projecting relevant information into the environment. In addition to standard projective texture mapping, an important depth cue is added: projected light is attenuated in function of the light-travel distance. This is efficiently accomplished on a per vertex basis by adaptively super-sampling under-sampled polygons. This way, the projection quality is maximized while keeping a fixed frame rate. Our technique is implemented into the Quake III engine, extending its shading language with GLSL fragment and vertex shaders.
Plantio: an interactive pot to augment plants' expressions BIBAFull-Text 139-142
  Satoshi Kuribayashi; Yusuke Sakamoto; Maya Morihara; Hiroya Tanaka
This paper introduces an interactive pot called "Plantio" which realizes hybridization between plants and electronic computing system. The goal for this research is to create an intimate relationship between human and plants. Plantio represents plants' biopotentials changed by surroundings, and it makes various expressions according to daily interactions with human. Plantios' representation begins to have individuality as it interacts with users and environments.
Learning onomatopoeic expressions by animation BIBAFull-Text 143-146
  Miki Namatame; Fusako Kusunoki
This paper focuses on a design solution to Japanese onomatopoeic accessibility problems for the hard-of-hearing. Our research suggests that the onomatopoeic expressions accompanied by animation would be able to transmit emotional images of words. The animations were more effective than text or video clips. We believe that an animation dictionary would be an effective educational material that is understandable by hard-of-hearing students.
Procedural generation of stylized 2D maps BIBAFull-Text 147-150
  Mores Prachyabrued; Timothy E. Roden; Ryan G. Benton
Outdoor worlds are often the setting for games and game worlds are often accompanied by a stylized version of the world drawn by an artist as a 2D map. Procedurally generating the terrain allows games to have a higher replay value. A limitation of procedural terrain generation is an artistic map of the terrain cannot be created by an artist beforehand. We propose an algorithm for generating a stylized 2D map from a simple procedurally generated 2D basis map. Our algorithm could be used in a game to generate stylized maps at execution time or in an offline application to serve as a guideline for an artist.
Constructing negotiation of meaning model for task-based language training online game BIBAFull-Text 151-154
  Kazuhito Shiratori; Rai Chan; Junichi Hoshino
In this paper, we propose a model of 'negotiation of meaning' for a task-based language training online game. In the process of acquiring language skill through task-based learning, it is important for learners to try to convey information to one another and reach mutual comprehension through restating, clarifying, and confirming information via the process of communication. Therefore, we constructed a model of negotiation of meaning for an NPC (Non-player Character). When the learner has a conversation with an NPC, the NPC could help the learner get started on or work through a stumbling block via the negotiation of meaning function.

Tangible

Tangible interfaces for real-time 3D virtual environments BIBAFull-Text 155-162
  Ali Mazalek; Michael Nitsche
Emergent game formats, such as machinima, that use game worlds as expressive 3D performance spaces have new expressive powers with an increase of the quality of their underlying graphic and animation systems. Nevertheless, they still lack intuitive control mechanisms. Set direction and acting are limited by tools that were designed to create and play video games rather than produce expressive performance pieces. These tools do a poor job of capturing the performative expression that characterizes more mature media such as film. Tangible interfaces can help open up the game systems for more intuitive character control needed for a greater level of expression in the digital real-time world.
   The TUI3D project (Tangible User Interfaces for Real-Time 3D) addresses production and performative challenges involved in creating machinima through the development of tangible interfaces for controlling 3D virtual actors and environments in real-time. In this paper, we present the design and implementation of a tangible puppet prototype for virtual character control in the Unreal game engine and discuss initial user feedback.
Tangible interaction in tabletop games: studying iconic and symbolic play pieces BIBAFull-Text 163-170
  Saskia Bakker; Debby Vorstenbosch; Elise van den Hoven; Gerard Hollemans; Tom Bergman
In this paper, a study is described which investigates differences in game experience between the use of iconic and symbolic tangibles in digital tabletop interaction. To enable this study, a new game together with two sets of play pieces (iconic and symbolic) was developed and used in an experiment with 30 participants. In this experiment, the understanding of the game, the understanding of the play pieces and the fun experience were tested. Both the group who played with iconic play pieces and the group who played with symbolic play pieces were proven to have a comparable fun experience and understanding of the game. However, the understanding of the play pieces was higher in the iconic group and a large majority of both groups preferred to play with iconic play pieces rather then symbolic play pieces.
Tangible comics: a performance space with full-body interaction BIBAFull-Text 171-178
  Özge Samanci; Yanfeng Chen; Ali Mazalek
Tangible Comics is a computer vision based full-body interactive storytelling environment that also functions as a comics generator. Prevailing applications of full-body computer vision have not utilized the full storytelling or performance potential of these environments.
   Our aim is to produce an environment that can create a space for redefining the conventions of comics, performance, film, photography, and animation. In relation to that, we are exploring the design problems that can arise when computer vision technology is contextualized in an interactive story telling environment.
