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ACE Tables of Contents: 0405060708091011121314

Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology

Fullname:Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Editors:Masa Inakage; Adrian David Cheok
Location:Yokohama, Japan
Dates:2008-Dec-03 to 2008-Dec-05
Publisher:ACM
Standard No:ISBN: 978-1-60558-393-8; ACM DL: Table of Contents; hcibib: ACE08
Papers:111
Pages:433
  1. Technical track: AR/MR entertainment
  2. Technical track: Pervasive computing
  3. Technical track: Sound/Music/Art
  4. Technical track: Online game
  5. Technical track: Affective computing
  6. Technical track: Virtual environment
  7. Technical track: Interface
  8. Technical track: AR/MR system
  9. Technical track: New entertainment
  10. Design track: Avatar/narrative
  11. Design track: Pervasive game
  12. Design track: Novel interface
  13. Design track: AR/MR game
  14. Design track: Art & design
  15. Design track: Location-based entertainment
  16. Theory/social impact track: Theory/social impact 1
  17. Theory/social impact track: Theory/social impact 2
  18. Creative showcase: Technical track
  19. Creative showcase: Design track
  20. Creative showcase: Theory/social impact track
  21. Posters
  22. Creative showcase posters

Technical track: AR/MR entertainment

Billiard instruction system for beginners with a projector-camera system BIBAFull-Text 3-8
  Akira Suganuma; Yusuke Ogata; Atsushi Shimada; Daisaku Arita; Rin-ichiro Taniguchi
The purpose of our work is to develop an instruction system for billiards for beginners using a projector-camera system. The direction and strength of shot are quite important in order to make the shot successful. The player's shooting stance is also important to shoot the cue-ball exactly. The direction and strength of shot and the proper shooting stance are non-symbolic information which is difficult to send to the beginner. It is generally useful that the beginner easily gets these kinds of information. We use a projector to resolve this problem. In this paper, we describe the method recognizing objects on the table, the method calculating a shooting path and shot difficulty, and the method showing the supporting information. We have confirmed experimental effectiveness of our support information.
IncreTable, a mixed reality tabletop game experience BIBAFull-Text 9-16
  Jakob Leitner; Michael Haller; Kyungdahm Yun; Woontack Woo; Maki Sugimoto; Masahiko Inami
IncreTable is a mixed reality tabletop game inspired by The Incredible Machine. Users can combine real and virtual game pieces in order to solve puzzles in the game. Game actions include placing virtual domino blocks with digital pens, controlling a virtual car by modifying the virtual terrain through a depth camera interface or controlling real robots to topple over real and virtual dominoes.
Augmented reality and rigid body simulation for edutainment: the interesting mechanism -- an AR puzzle to teach Newton physics BIBAFull-Text 17-20
  Philip Buchanan; Hartmut Seichter; Mark Billinghurst; Raphaäl Grasset
Physics simulation is becoming more common in computing. We have developed a comprehensive toolkit to connect the physical and virtual world within Augmented Reality (AR) using rigid body simulation. Unlike existing techniques of embedding physics simulations into 3D environments, the use of rigid body simulations within AR requires a different approach. To demonstrate our approach we developed an edutainment game based on the concept of chain reactions and physical contraptions.
   In this paper we elaborate on the constraints introduced by mixing AR and rigid body simulation, and how it subsequently effects the visual richness and perceptual appearance of an AR simulation. We describe our implementation approach and provide an analysis of additional scenarios which would be enriched by physical simulation.
3D edutainment environment: learning physics through VR/AR experiences BIBAFull-Text 21-24
  Sylvia Irawati; Sengpyo Hong; Jinwook Kim; Heedong Ko
Virtual Reality (VR) as well as Augmented Reality (AR) environment can be used as media for edutaining. They provide pleasant environments for educating students through experiences. In this paper, we present a 3D edutainment environment which provides an experience-based learning environment for understanding the Newtonian physics law. We design a physics-based simulation application that simulates a domino effect in the 3D environment. Using this application, the user can learn physics by interacting and experiencing different kinds of domino effect in the VR/AR environment. We propose a new way to help the user tuning the simulation conditions to produce a desired simulation effect by illustrating an expected trajectory of the object of interest. Therefore, the user can easily distinguish the simulation results from different configurations by comparing the trajectories of the selected object.

Technical track: Pervasive computing

Towards an interface for untethered ubiquitous gaming BIBAFull-Text 26-33
  Tiago Martins; Teresa Romão; Christa Sommerer; Laurent Mignonneau; Nuno Correia
This paper describes the design, implementation and evaluation of a wearable interface for ubiquitous gaming, dubbed Gauntlet. Our objective has been to achieve a user interface for intuitive and immersive interaction in mobile gaming environments, but generic enough to be used in diverse game styles and untethered from location-specific hardware and software frameworks. A fully-functional prototype has been built from the first design approach and its use illustrated by a gaming application based on manipulation of real objects. Usability evaluation, focusing on players' experiences with the Gauntlet, has helped us to validate our approach and uproot both usability and wearability issues.
Talktic: a development environment for pervasive computing applications BIBAFull-Text 34-41
  Yoshimasa Niwa; Satoru Tokuhisa; Masa Inakage
Talktic is a platform for the easy production of entertainment content developed under the keyword of "pervasive computing." The Talktic platform consists of runtime environment, library, and development environment to support applications using an MCU board, personal computer, and network. It uses a virtual machine in the runtime environment and provides a programming environment and library based on a lightweight scripting language for easy development of entertainment content. The linkage with web services and the high degree of compatibility for the virtual machine and scripts are expected to generate new forms of entertainment content.
A service based framework for developing mobile, collaborative games BIBAFull-Text 42-45
  Florian Klompmaker; Christian Reimann
In this paper we introduce a framework that enables developers of mobile, collaborative applications -- especially games -- to easily use so called services. Services may run either locally on a mobile device or on a remote server application that is also part of the framework. Those that are executed locally are replaceable software libraries. Services may be used to log in to a portal, send messages between multiple devices or doing other kinds of calculation and communication. The benefit of this framework is that it may be used within different operating systems and that it is very easy to be used as an SDK. Therefore developing such kinds of applications has not longer be done from scratch and can be accomplished quite fast.
Training social learning skills by collaborative mobile gaming in museums BIBAFull-Text 46-49
  Jolien Schroyen; Kris Gabriëls; Kris Luyten; Daniël Teunkens; Karel Robert; Karin Coninx; Eddy Flerackers; Elke Manshoven
The use of handheld computers as a tool to enrich the museum experience has found its way into many museums, opening up new possibilities to increase the attractiveness of museum visits, especially for youngsters. We developed a mobile guide framework that supports the creation of mobile guides and adheres to social-constructivist principles of learning. The mobile museum game we created with this framework aims at developing the social, cognitive and technical skills of the users. Large scale evaluations show the potential power of our approach to stimulate interaction between youngsters and to create a playful learning experience.