Building a table tennis game for three players BIBAFull-Text 179-182
  Florian 'Floyd' Mueller; Martin R. Gibbs
Physical leisure activities such as table tennis provide healthy exercise and can offer a means to connect with others socially; however, players have to be in the same physical location to play. Networked computer games support players in geographically distant locations, but their communication channel is often limited to text or audio only. Furthermore, recent input devices that encourage exertion often do not support adequate force-feedback. We have developed a networked table tennis-like game that is played with a real paddle and ball, augmented with a large-scale videoconference. Similar to networked computer games, this concept can support more than two locations, while simultaneously aiming to provide similar benefits known from traditional physical leisure activity such as exercise, enjoyment and bringing people together to socialize.

Music

A voice-to-MIDI system for singing melodies with lyrics BIBAFull-Text 183-189
  Naoki Itou; Kazushi Nishimoto
In this paper, we propose a robust Voice-to-MIDI (V to M) system with which a user can input MIDI sequence data by naturally singing melodies with lyrics. A Voice-to-MIDI system translates singing voices into digital musical data, i.e., MIDI sequence data. Therefore, with such a system, users can input melodies intuitively, which releases them from manual translating memorized melodies into chromatic pitches. However, the quality of translation of ordinary Voice-to-MIDI systems is insufficient. One of the most significant problems is the poor accuracy of the segmentation of notes. We solve this problem by employing "rhythmic tapping" concurrently with singing. We examined the proposed method by the accuracy of the numbers of segmented notes and their pitches. As a result, we confirmed that our system outperformed ordinary Voice-to-MIDI systems. Thus, this system satisfies both of easy and intuitive composition of MIDI sequence data and high accuracy of translation of sung data into MIDI sequence data.
CaMus²: collaborative music performance with mobile camera phones BIBAFull-Text 190-195
  Michael Rohs; Georg Essl
CaMus2 is a multi-user multi-phone extension of the CaMus system. Mobile camera phones use their cameras to track position, rotation, height, and other parameters over a marker sheet to allow interactive performance of music. Multiple camera phones can use the same or separate marker sheets and send their interaction parameters via Bluetooth to a computer where the sensor information is converted to MIDI format to allow control of a wide range of sound generation and manipulation hardware and software. The semantics of the mapping of MIDI message to performance parameters of the camera interactions are fed back into the visualization on the camera phone.
Three types of viewers' favorite music videos BIBAFull-Text 196-199
  M. Kamata; K. Furukawa
The purpose of this study is to classify viewers' favorite music videos based on viewers' attributes evaluation and identify their characteristics. In this study, we designed a web-based questionnaire survey to collect data from forty-three young people. Participants watched fifteen music videos one-by-one and rated overall preference and twelve attributes with five-point scales. Then, we carried out the k-means clustering analysis according to the viewers' attributes evaluation ratings. As a result, we found that there were three types of viewers' favorite music videos. Viewers gave high evaluations to those music videos primarily because: (1) auditory-leading type: they liked music and singer; (2) visual-leading type: they were amazed by the imaging technique; (3) synergic type: they got favorable impressions overall.
   It is noteworthy that stories related to the lyrics and time-order structured had especially a positive impact on the viewers' evaluation.
Beowulf: an audio mostly game BIBAFull-Text 200-203
  Mats Liljedahl; Nigel Papworth; Stefan Lindberg
This paper stresses the importance and benefits of developing technique that let people use, reflect on and develop their capabilities to move, to imagine and to feel, and not only replace these abilities with computer technology. This paper describes a project that shifts focus from eye to ear in a computer game application in order to start answering questions about sound's ability to help users create inner, mental pictures and emotional responses to a game world. Can removing components from a computer game concept enhance the experience? Is less more.
rhythmism: a VJ performance system with maracas based devices BIBAFull-Text 204-207
  Satoru Tokuhisa; Yukinari Iwata; Masa Inakage
We propose a nonconventional VJ performance system rhythmism which uses an original maraca based device that has 2 different functions, material maraca and effect maraca. Rhythmism uses the structure characteristic and the operating characteristics of maracas and adopts the interface to ensure the freedom of the user's physical movement and to realize the powerful attraction of the performance itself and aims to attain the multi-functionality and the arbitrary controllability.
   In this paper, we introduce the advantages and the interaction techniques of the maracas based device when used for VJ performances.

Games in new environments part 2

Purple crayon: from sketches to interactive environment BIBAFull-Text 208-211
  Min Xin; Ehud Sharlin; Mario Costa Sousa; Saul Greenberg; Faramarz Samavati
Abstract controls often required for gameplay hinder the potential for social interaction, especially in domestic settings. Purple Crayon, an interactive electronic entertainment environment for children, attempts to reclaim the sociable qualities of traditional entertainment occurring in the physical world by replacing abstract controls with intuitive interaction. Purple Crayon allows children to sketch virtual entities and interact with them in a physical manner. The sketched entities become animated and playful and afford interaction within their physical locality or between several localities. Various techniques for physical interaction are explored, demonstrating the feasibility and promise of the approach.
The spelling bee: an augmented physical block system that knows how to spell BIBAFull-Text 212-215
  Amnon Dekel; Galit Yavne; Ela Ben-Tov; Yulia Roschak
Physical games have always been with us. In this paper we explore the utility of adding tangible interfaces and embedded computing into a well known children's ABC spelling blocks game and thus enable it to offer intelligent, immediate and meaningful feedback to the players. We developed a prototype using simple low cost elements and tested it with five children aged 7 -- 12. The children understood the functionality of the system almost immediately and found the game easy to use and familiar in appearance, yet at the same time it inspired them to try and spell words in order to elicit feedback. A number of problems were identified and possible solutions are offered.
Double dribble: illusionism, mixed reality, and the sports fan experience BIBAFull-Text 216-219
  Jeffrey Bardzell; Shaowen Bardzell; Craig Birchler; Will Ryan
Fans of spectator sports are changing the ways they access sports media faster than major sports leagues and media are changing their delivery approaches. The result is a situation that fails both the marketing and communication needs of the teams/leagues and the fan experience needs of the fans. In this project, we conceptualize a mixed reality platform that connects globally distributed fans to each other and live NBA games in real-time. We ask whether the design direction is even plausible and devise a low-cost experience prototype with which to experiment. We present the findings from two rounds of experimentation. We also see this study as an expansion on the notion of "transformation" in mixed reality including not merely actual changes of states across realities, but also illusory ones, which may contribute to uses of mixed reality in entertainment contexts.
Remote augmented reality for multiple players over network BIBAFull-Text 220-223
  Daniel Chun-Ming Leung; Pak-Shing Au; Irwin King; Edward Hon-Hei Yau
Augmented Reality (AR) in multimedia gaming is a dynamic and exciting field of research. One of the challenges is to have multiple users interacting in the networked augmented reality environment. In recent years, camera-based body motion capturing console games, which captures the player's body movement to control the objects rendered by the computer, have been developed. In this paper, we present a system called, Tele-Table which allows multiple users to interact with each other through the network using real objects. Each player's set-up consists of an overhead mounted camera perceiving real objects, a plasma TV placed horizontally to act as a game table, and a computer. One of the most challenging tasks is data synchronization between two terminals. There are mainly three synchronization tasks we need to handle. They are temporal synchronization, spatial synchronization, and game states synchronization between the two terminals. We present these difficulties and present solutions and discussion to solve them. The design goals of the Tele-Table are real-time and realistic user experience. The features of the system are changeable background, using real objects, and real-time augmented reality gaming between two terminals. We outline the system, present the detailed description, and discuss current achievements.

Posters

Evaluating children's gaming experiences BIBAFull-Text 224-225
  Regina Bernhaupt; Daniel Schwaiger; Stefan Riegler; David Enthaler
We present a game for children, developed to inform children about global warming. The main focus is the evaluation of children's user experience with easy to use methods. We show how a field usability study including a questionnaire addressing user experience can be used, to enhance game design. The goal was to evaluate whether the game is fun or not, and what kind of improvements would increase the positive user experience of children.
Making sense of a game: a preliminary sketch for a semantic approach to games BIBAFull-Text 226-227
  Gabriele Ferri
In this paper a semiotic approach to video games will be presented. Structuralist semiotic notion of text will be criticized for being unable to account for the nonlinear and unstable nature of interactive ludic objects, and Rastier's [9] paradigm will be adopted. Integrating it with recent proposals in semantic of perception [4], a sketch for a semantic and semiotic analytic methodology for computer games will be outlined. Such methodology will be field-tested on the computer game flOw [1].
Capture the flag: simulating a location-based mobile game using the wizard-of-oz method BIBAFull-Text 228-229
  Regina Bernhaupt; Stefan Jenisch; York Keyser; Manuel Will
We present a wizard of Oz framework for the simulation of location-based mobile games. We explore briefly the methodological concept of Wizard of Oz and show, based on a case study, advantages and shortcomings of the method. The case study realized a game called capture-the-flag. We show how such prototypes can be evaluated in a real field trial.
Development of an augmented reality game by extending a 3D authoring system BIBAFull-Text 230-231
  Christian Geiger; Joerg Stoecklein; Florian Klompmaker; Robin Fritze
In this paper, we describe the development of augmented reality games using the virtools dev 3D authoring system and custom extensions that allows to integrate augmented reality features and advanced interaction techniques. We used this system to create an AR game by extending an existing board game with virtual objects. The concept of predefined high-level building blocks and the visual programming environment supports the iterative design approach and allows to quickly develop and test new game ideas.