Technical track: Sound/Music/Art

BeatBender: subsumption architecture for autonomous rhythm generation BIBAFull-Text 51-58
  Aaron Levisohn; Philippe Pasquier
BeatBender is a computer music project that explores a new method for generating emergent rhythmic drum patterns using the subsumption architecture. Rather than explicitly coding symbolic intelligence into the system using procedural algorithms, BeatBender uses a behavior-based model to elicit emergent rhythmic output from six autonomous agents. From an artistic perspective, the rules used to define the agent behavior provide a simple but original composition language. This language allows the composer to express simple and meaningful constraints that direct the behavior of the agent-percussionists. From these simple rules emerge unexpected behavioral interactions that direct the formation of complex rhythmic output. What is striking is that these rhythmic patterns, whose complexity is beyond human grasp, are both musically interesting and aesthetically pleasing. The output from the system is evaluated using both subjective and objective criteria to assess degrees of complexity, convergence, and aesthetic interest.
Dimensionality reduced HRTFs: a comparative study BIBAFull-Text 59-62
  Bill Kapralos; Nathan Mekuz; Agnieszka Kopinska; Saad Khattak
Dimensionality reduction is a statistical tool commonly used to map high-dimensional data into lower a dimensionality. The transformed data is typically more suitable for regression analysis or classification than the original data. Being of high dimensionality, HRTF data is commonly reduced using Principal Components Analysis (PCA). While highly effective at compressing data that follows the assumed model, PCA compression performance suffers when data follows a nonlinear distribution or when outliers are present. More recent data reduction techniques such as Isomap and locally linear embedding (LLE) take advantage of local neighborhood information in order to learn a more suitable basis for the HRTF data at hand. Quantitative results from previous work indicate that the embedding created by both LLE and Isomap are superior to those obtained with PCA. This paper presents a study that compares sound source localization accuracy by human observers when presented with a virtual sound synthesized using HRTFs whose dimensionality was reduced using either Isomap, LLE or PCA. Preliminary results indicate that good sound source localization judgement is obtainable using dimensionality reduced HRTFs and that Isomap and LLE produce superior results thus, confirming previous quantitative results.
An alpha-activity-based binaural beat sound entrainment system using arousal state model BIBAFull-Text 63-66
  Sittapong Settapat; Michiko Ohkura
We developed a new real-time control system for customizing an auditory stimulus (the binaural beat sound) by judging a user's alpha waves to entrain his/her feeling in the most relaxed way. We use an autoregressive forecasting model to estimate the frequency response series of the alpha frequency bands and a fuzzy logic controller to regulate the binaural beat control signal on a forecasting error signal. The arousal state determination model plays a role in regulating an appropriate binaural beat sound correlating with a change in alpha activity. According to studies of the relationship between arousal state and alpha activity, the alpha activity level may state-dependent, which can be modeled following the "inverted-U" model. The inverted-U concept is employed to determine the user arousal state, and tries to understand the user arousal state through the change in alpha activity. From the results of experiments, it is confirmed that the inverted-U model for arousal state determination is an effective model to regulate a stimulus properly with the determined arousal state.
Absolute field: proposal for a re-configurable spatial structure BIBAFull-Text 67-70
  Takuji Narumi; Tomohiro Akagawa; Young Ah Seong; Michitaka Hirose
Only architects have designed and built architectures until now. However, even if usage of the space is changed, it is difficult to change the internal space structure of architectures. On the other hand, we proposed the spatial structure which is dynamically configurable by using information technology. As such a technique, we consider a way to create a virtual architecture in real world without physical walls by using physical computing technology. This led to realization of re-configurable spatial structures which change according to the situation and the usage of space.
   In this paper, as an implementation of a proposed re-configurable spatial structure, we made "Absolute Field," which is an interactive art installation. In this artwork, we can duplicate a spatial structure in memory as a spatial structure in real world.
Shadow agent: a new type of virtual agent BIBAFull-Text 71-74
  Philippe Pasquier; Eunjung Han; Kirak Kim; Keechul Jung
The shadow agent is a new type of intelligent virtual agent exploiting the metaphor of the shadow as a medium. The core of the shadow agent is a behavioral architecture inspired by the BDI (Belief, Desire and Intention) cognitive agent model. The shadow agent perceives the world through two video cameras and a microphone. Advanced computer graphics techniques are used to locate the user's feet and analyses his/her behavior. The shadow agent is embodied as an animated silhouette projected on the floor using the Everywhere Display system and is endowed with simple sonic behavior. While presented as an interactive installation, this model is thought to be a generic approach that can support many more applications, including: video games, museum guides and digital performance to name a few.