Your way your missions: from location-based to route-based pervasive gaming BIBAFull-Text 232-233
  Ling Chen; Steve Benford
In this paper, we describe the design and implementation of a route-based pervasive game named Your Way Your Missions (YWYM). Since the game obtains the planned routes of players and returns missions in the routes, players can play the game in a casual way, without changing their routes to respond to picked up missions. A self-reporting method is proposed to obtain the planned routes of players, and a corresponding route defining tool is developed upon Google Maps. Two approaches to realize route-based mission adaptation with spatial databases are presented.
Hyperdraw: a new computer aided drawing system based on prediction of drawing action BIBAFull-Text 234-235
  Hirokatsu So; Ichiroh Kanaya; Kosuke Sato
Traditional pens and papers are often the most preferable drawing materials for industrial designers, though computer aided design (CAD) systems are widely used in industrial design field. Such CAD systems are too strict for designers to draw their sketches freely and lack some real feeling of drawing. Somehow, especially in industrial design field, designers need to be assisted when they are drawing sketches since it is difficult even for professional designers to draw beautiful lines and curves every time they move their pens. The authors introduce a new computer aided drawing system, which is called Hyperdraw, in this paper. The Hyperdraw system "reads" its user's mind: it predicts and curves/lines that the user is intending to draw on a canvas and shows guide on the canvas by using mixed reality (MR) technology.
Interactive AR bowling system by vision-based tracking BIBAFull-Text 236-237
  Yuko Uematsu; Hideo Saito
This paper presents an interactive bowling system using vison-based tracking for AR. With the bowling system, a user can enjoy the bowling game by rolling a real ball down a bowling lane model placed on a tabletop in the real world. On the lane model, there are virtual pins generated with CG. The virtual pins are overlaid onto the input images, which are captured by a web-camera attached to a hand-held tablet PC, according to the camera motion. The camera motion is estimated by multiple 2D markers which are also placed on the tabletop around the lane model. The lane and the ball are also tracked by vision-based tracking. According to the detected ball's trajectory on the lane, the geometrical relationship between the real ball and the virtual pins is computed to judge whether the ball is touching any pins or not. After judging, the pins touching the ball are knocked down. Our vision-based tracking method can run in real-time, so it can also be applied to other interactive applications.
Exploring social, cultural and pedagogical issues in AR-gaming through the live LEGO house BIBAFull-Text 238-239
  Cristina Portalés; Carlos D. Perales; Adrian D. Cheok
Live LEGO House (LLH) is an interactive Augmented Reality (AR) environment to explore coexistence and multicultural factors through gaming. The system consists basically of a physical/real house built with the LEGO blocks, which is enriched with different non-physical/virtual multimedia files (sounds, videos and 3D animations), insisting in social, cultural and pedagogical issues that the AR technology can bring for children. Tactile, visual and auditory stimuli are present at the game.
Performance of input devices in FPS target acquisition BIBAFull-Text 240-241
  Poika Isokoski; Benoît Martin
We evaluated the performance of a wheel mouse, an XBox360 controller, the combination of a mouse and a keyboard, and a Trackmouse in FPS target acquisition. The device combinations where mouse was used for aiming performed better than the Xbox360 controller.
Simplified motion language for 3D computer animation with turtle metaphor BIBAFull-Text 242-243
  Masayuki Ueno; Kazuma Tanida; Katsuhide Tsushima
Human visual cognition in 3D is depend on view point, therefore, making 3D animation process is very complex for human. Simplified Motion Language to describe motion for animator has been developed. On this interface, animator describe 3D object motion with motion icons that correspond to elemental motion with turtle metaphor. Arranged icons of elemental motions are combined and synthesized to one motion on each time step, then, the complex motion in animation is generated. Hence, animators without programming skill can also make 3D animation with this system.
How to build a hard-to-use mouse BIBAFull-Text 244-245
  Florian 'Floyd' Mueller
Computer games do not afford much physical activity and hence do not require significant energy expenditure, which can contribute to the prevalence of a sedentary lifestyle. A "hand exerciser" handgrip can help strengthen hand and forearm muscles through a simple spring mechanism. We are presenting the mousegrip, an exertion interface to control computer games while simultaneously exercising hand and arm muscles based on a handgrip device. Unlike conventional vision or accelerometer-based exertion interface devices, the mousegrip is very low-cost and supports cheap force-feedback through a simple spring mechanism. Due to its low cost, its mobile form factor and compatibility to existing mouse drivers, the mousegrip can augment traditional mouse interactions with an exertion activity to make exercising more enjoyable, and gameplay healthier. It provides a familiar affordance of interaction and supports increased calorie expenditure, hence contributing to people's fitness. We hope to encourage other researchers to incorporate exertion activity into their interfaces in order to support a healthy lifestyle.
"game_of_life": interactive art installation using eye-tracking interface BIBAFull-Text 246-247
  Mika Satomi; Christa Sommerer
In the field of new media art, HCI techniques are often used to let spectators interact with the artwork itself. In the interactive art installation "game_of_life" an eye-tracking interface is used by the spectators. The installation tries to merge the unique experience of the eye-tracking interface with an interactive art expression.