Technical track: Online game

Networked penalty shootout with haptic media and video BIBAFull-Text 76-82
  Takeshi Fujimoto; Yutaka Ishibashi; Shinji Sugawara
This paper deals with a networked penalty shootout in which two users play a penalty shootout through a network by using haptic interface devices while watching video. We realize the networked penalty shootout by using two haptic media and video transfer systems. In each system, a user can control a haptic interface device via a network by using another haptic interface device while watching video. One of the two systems is used by a user who shoots a soccer ball (i.e., a shooter), and the other is employed by another user who tries to block shots (i.e., a keeper). We investigate the influences of network latency on the networked penalty shootout by subjective assessment.
From a single- to multi-server online game: a Quake 3 case study using RTF BIBAFull-Text 83-90
  Alexander Ploss; Stefan Wichmann; Frank Glinka; Sergei Gorlatch
Fast-paced action online games like First Person Shooters (FPS) pose high demands on resources and thus require multi-server architectures in order to scale to higher player numbers. However, their multi-server implementation is a challenging task: the game processing needs to be parallelized and the synchronization of the distributed game state needs to be efficiently implemented. As part of the European edutain@grid project 1, we are developing Real-Time Framework (RTF) -- a middleware that provides high-level support for the development of multi-server online games. This paper describes a case study on porting the open-source, single-server Quake 3 Arena game engine to a multi-server architecture using RTF and its state replication approach. We conducted extensive scalability and responsiveness experiments with the ported version of Quake 3 to evaluate the performance of our middleware. The experiments show that the responsiveness of RTF implementation can compete with the original Quake engine, and that the replication support allows to efficiently scale FPS games using multi-server processing.
Detection of MMORPG bots based on behavior analysis BIBAFull-Text 91-94
  Ruck Thawonmas; Yoshitaka Kashifuji; Kuan-Ta Chen
Game bots, i.e., autoplaying game clients, are currently causing troubles to both game publishers and bona fide players of Massively Multiplayer Online Role-Playing Games (MMORPGs). Use of game bots leads to collapse of game balance, decrease of player satisfaction, and even retirement from game. To prevent this, in-game polices, played by actual human players or game masters, often roam around game zones and individually question suspicious players, which is obviously laborious and ineffective task. In contrast to other work on automatic detection of MMORPG game bots based on the window events such as keystrokes, the game traffic, and the CAPTCHA test, our research focuses on log typically recorded by game publishers for database rollback. In particular, our research is based on discrepancies in action frequencies and action types in the log between human and bot characters. We propose the bot-detection methodology consisting of two stages. In the first stage an unknown character will be classified as "bot" if its frequencies of particular actions are much higher than those of known human characters. In the second stage, the rest of characters will be classified by the support vector machine classifier based on their action types. We evaluate the proposed methodology using game log of a Korean MMORPG titled Cabal Online and confirm its effectiveness.
How to let gamers play in infrastructure-based vehicular networks BIBAFull-Text 95-98
  Claudio E. Palazzi; Marco Roccetti; Stefano Ferretti; Salvatore Frizzoli
Online games represent one of the most important revenue sources for entertainment based companies and a challenging field in multimedia application research. With vehicular networks poised to become the new wireless frontier of the Internet, car passengers embody the next consumers that will be targeted by online game providers. Yet, the high mobility and heterogeneity of vehicular networks pose serious challenges to the deployment of efficient online game services such as, for instance, continuous variations in the number and type of flows served by access points along the road. To this aim, we discuss a solution based on the deployment of smart access points along the road and demonstrate how this solution is able to smoothen network traffic conditions, ensuring coexistence among heterogeneous types of flow even in presence of frequent network traffic variations.

Technical track: Affective computing

Metaphorical affect sensing in an intelligent conversational agent BIBAFull-Text 100-106
  Li Zhang
We report new developments of an affect detection component on the processing of several different types of metaphorical affective expressions. The component has been embedded in an intelligent conversational AI agent interacting with human users under loose scenarios. The detected affective states also play an important role in producing emotional animation for users' avatars. Evaluation for the affect detection component is provided. Our work contributes to the conference themes on human-robots interaction based on affect sensing, affective computing, learning and children, narrative storytelling and evaluation of affective social interaction.
An affective model of user experience for interactive art BIBAFull-Text 107-110
  Stephen W. Gilroy; Marc Cavazza; Rémi Chaignon; Satu-Marja Mäkelä; Markus Niranen; Elisabeth André; Thurid Vogt; Jérôme Urbain; Hartmut Seichter; Mark Billinghurst; Maurice Benayoun
The development of Affective Interface technologies makes it possible to envision a new generation of Digital Arts and Entertainment applications, in which interaction will be based directly on the analysis of user experience. In this paper, we describe an approach to the development of Multimodal Affective Interfaces that supports real-time analysis of user experience as part of an Augmented Reality Art installation. The system relies on a PAD dimensional model of emotion to support the fusion of affective modalities, each input modality being represented as a PAD vector. A further advantage of the PAD model is that it can support a representation of affective responses that relate to aesthetic impressions.
Phrase animation generation reflecting impression of words BIBAFull-Text 111-114
  Ryou Morita; Takehisa Onisawa
This paper proposes a phrase animation generation reflecting impressions of words. The process of generating phrase animations consists of two procedures; impression estimation and animation output. In the former procedure, impressions of an inputted phrase are estimated from impressions of an inputted adjective/adjectival verb. That is derived from the number of co-occurrence on web search between the adjective/adjectival verb and prepared specific words. Experiments are performed in order to confirm validity of outputted phrase animations. As a result, it is found that the phrase animations have the possibility to reflect impressions of inputted adjective/adjectival verb.
CAMEO -- camera, audio and motion with emotion orchestration for immersive cinematography BIBAFull-Text 115-118
  Hyunju Shim; Bo Gyeong Kang
This paper introduces a system for an automatic 3D animation production, CAMEO, which offers various kinds of direction knowledge from the real world in a unified manner. To accumulate direction knowledge, we have worked in cooperation with real world experts and developed a system which orchestrates direction knowledge into computer algorithm and data. We also defined a set of XML schema to represent 3D animation contents in XML format. The advantage of our approach is the harmony of direction factors which enables users to write the narrative and expect 3D animation reflected with all direction factors automatically.