Hitch haiku: an interactive generation system of haiku BIBAFull-Text 248-249
  Hideto Obara; Naoko Tosa; Michihiko Minoh
The theme of our research is "Cultural Computing", which means of cultural translation using scientific methods to represent essential aspects of Japanese culture. We study reproducing a traditional Japanese haiku of by computer. Our system condenses an essence of a book into a Haiku, a Japanese minimal poem form. A user chooses arbitrary phrases from a chapter of a famous Japanese essay called "1000 Books and 1000 Nights," which introduces 1000 books covering many genres from all over the world. Then the system generates a Haiku by using the corpus of the essay and several databases dedicated for Haiku generation, then transfers it into English. Thus even foreigners can catch the essence of the book.
Playing on a line: location-based games for linear trips BIBAFull-Text 250-251
  Peter Kiefer; Sebastian Matyas; Christoph Schlieder
Most location-based games are designed for players who move freely around a geographic game board such as a city centre or a campus. By contrast, we discuss design issues for location-based games played when traveling from A to B on a predefined route, e.g. when following a biking trail along a river. We present the results of a simulation study that compares different alternatives of adopting a two-dimensional location-based game to a linear feature. As our running example for a linear location-based game, we use a geographic version of the board game Alak, the most popular linear game from the family of Go games.
Designing a mobile game to reduce culture shock BIBAFull-Text 252-253
  Nipan Maniar; Emily Bennett
The project aims to develop an educational mobile game to reduce the 'culture shock' that a sojourner experiences upon arriving in a new country. This paper focuses on the early stage of the project and explains the design process involved in creating a prototype game. This game, which is presented on a mobile telephone, is targeted at international students studying in the UK.
The private city through the hot images BIBAFull-Text 254-255
  Cristina Portalés
Hot Images is an artistic mixed reality application that deals with the relation between human beings and city environments, thus proposing a novel cartography and navigation tool for the city. Within the virtual recreated environment of the Hot Images, the inert city is closed to the human field, transforming the cold aspect of the city into the hotness of the close friends and relatives. The user is carrying a laptop where a 3D virtual model of the city is presented within a blue color. Some images of past events related to the user are hidden in the city, and s/he has to find them. As the user gets closer to the images locations, the environment changes to red color. Once the user arrives to a location, s/he can catch some images that will appear mapped on some of the buildings' facades, thus changing the aspect of the city. The location of the user is achieved with a combination of a GPS and an inertial sensor. The interface is done with the Max/MSP Jitter software.
Application of dimensionality reduction techniques to HRTFS for interactive virtual environments BIBAFull-Text 256-257
  Bill Kapralos; Nathan Mekuz
Fundamental to the generation of 3D audio is the HRTF processing of acoustical signals. Unfortunately, given the high dimensionality of HRTFs, incorporating them into dynamic/interactive virtual environment and gaming applications is computationally very demanding. This greatly limits the performance of such applications that incorporate real-time 3D audio. This paper examines the application of data reduction models to HRTFs. In particular, the locally linear Isomap, Locally Linear Embedding (LLE), and the globally linear Principal Components Analysis (PCA) dimensionality reduction tools are applied to the MIT HRTF dataset. Our motivation is to project the inherently high-dimensional space inherent in HRTF measurements onto a lower dimensionality such that they can be incorporated into interactive virtual environments and gaming applications.
Shared virtual environment (SVE): a framework for developing social games BIBAFull-Text 258-259
  M. Carmen Juan; Mariano Alcañiz; Luciano Gamberini; Irene Zaragoza; F. Martino
The communication channels are changing. More and more, face to face communication is being replaced by computer mediated communication. Using mediated communication, the non-verbal communication cues that are available in face to face communication are not. PASION is a European project where mediated communication is augmented. In this paper we present the Shared Virtual Environment (SVE), the framework to be used for the development of two types of applications (social gaming and collaborative work) where augmentation will be studied. The first version of SVE has been used for the development of the first version of a pervasive game for treasure hunting, Bluenet.
The dream of Peter Pan: user interaction arts using computer vision techniques BIBAFull-Text 260-261
  Kirak Kim; Wooup Kwon; Eunsun Choi; Jinsu Park; Mijeong Jeon; Hyesun Ju; Hyunchul Choi; Woonhyuk Baek; Dongwuk Kyoung; Keechul Jung
In this paper, we present the user interaction arts in mixed reality environment using computer vision techniques. In most of the mixed reality environment, user has to wear specific equipment. However, users want to be free from any device and enable them to have more interaction with the computer's scene. In this study, we propose that the user does not need to wear any device, and virtual scenes can be projected everywhere and this creates an excellent platform for user interaction.
Shootball: the ball sport using dynamic goals BIBAFull-Text 262-263
  Yoshiro Sugano; Yuya Mochizuki; Toshiya Usui; Naohito Okude
Shootball is a goal-based ball game played in a field surrounded by 4 screens linked to each other. The game uses a ball with an embedded wireless sensor. In shootball, players are given the ability to move the location of the goal on will. Various attack patterns for multi-directions can be performed by effectively utilizing this mechanic. In enjoying the gameplay of shootball, players shall be able to experience a creative style of play and team communication not seen in previous goal-based sports.
WikiTUI: leaving digital traces in physical books BIBAFull-Text 264-265
  Chih-Sung Andy Wu; Susan J. Robinson; Alexandra Mazalek
This article describes the design of WikiTUI, a tangible user interface system that allows readers to manipulate multimedia information tied to page-level locations in common books. This system will also facilitate the exchange of information with other readers using wiki technology. While other projects have coupled the dual worlds of atoms and bits, few have combined the idea of collaborative and distributed authoring with tangible interfaces. WikiTUI not only bridges the real and digital worlds, but facilitates multiple contributions to a reference base spanning across these worlds. The goal of our work is to apply the paradigm of coupling atoms and bits in order to extend the collaborative annotation and authoring possibilities of wiki media.
The spinning screen: a movable experience between virtual and real BIBAFull-Text 266-267
  Hyun-Jean Lee; Ali Mazalek; Kirti Goel
In screen-based experiences, the screen itself can become the physical device used for interaction. The "move-ability" of the screen affords interactivity between the screen artifact and the viewer and between the virtual and physical spaces. As a movable screen interface, we have created the spinning screen, a two-sided monitor on a revolving base. This interface invites user interaction through the action of spinning the screen to manipulate media content. By allowing viewers to grasp the interplay between visibility and invisibility, the spinning screen can enrich user experiences of virtual imagery through direct tangible interaction in both playful and practical contexts. We describe an art piece and an application for 3D visualization and modeling.
Pileus: umbrella type entertainment browser BIBAFull-Text 268-269
  Sho Hashimoto; Takashi Matsumoto; Naohito Okude
Pileus is the Umbrella type Entertainment Browser to interact photos and videos on web services in urban environment, as a platform of interact with small personal entertainment contents in daily life. It was demonstrated at Ubicomp 2006, but current implementation works only indoor environment. In this paper, we describe upgrading system of Pileus in field-testing at city.
Synchronized background music generation for video BIBAFull-Text 270-271
  Jong-Chul Yoon; In-Kwon Lee
We synchronize background music with a video by changing the timing of music, an approach that minimizes the damage to music data. Starting from a MIDI file and video data, feature points are extracted from both sources, paired, and then synchronized using dynamic programming to time-scale the music. We also introduce the music graph, a directed graph that encapsulates connections between many short music sequences. By traversing a music graph, we can generate large amounts of new background music, in which we expect to find a sequence which matches the video features better than the original music.
SoundSpot: a next-generation audio-guide system for museums BIBAFull-Text 272-273
  Fusako Kusunoki; Ichiro Satoh; Hiroshi Mizoguchi; Shigenori Inagaki
In this paper, we propose a system called SoundSpot, which is A Next-generation Audio-guide System for museums. Although the original goal of the system is to solve problems in audio-based annotations, the system can attract a lot of interest as an magical entertainment system. So though the system we aim that children can enhance their motivation to know information which are related to exhibitions. We evaluated the system in a Japanese science museum and confirmed its effectiveness.

Demonstrations

"Kage no Sekai": interactive animation of shadow based on physical action BIBAFull-Text 274-275
  Yu Uchida; Mami Naito; Shiho Hirayama
"Kage no Sekai" is an interactive content. It makes us able to communicate through the actual shadow with the marvelous creatures; that we can see when we look in the shadow. The world, which we can see when we look in to the shadow of the objects on the table, is making their own world view that we won't usually find out. Users can communicate with the world of shadow by approaching to the space or, by using a shadow made by putting an object or, changing the shadow's shape by moving the object's direction or their own shadow.
Inter-glow: interaction by controlling light BIBAFull-Text 276-277
  Takuji Narumi; Atsushi Hiyama; Tomohiro Tanikawa; Michitaka Hirose
inter-glow is a system that facilitates close interaction and communication among users in real spaces by using multiplexed visible-light communication technology. By pointing light to shine on an object contains an embedded photo sensor, users can get information about the object. In addition, several users can communicate with each other intimately by shining light on the object at the same time. We built a prototype to show the technology plain. In our prototype, when users shine lamps on a table in a miniature living room, the system recognizes which lamps are illuminated the table. According to the combination of illuminating lamps, the system produces family conversations.
HIPMATE: an entertainment system in the office BIBAFull-Text 278-279
  Shingo Yoshida; Kumiko Osawa; Takahiro Ogawasara; Naohito Okude
HIPMATE is an entertainment system which business persons can play in the office in spare time. Users can enjoy themselves as they feel with touching each other by playing HIPMATE. HIPMATE consists of 3 chairs (we call them "HipBall") and a panel (we call it "HipPannel"). HipBall and HipPannel put in separated areas in the office. When a user sits on a Hipball, his/her buttocks are projected to the panel forming the buttocks. And another user can knead the panel. As a user kneads it, the buttocks of sitting user are appeared.