Technical track: Virtual environment

Real binoculars with virtual functions for mixed environments BIBAFull-Text 120-125
  Andrei Sherstyuk; Kin Lik Wang; Anton Treskunov; Jarrell Pair
Though often desirable, the integration of real and virtual elements in mixed reality environments can be difficult. We propose a number of techniques to facilitate scene exploration and object selection by giving users real instruments as props while implementing their functionality in a virtual part of the environment. Specifically, we present a family of tools built upon the idea of using real binoculars for viewing virtual content. This approach matches user expectations with the tool's capabilities enhancing the sense of presence and increasing the depth of interaction between the real and virtual components of the scene. We also discuss possible applications of these tools and the results of our user study.
   This paper is an extended version of earlier work presented at the 4th International Workshop on the Tangible Space Initiative[5].
Extracting camera-control requirements and camera movement generation in a 3D virtual environment BIBAFull-Text 126-129
  Hirofumi Hamazaki; Shinya Kitaoka; Maya Ozaki; Yoshifumi Kitamura; Robert W. Lindeman; Fumio Kishino
This paper proposes a new method to generate smooth camera movement that is collision-free in a three-dimensional virtual environment. It generates a set of cells based on cell decomposition using a loose octree in order not to intersect with polygons of the environment. The method defines a camera movement space (also known as Configuration Space) which is a set of cells in the virtual environment. In order to generate collision-free camera movement, the method holds a path as a graph structure which is based on the adjacency relationship of the cells, and makes the camera move on the graph. Furthermore, by using a potential function for finding out the force that aims the camera at the subject and a penalty function for finding out the force that restrains the camera on the graph when the camera moves on the graph, we generate smooth camera movement that captures the subject while avoiding obstacles. Several results in static and dynamic environments are presented and discussed.
A curvilinear collision avoidance scheme for interactive 3D gaming environments BIBAFull-Text 130-133
  Ziad Sakr; Chanan Sudama
With the growing number of participants in Interactive 3D Gaming Environments in recent years, there has been research demand for making the user's presence and participation in these environments appear more natural and real. Avatar locomotion is an important contributor to improving the realism of interactive games. One of the interests of many researchers is investigating the locomotion characteristics of avatars in an interactive game, with a primary focus on avatar collision detection and avoidance.
   This paper presents a novel Curvilinear Avatar with Avatar Collision Detection Scheme (CAACD) that provides a collision-free environment for avatars going in a linear as well as curvilinear motion with changing velocity.
MPML3D: agent authoring language for virtual worlds BIBAFull-Text 134-137
  Sebastian Ullrich; Helmut Prendinger; Mitsuru Ishizuka
This paper describes an authoring language for specifying communicative behavior and interaction of agents in virtual worlds. We focus on the popular three-dimensional (3D) multi-user online world "Second Life" and the emerging "OpenSimulator" project. While tools for designing avatars and in-world objects exist, technology to support content creators in scripting (computer-controlled) agents ("bots") is currently missing. Therefore, we have implemented new client software that controls the verbal and non-verbal behavior of bots based on the Multimodal Presentation Markup Language 3D (MPML3D). This paper compares both platforms and discusses the merits and limitations of each from the perspective of adding agents.

Technical track: Interface

Gesture recognition in flow based on PCA analysis using multiagent system BIBAFull-Text 139-146
  Ronan Billon; Alexis Nédélec; Jacques Tisseau
Our context is Virtual Theater. Our aim is to put on a short play featuring a real actor and a virtual actor, who will communicate through movements and choreography with mutual synchronization. We currently work on a system that can recognize key-gestures made by a real actor.
   In this paper, we cover a method for real-time recognition. Our idea is that the data for movements from any motion-capture system can be reduced to a single artificial signature. We use properties from Principal Component Analysis (PCA) to generate it. This artificial gesture representation is used in real-time by our multiagent systems to simultaneously perform segmentation (gesture's beginning and end) and recognition. We conducted various experiments which demonstrate our system and define its limitations.
Motion capture system contextualization BIBAFull-Text 147-150
  Francois Picard; Pascal Estraillier
The notion of contextualization has been introduced in an existing motion capture system driven by the segmented silhouettes of a person filmed from several points of view. The principle is to create a dependence of each module of the process (in this case, the different modules are the motion capture itself, the adaptive background modeling and the silhouette segmentation) from the results of the preceding ones. Thus, the influence of these elements, one with the other, guides locally the different computations. So, this optimization increases the reliability of the whole process while decreasing significantly its processing time. Yet it is obvious that this concept can be applied to several aspects of a motion capture system. As a matter of fact, it is possible to contextualize the captured motion, by modeling the context in which it takes place, allowing to make strong assumptions about the following sequence of movements executed by the filmed person. Thus, by recognizing the current and the next gestures of a captured person, the system can adapt its reactions and evolve with the constantly changing comprehension of the context by the player.
Easy humanoid motion generation from user demonstration using wearable interface BIBAFull-Text 151-154
  Ilwoong Jeong; Hyun S. Yang
Humanoids should have not only a similar appearance with humans but also abilities to perform human-like behaviors. However, today's humanoid robots are not smart enough to adapt to their working environments, so they need some help to learn new behaviors. Especially for an entertainment purpose, an easy motion generation method is very important for end users who are not experts on robot programming. In this paper, we propose a method to generate motion of humanoid robots from user demonstration using an intuitive wearable interface. A curve simplification algorithm and a clustering method are applied to extract motion primitives. Transition probabilities among the motion primitives are calculated to make a motion model and motions are regenerated by rearranging the motion primitives based on the motion model. A wearable interface is developed for capturing user demonstration and interacting with a partner robot. A humanoid robot, AMIO is used to test the generated motion.
Adaptable pluggable multimodal input with extensible accessible soft dialogues for games BIBAFull-Text 155-158
  Anthony Savidis; Yannis Lilis
We propose a game input system with two-level multimodality: an action may be performed via a number of virtual input devices, while the latter may be associated to a number of physical input devices that can be plugged or unplugged on-the-fly. Our input system includes a mode manager, capable to dynamically judge if the offered game commands are not possible via the available physical input devices. In such situations, the mode manager automatically activates interactive graphical panels providing all game commands, supporting pointing and switch-based input, the latter accessible by hand-motor impaired users. We refer to such panels as soft input dialogues, offering an automatic, extensible, and adaptable intermediate input layer among the game system and the input devices. Our input system supports pluggability, enabling locally or remotely connected devices to be utilized on-the-fly, a feature particular useful for pervasive games.

Technical track: AR/MR system

ARForce: a marker-based augmented reality system for force distribution input BIBAFull-Text 160-165
  Kensei Jo; Yasuaki Kakehi; Kouta Minamizawa; Hideaki Nii; Naoki Kawakami; Susumu Tachi
In recent years, the use of augmented reality (AR) systems has become quite common. Many marker-based AR systems can input the positions of physical markers and realize a combination of real-world and computer-generated graphics. However, few systems can recognize other information such as fingertip motions. The objective of our study is to create AR environments in which users can manipulate virtual objects by using natural finger motions. Toward this end, we propose a novel marker-based AR system called "ARForce." ARForce enables users to measure the 3D position of markers as well as also the distribution of force vectors that are applied by a user. Using this system, users can manipulate virtual objects using various finger motions.
   Our proposed system comprises a camera and an input device. The input device is an elastic body and it comprises two types of markers. One is a square-shaped marker that enables a user to detect the position of the device. The other markers are small circular-shaped ones that are placed within the elastic body. The positions of the circular markers are moved when a user applies a force to the device. This enables force detection.
Mixed reality robotic user interface: virtual kinematics to enhance robot motion BIBAFull-Text 166-169
  Noriyoshi Shimizu; Maki Sugimoto; Dairoku Sekiguchi; Shoichi Hasegawa; Masahiko Inami
A Robotic User Interface (RUI) is part of a concept in which a robot is used as an interface for human behavior. By combining the RUI with Mixed Reality (MR) technology, we propose a MR RUI system that enables the presentation of enhanced visual information of a robot existing in the real world. In this paper, we propose the virtual kinematics to enhance robot motion. A MR RUI system with virtual kinematics can present a selection of visual information by controlling the robot through physical simulation and by changing the parameter dynamically.
An augmented reality weather system BIBAFull-Text 170-173
  Marko Heinrich; Bruce H. Thomas; Stefan Mueller; Christian Sandor
This paper presents ARWeather, a simulation application, which can simulate three types of precipitation: rain, snow, and hail. We examined a range of weather phenomenon and how they may be simulated in a mobile augmented reality system. ARWeather was developed and deployed on the Tinmith wearable computer system to enable autonomous and free movement for the user. The user can move freely inside the simulated weather without limitation. The result of this work, the ARWeather application, has been evaluated with a user study to determine the user's acceptance and draw conclusions to the applicability of augmented reality simulated weather.

Technical track: New entertainment

Strategy-acquisition system for video trading card game BIBAFull-Text 175-182
  Nobuto Fujii; Mitsuyo Hashida; Haruhiro Katayose
Behavior and strategy of computers (COM) have recently attracted considerable attention with regards to video games, with the development of hardware and the spread of entertainment on the Internet. Previous studies have reported strategy-acquisition schemes for board games and fighting games. However, there have been few studies dealing with the scheme applicable for video Trading Card Games (video TCG). We present an automatic strategy-acquisition system for video TCGs. The proposed strategy-acquisition system uses a sampling technique, Action predictor, and State value function for obtaining rational strategy from many unobservable variables in a large state space. Computer simulations, where our agent played against a Rule-based agent, showed that a COM with the proposed strategy-acquisition system becomes stronger and more adaptable against an opponent's strategy.
AIRSF: a new entertainment adaptive framework for stress free air travels BIBAFull-Text 183-186
  Hao Liu; Jun Hu; Matthias Rauterberg
In this paper, we present a new entertainment adaptive framework AIRSF for stress free air travels. Based on the passenger's current and target comfort states, user entertainment preference, and context of use, the system uses a Markov decision process to recommend context-aware and personalized stress reduction entertainment to transfer the passenger from the current state to the target comfort state with the minimum time cost if he/she is stressed, or keep the passenger at comfort state with context-aware and personalized non stress induction entertainment if the passenger is not stressed. Compared to the current in-flight entertainment framework, it can regulate the passenger's physical and psychological states to comfort states with context-aware and personalized stress reduction entertainment; Compared to the current entertainment stress reduction methods, it uses a linear bio feedback system to regulate the user to comfort state with context-aware and personalized entertainment recommendation.
Anime de Blog: animation CGM for content distribution BIBAFull-Text 187-190
  Kaoru Sumi
Anime de Blog is an animation consumer generated media (CGM) by which we can create blogs with animation content; the system can collect 3D animation and image data. The animations or image data are searched for and selected from shared consumer-generated databases by using simple words. If users cannot find appropriate data, they can easily create new data by using the provided animation editor and upload it by entering related words. Our animation database, Animebase, correlates natural language with three-dimensional animation data. When an animation is uploaded, the system applies the motion data of this model to other models and generates new animations, which are then stored in Animebase. Anime de Blog has been put up on the Web as a test installation. This paper describes the system and a follow-up report of the test installation.
<e-Adventure3D>: an open source authoring environment for 3D adventure games in education BIBAFull-Text 191-194
  Javier Torrente; Ángel del Blanco; Guillermo Cañizal; Pablo Moreno-Ger; Baltasar Fernández-Manjón
Computer and videogames are rapidly entering the field of Technology-Enhanced Learning. Among the different approaches and game genres, adventure games have been pointed out as one of the most appropriate choices for education. Enthusiast instructors are looking for tools to develop their own educational games, but there are few tools for the rapid creation of modern adventure games with no programming background, and even fewer have been designed with educational gaming in mind. In this paper we present the <e-Adventure3D> platform, a complete environment for the creation and execution of 3D low-cost adventure games in educational contexts.
A robot that learns in stages utilizing scaffolds: toward an active and long-term human-robot interaction BIBAFull-Text 195-198
  Tanaka Kazuaki; Oka Natsuki
In recent years, robots began to appear in our daily lives. However, people get bored with them after a short time. We therefore consider that robots that contact with people must have an ability to learn new actions, so that people enjoy the interaction for a long time. However, it is difficult for them to learn complex actions like games through human-robot interaction. If humans learn through human-human interaction, it is known that scaffolding is effective. Scaffolding is a method of promoting learning by gradually giving difficult learning tasks according to the ability of learners. If robots learn through human-robot interaction, it is possible that scaffolding also supports their learning. However, it has not clarified that scaffolding occurs actually through interactions with ordinary people in everyday situations. In this experiment, we clarify this problem, and propose the method of utilizing the scaffold given by ordinary people in everyday situations for robots that contact with people.