   On the other hands, the sitting user can see another user kneading his/her buttocks through a display. And the user can see the kneading user's face by touching the display. Users can enjoy the game using a diplomacy that is produced from emotional two needs. One need is touching other's buttocks, and another is trying to see the kneading person's face.
   By playing HIPMATE, users can get a feeling which he/she usually must not touch the others' body parts. And users can get on initiate terms through touching body parts. HIPMATE can help people to be in body communication with other people and we would like to make use of a new body communication from HIPMATE in the office.
Keep healthy with fun: an entertainment system for keeping the motivation of daily, dull, and monotone exercise BIBAFull-Text 280-281
  Takuya Shimada; Itaru Kuramoto; Yu Shibuya; Yoshihiro Tsujino
Daily exercise is one of the popular methods to keep healthy. However, it is hard for most people to fit some exercise into their daily routine, because such exercise is often dull and monotone enough that their motivation of the exercise falls down. In this paper, we propose an entertainment system, "Exercise Game System (ExS)", to improve the person's motivation of daily exercises. It provides an entertainment which has a character growing up based on the amount of exercise. The amount is estimated by the heart rate during the exercise. At weekend, the character participates a battle game, in which it fight against some other characters owned by other exercising people. By watching growth of a character and the battle game, users feel that dull and monotone exercise becomes fun.
Plantio: an interactive pot to augment plants' expressions BIBAFull-Text 282-283
  Satoshi Kuribayashi; Yusuke Sakamoto; Maya Morihara; Hiroya Tanaka
This paper introduces an interactive pot called "Plantio" which realizes hybridization between plants and electronic computing systems. The goal for this research is to create an intimate relationship between human and plants. Plantio represents plants' biopotentials changed by surroundings, and it makes various expressions according to daily interactions with human. Plantios' representation begins to have individuality as it interacts with users and environments.
Graceful anytime interruptibility for virtual agents BIBAFull-Text 284-285
  Klaus Brügmann; Helmut Prendinger; Marc Stamminger; Mitsuru Ishizuka
The demo will show two highly expressive virtual agents introducing the audience to a traditional Japanese room. The agent models and gestures have been created by a professional Japanese character designer. By adapting and extending an influential technique ("Verbs and Adverbs"), we added parameterized emotional expression and gesture interruptibility as new behaviors to increase agent believability, interactivity, and responsiveness. In the demo, users will be provided a simple interface to test the new features.
MiXer: the communication entertainment content by using "entrainment phenomenon" and "bio-feedback" BIBAFull-Text 286-287
  Tomohisa Tomida; Anna Ishihara; Ueki Atsuro; Yoshitaka Tomari; Kensuke Fukushima; Masa Inakage
We suggest a new communication entertainment content to create a nonverbal connecting in communication by using human physical information. The "miXer" we produce is a content of attraction type for two people by applying medical discovery such "bio-feedback" and "entrainment phenomenon". In the "miXer" it senses a physical information and feed back them in the information like visualization, sound, and vibration we can recognize, so you can enjoy an unprecedented communication in this fantastic space.
The gopher game: demonstration BIBAFull-Text 288-289
  Sean Casey; Duncan Rowland
The paper "The Gopher Game: A Social, Mobile, Locative Game with User Generated Content and Peer Review" has been published in the proceedings of the ACE2007 conference. In order to further present our work, we are executing a live game demonstration at the conference. This document summarises how the demo is to be exhibited, presents an overview of the gameplay and provides a list of necessary requirements.
Collaborative immersive gaming over the high speed internet BIBAFull-Text 290-291
  Takuya Abe; Tomoyuki Nazu; Masa Inakage
dotSPACE is an entertainment tool designing a new type of interactive communication. We use 10Gbps network, 10 displays multi-projection system and wearable wireless sensors to give an immersive experience to each player at each base on different remote locations. Therefore, players can communicate with each other through their own body movements.
Nail-mounted tactile display for boundary/texture augmentation BIBAFull-Text 292-293
  Hideyuki Ando; Eisuke Kusachi; Junji Watanabe
We developed a device that can superimpose tactile information onto an object displayed on a computer monitor. With this device, we can present tactile sensations of boundaries or textures corresponding to the visual image. The device is composed of a small voice coil, and the tactile sensations are generated by controlling the modulation of the waveforms. For demonstration proposes, the device is integrated with a tool that allows users to draw a picture easily with their fingertips while experiencing tactile feedback.