Design track: Avatar/narrative

Semi-autonomous avatars in world of minds: a case study of AI-based game design BIBAFull-Text 201-208
  Mirjam Palosaari Eladhari; Michael Mateas
In this paper we describe the Mind Module (MM), a technical framework for modeling personality and emotion for both player and non-player characters, and describe the World of Minds (WoM), an MMORPG that employs an AI-based game mechanic designed around the MM. Where most research on character AI has focused on autonomous characters, the focus of this work is on a semi-autonomous agent architecture built to be used in a multiplayer environment as part of the player's avatar. The MM models personality using the Five Factor Model from personality psychology, and maintains emotional state as a function of the personality and the avatar's interactions with people and objects in the world. WoM is a prototype MMORPG where the personalities of the player characters are the base for the game mechanics. In this paper, we provide a case-study of AI-based game design, describing the Mind Module, the game mechanic designed around the Mind Module, and lessons learned for both the AI and the game design from a playtest of a paper prototype of the game.
Avatar mediated cinema BIBAFull-Text 209-212
  Peggy Weil; Nonny de la Peña
In this paper, we describe an example of integrating video within a virtual environment, demonstrating a new form of visual storytelling we term spatial cinema. A subset of machinima documentary video footage is discussed for the potential for "cinema veritar." We focus on issues affecting avatar viewing experience: scale, placement and progression through the space; and avatar emotional experience including attention and viewer identity with the avatar. We also discuss cinematic techniques designed to take control of the avatar for special, scripted avatar events. We argue that avatar viewing and, even more importantly, avatar experience will prove central to evolving techniques of storytelling and narrative.
The augmented conversation engine: a system for achieving believable conversation in games and interactive stories BIBAFull-Text 213-218
  Chris Swain
Much work has been done by academic researchers as well as game industry designers to achieve more compelling and emotionally rich storytelling in interactive media. Many projects take character-based approaches by allowing the player to act as the main character in the story and by communicating key story elements via software-based non-player characters (NPCs). This paper provides details about an innovative methodology and writer-centric system called the Augmented Conversation Engine. The engine enables authoring for crafting believable interactive conversations with NPC characters.
Dialogue management for social game characters using statecharts BIBAFull-Text 219-222
  Jenny Brusk
Character development in games tend to refer to those features that augment the character's skills and experiences in order for it to become better equipped to meet the challenges in the game. We mean that the next step should be to provide the characters with social skills, including the ability to interact using natural language. To date an extensive amount of significant work has been done in the field of believable characters, but not specifically aimed at being placed in game worlds. This means that the methods used not necessarily meet the necessary requirements. In this paper we present a method we believe is capable of handling both game flow as well as dialogue flow, namely statecharts. By example we also show how to specify statecharts for describing socially intelligent dialogue behavior.

Design track: Pervasive game

The art of game-mastering pervasive games BIBAFull-Text 224-231
  Staffan Jonsson; Annika Waern
Pervasive Games can benefit greatly from being game-mastered rather than fully automatic. However, game-mastering pervasive games is not a simple task neither from a technical nor a game design perspective.
   In this article we discuss some of the core issues for pervasive game mastering based on two example games. The first game was a long duration pervasive larp, where the core game activity was role-play. The second game is a pervasive game which relies extensively on technology installations, and where game mastering is used to create a coherent experience mixing technology-mediated gaming with live role-play events. Based on these rather different games we outline the core issues and methods available for pervasive game mastering.
Evaluation of a pervasive game for domestic energy engagement among teenagers BIBAFull-Text 232-239
  Anton Gustafsson; Magnus Bång
In this paper, we present Power Agent -- a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The idea behind this mobile phone-based game was twofold; to transform the home environment and its devices into a learning arena for hands on experience with electricity usage and to promote engagement by means of a team competition scheme. We report on its evaluation with six teenagers and families that were playing the game for ten days in two cities in Sweden. Data collection consisted of home energy measurements before, during and after game play in addition to interviews with participants after the game session. The results suggest that the game concept was highly efficient in motivating and engaging the players and their families to change their daily energy consumption patterns during the game sessions. The study indicates that pervasive games for behavior change and learning may also be appropriate to approach related domains such as environmental conservation and lifestyle-induced health problems.
A study of relationships between situation awareness and presence that affect performance on a handheld game console BIBAFull-Text 240-243
  Dooho Jung; Seongsik Jo; Rohae Myung
Modern handheld devices are equipped with a high-speed CPU and a 3D graphic accelerator that enrich experience to a similar level as for Desktop Virtual Reality (VR). This research explored relationships between situation awareness and presence that affect performance on a handheld game console. The task was to shoot down enemy aircraft in a flight simulator game. Situation awareness (SA) was measured by SAGAT (Situation Awareness Global Assessment Technique), while presence was measured by PQ (Presence Questionnaire) Version 3.0. Performance was measured by the number of enemy aircraft shot down per minute during aerial combat in the flight simulation game. Situation awareness was positively significantly correlated with performance. The correlation between presence and performance was also significantly positive. Presence and SA were positively related. Research on situation awareness, presence, and performance can be conducted even on a handheld game console. The study also proved that the domain of research on situation awareness and presence can be extended to small displays, such as handheld game consoles.
Designing location-based mobile games with a purpose: collecting geospatial data with CityExplorer BIBAFull-Text 244-247
  Sebastian Matyas; Christian Matyas; Christoph Schlieder; Peter Kiefer; Hiroko Mitarai; Maiko Kamata
The games with a purpose paradigm proposed by Luis von Ahn [9] is a new approach for game design where useful but boring tasks, like labeling a random image found in the web, are packed within a game to make them entertaining. But there are not only large numbers of internet users that can be used as voluntary data producers but legions of mobile device owners, too. In this paper we describe the design of a location-based mobile game with a purpose: CityExplorer. The purpose of this game is to produce geospatial data that is useful for non-gaming applications like a location-based service. From the analysis of four use case studies of CityExplorer we report that such a purposeful game is entertaining and can produce rich geospatial data collections.
Using player proximity in mobile multiplayer games: experiences from Sandman BIBAFull-Text 248-251
  Janne Lautamäki; Riku Suomela
In addition to using Bluetooth as a communication channel, it can be used to discover other devices nearby. In games, such information can be used in many ways, such as to group people or direct player to player interaction for instance. In this paper, we explore the possibility to use social proximity in multiplayer gaming using mobile phones. As an example, we describe Sandman, which is a context-aware game built on the Multi-User Publishing Environment (MUPE) platform. The game is available for mobile phones with an access to the internet, Bluetooth, and Java MIDP 2.0

Design track: Novel interface

Facial expressions as game input with different emotional feedback conditions BIBAFull-Text 253-256
  Michael Lankes; Stefan Riegler; Astrid Weiss; Thomas Mirlacher; Michael Pirker; Manfred Tscheligi
We propose a game design approach that utilizes facial expressions as an input method under different emotional feedback configurations. A study was conducted in a shopping centre to assess our game "EmoFlowers" focusing on user experience and user effectiveness. The study revealed that interaction with a game via facial expression is perceived naturally, is easy to learn, and provides a positive user experience.
May Day masks augmented on mobile phones BIBAFull-Text 257-258
  Charles Woodward; Petri Honkamaa; Timo Kinnunen; Markus Tallgren; Teppo Veijonen
In this paper we describe a fun application of augmenting masks on people's faces using mobile camera phones. The application was published on May Day 2008 in Finland, gaining thousands of visitors and downloads within a couple of days. We provide a description of the user interface and implementation issues, as well as analysis of user statistics and their comments.
Tag around: a 3D gesture game for image annotation BIBAFull-Text 259-262
  Duarte Gonçalves; Rui Jesus; Filipe Grangeiro; Teresa Romão; Nuno Correia
Manual annotation is difficult to perform in large image databases and the automatic methods deliver results that are far from what is desired by the users. New and fun ways to provide image annotation are required. This paper describes Tag Around, a computer game for image tagging. The application is based on a 3D game interface, a game engine that uses a system for automatic image classification and gestural input to play the game. We present the game, how it is used to improve image annotation, the design principles of the interface and the usability tests that were carried out in order to validate the application.
Augmented duality: overlapping a metaverse with the real world BIBAFull-Text 263-266
  Mark Wright; Henrik Ekeus; Richard Coyne; James Stewart; Penny Travlou; Robin Williams
The advent of metaverses provide exciting opportunities for augmented reality research. We have created a number of interactions between the metaverse Second Life and the real world. Camera phone image matching creates portals and triggers the metaverse to mimic real locations. Image processing, tracking, projection and 3D video sprites create varied possibilities for people and avatars to have presence in each others worlds.
   We argue that these multiform contacts and overlaps between multiple points in the real world and an extensive and distinct metaverse constitute a new class of augmented reality interaction. Such a system of multiple parallel social existences may point to a mass social networking phenomenon built on the overlapping of a metaverse with the real world which we call Augmented Duality.
Motion controlled mobile 3D multiplayer gaming BIBAFull-Text 267-270
  Fadi Chehimi; Paul Coulton
Due to limitations in the user interface one of the oft cited most desirable features for mobile games is that they can be played using a single button. However, games using this type of control are extremely difficult to design and thus far it has been primarily utilized for casual games. As a number of mobile phones are starting to appear with accelerometers, mobile game developers have the opportunity to investigate new interaction mechanisms and as this paper we illustrate how accelerometers can greatly simplify the interaction for 3D graphical action games. In particular we present the design and user trials for a novel motion controlled 3D Bluetooth multiplayer space game. The results show that this experience is seen as fun and much more intuitive for gamers and non-gamers alike.
Mobile display-based manipulation: an intuitive and interactive technique for manipulating simple robots BIBAFull-Text 271-274
  Kazuhiro Hosoi; Vinh Ninh Dao; Akihiro Mori; Masanori Sugimoto
In this paper, we propose the Mobile Display-based Manipulation (MDM) technique for manipulating simple robots such as automated cleaning robots. By capturing images of robots with a camera-attached mobile display and moving it in a three-dimensional space, a user can easily and intuitively manipulate the robots. To verify the validity and effects of the MDM technique, we developed two prototype systems using a handheld display and a projection display. Issues to be investigated and lessons learned through the design and evaluations of the systems are discussed.