Pinocchio: conducting a virtual symphony orchestra BIBAFull-Text 294-295
  Bernd Bruegge; Christoph Teschner; Peter Lachenmaier; Eva Fenzl; Dominik Schmidt; Simon Bierbaum
We present a system that allows users of any skill to conduct a virtual orchestra. Tempo and volume of the orchestra's performance are influenced with a baton. Pinocchio works with several types of batons, differing in tracking method and in algorithms for gesture recognition. The virtual orchestra can be configured, allowing the muting, hiding and positioning of individual musicians or instrument groups in 3D space. The audio and video material is based on a professional recording session with the Bavarian symphony orchestra. Pinocchio's long-term goal is the creation of a multi-modal, device independent framework for gesture-based applications which require motor skills or the control and operation of a complex set of sensors in intelligent house or car driver assistance systems. In this paper, we describe the current development status of the project, detail its usage and finally give an overview over our future project goals.
Crossing colorful communication: a system for enhancing sound communication BIBAFull-Text 296-297
  Ryota Oiwa; Mitsuyo Hashida; Haruhiro Katayose
We describe an interactive multimedia application called crossing colorful communication (C.C.C), players of which can enjoy collaborative and interactive media control by speaking or making sound. Players of C.C.C. fire visual bullets, the direction and the size of which are determined by the pitch and the intensity of each player's voice. When bullets collide on the screen, visual and sound effects are created. Players of C.C.C. can enjoy a new style of communication powered by media technologies.
Sound candy BIBAFull-Text 298-299
  Shuichi Ishibashi; Daisuke Uriu; Naohito Okude
Sound Candy is a device with which anyone in the world can create his/her own playground anywhere of using sounds and movements around him/her. In our daily life, we are surrounded by the "Kings of Entertainment" such as theme parks and home video game machines. However, the entertainment gives us only passively experience without our creation or creativity. In this paper, we suggest Sound Candy designed as the tool with which each user can create a new way of playing actively. In its small body, Sound Candy has two functions as follows. First, it has a recording function. Second, it has a function to integrate recorded sounds and signals from sensors, such as vibration or acceleration caused from variety of movements. Sound Candy can be attached to any part of user's body and almost objects in his/her environments. So users can convert the recorded sound to the one synchronized with various actions by selecting a play mode from four play modes including Angle, Vibration, Speed and Rotation Mode.
Interactive digital violin tutor (IDVT): an edutainment system for violin learners BIBAFull-Text 300-301
  Ye Wang; Jia Zhu
We present in this demo our current design of an Interactive Digital Violin Tutor (iDVT), which enables students to have reflective practice when human teachers are not available. iDVT combines violin audio transcription with visualization. Our transcription method is designed for violin audio recorded in home environments. The visualization is designed to be useful to people with different level of music knowledge. The different visualization modalities-video, 2D fingerboard animation, 3D avatar animation-help learners to practice and learn more effectively. The entire system has been implemented with off-the-shelf hardware and shown to be practical in home environments.
Quatronome: a stomp box for jam session with movies BIBAFull-Text 302-303
  Jun Usui; Hirotaka Hatayama; Naohito Okude
Quatronome is a stomp box to make user's room change into his/her own stage by connecting his/her instrument or microphone and playing it. There has been much equipment aiming for good sounds. However, we found another need for players to play music of one's taste and enjoy playing with others from some fieldworks. By using Quatronome, users can play music together with three movies, and can also record the sound and movie of their performance. Thus users can play music as if he/she were a member of the band.

Panel

Ethical issues of entertainment computing in the home BIBFull-Text 304
  Andy Sloane

Workshops

Playing with your brain: brain-computer interfaces and games BIBAFull-Text 305-306
  Anton Nijholt; Desney Tan
In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user's affective state, should be modeled in order to provide appropriate feedback and a context where brain activity information is one of the multi-modal interaction modalities that is provided to the user.
Transmedial interactions and digital games BIBAFull-Text 307-308
  Shaowen Bardzell; Vicky Wu; Jeffrey Bardzell; Nick Quagliara
As virtual worlds and games grow in both personal and cultural importance, present limitations in access to them is increasingly limiting their ability to achieve their potential. Transmedial access, in which a given player's access to a game is made possible across different devices, offers a promising solution to this problem. It also inaugurates a new category of interaction design: transmedial interaction. This workshop explores the state of the art of transmedial interaction in games, which today unfortunately is often at most mere afterthought. It provides a participatory environment in which attendees can chart new paths forward, from developing viable business models and understanding the technical infrastructure to developing critical vocabularies and evaluative frameworks.
Methods for evaluating games: how to measure usability and user experience in games? BIBAFull-Text 309-310
  Regina Bernhaupt; Manfred Eckschlager; Manfred Tscheligi
This workshop addresses current needs in the games developers' community and games industry to evaluate the overall user experience of games. New forms of interaction techniques, like gestures, eye-tracking or even bio-physiological input and feedback present the limits of current evaluation methods for user experience, and even standard usability evaluation used during game development. This workshop intends to bring together practitioners and researchers sharing their experiences using methods from HCI to explore and measure usability and user experience in games. To this workshop we also invite contributions from other disciplines (especially from the games industry) showing new concepts for user experience evaluation.