Design track: AR/MR game

BragFish: exploring physical and social interaction in co-located handheld augmented reality games BIBAFull-Text 276-283
  Yan Xu; Maribeth Gandy; Sami Deen; Brian Schrank; Kim Spreen; Michael Gorbsky; Timothy White; Evan Barba; Iulian Radu; Jay Bolter; Blair MacIntyre
In this paper, we present our research on social interaction in co-located handheld augmented reality (AR) games. These games are characterized by shared physical spaces that promote physical awareness among players, and individual gaming devices that support both public and private information. One result of our exploration of the design and evaluation of such games is a prototype called BragFish. Through BragFish, we aim to investigate the connections between the observed game experience (focusing on social and physical interaction) and the designed affordances of our AR handheld game. Our evaluation of BragFish shows that most of our participants form strategies for social play by leveraging visual, aural and physical cues from the shared space. Moreover, we use this as an example to motivate discussions on how to improve social play experiences for co-located handheld games by designing for shared spaces.
A remote Chinese chess game using mobile phone augmented reality BIBAFull-Text 284-287
  Lieu-Hen Chen; Chi-Jr Yu; Shun-Chin Hsu
In this paper, we use Augmented Reality (AR) technology to implement a client-server Chinese chess game on mobile phones. Without a real chess board, users can play Chinese chess or learn "kifu" on the server. Kifu, recording every step in playing Chinese chess, is very helpful for players to learn and analyze the strategies for playing Chinese chess. Moreover, users can "directly" pick up a chess piece and move it through his mobile phone. This approach gives users the most natural human-computer interface.
   Because of the convenience of mobile phones, users do not need to sit in front of their computers or to buy an expensive device for AR technology (like HMD), and they can play board games ubiquitously and inexpensively with the system. With the wireless communication technology and client-server architecture, the system will not be restricted by storage memory and compute speed of any mobile phone. The system server can get AI of the advanced computer chess and numerous kifu resources from a "advanced Chinese chess knowledgebase system" developed by professor Shun-Chin Hsu.
Photogeist: an augmented reality photography game BIBAFull-Text 288-291
  Cody Watts; Ehud Sharlin
In this paper, we present Photogeist, a photography-based augmented reality game in which players use a physical handheld camera device to take pictures of floating virtual ghosts. Players must creep, sneak, and maneuver themselves through physical space in order to approach their ghostly subjects and snap a picture using their paranormal camera. In this paper, we describe Photogeist's inspiration, design, implementation and resultant gameplay. A brief discussion of related games is also included.
Edutainment with a mixed reality book: a visually augmented illustrative children's book BIBAFull-Text 292-295
  Raphaël Grasset; Andreas Dünser; Mark Billinghurst
Recently several researchers have developed augmented reality books which involve overlaying virtual content onto the pages of a real book. In this paper, we extend this general concept by adding virtual visual and auditory enhancements to an already published book. Together with the author and professionals in education we have explored various alternatives of combining virtual and real content, new dedicated interactions techniques, and visual effects to enhance immersion. In this paper we report on the design and development of a new type of 'mixed reality book'. We also summarize user feedback collected during different user trials and demonstrations of the prototype.

Design track: Art & design

Identity SA 1.6: an artistic software that produces a deformed audiovisual reflection based on a visually interactive swarm BIBAFull-Text 297-300
  Tatsuo Unemi; Yoshiaki Matsui; Daniel Bisig
Identity SA is an interactive and generative installation that combines a swarm-based simulation with real time camera based interaction. The agents' distributions are transformed into painterly images by employing a variety of different visualization techniques and styles. Camera based interaction is based on a simple motion detection algorithm that affects the agents' movements as well as their coloring. Identity SA acts as a visual and acoustic mirror, which distorts the continuity of the visitor's physical existence into ephemeral patterns and flowing motions. The new version 1.6 adds the capability to select musical tracks depending on the agents' movements. This system has been employed both as an experimental installation in an exhibition and as interactive video projection for a contemporary dance performance.
"structured creature": a prototype of moving space structure BIBAFull-Text 301-304
  Yosuke Ushigome; Kunihiro Nishimura; Michitaka Hirose
This paper provides an introduction of a prototype of moving space structure that can interact with humans like sound or light. This work, named "structured creature" is a so flexible structure that it gives a strong presage of the future where physical space completely corresponds to the subjective space that people perceive.
   "structured creature" wriggles slowly, rising and collapsing repetitively. This movement is derived from its own structure. This structure, called "tensegrity", was invented by Buckminster Fuller. Only the equilibrium state between tension and compression is needed to realize a tensegrity structure. Thus, "structured creature" transforms by changing the internal tension with artificial muscles that are implemented to some tensional components.
Modulobe: a creation and sharing platform for articulated models with complex motion BIBAFull-Text 305-308
  Kouichirou Eto; Masahiro Hamasaki; Kuniaki Watanabe; Yoshinori Kawasaki; Takuichi Nishimura
In this paper, we propose Modulobe: a creation and sharing platform for articulated 3D models with complex motion. Modulobe has two components: a 3D modeling application and a model sharing web site. The former is intended to achieve complex motion simulation of a 3D model and provide a user-friendly interface. Motion pattern of angle for each hinge can be set easily by specifying pattern on a graph. The latter has a feature to show uploaded models on bases of tags, comments and popularity which is designed to stimulate users to create new models. This paper presents design concept of Modulobe and show the user interface and model sharing site. We are delivering Modulobe application and opened the model sharing site for about two years. Modulobe application had been downloaded about 170,000 times and the web site had been accessed 686 million times from various sites whose unique IP is about 100,000 variations. More than 3,000 models were uploaded.
Comparing two off-the-shelf robots for the demonstration of Thai folk dances: an initial study BIBAFull-Text 309-312
  Chun Che Fung; Thitipong Nandhabiwat
In this paper, we examined the implementation of two off-the-shelf humanoid robots for the demonstration and training of Thai folk dances. One is based on a low cost robot, "RS Media" by WowWee. It has a recommended retail price (RRP) of USD300. The other robot is the "SPC-101C" from Speecys Corp. SPC-101C's RRP is about ten times of RS Media. The objective is to determine the appropriateness of these two robots for use in the training and demonstration of Thai dance movements. The paper presents results from an initial investigation. The SPC-101C is more flexible and has more advanced functions. Interestingly, it was observed that some of the movements are better on the cheaper robot. However, the faster response and advanced interactivity of SPC-101C definitely has greater potential for more complex movements and advanced applications.

Design track: Location-based entertainment

Evaluating SuperMusic: streaming context-aware mobile music service BIBAFull-Text 314-321
  Arto Lehtiniemi
The digital music offering and consumption is rapidly increasing and more and more portable devices are offering music listening capabilities. Mobile network bandwidth is also increasing but streaming the music isn't yet common. Most of the mobile music players still rely on locally stored music. They also lack possibilities to request proper music recommendations from online music catalog. This paper presents an evaluation of SuperMusic: prototype streaming context-aware mobile music service. SuperMusic is bringing a large 200,000 track test music catalog available everywhere and including two different music recommendation methods in addition to social interaction of the users. A five week user trial was conducted with 42 users to find out the feasibility of the SuperMusic concept, to find out critical design issues and to evaluate the performance of the music recommendation methods compared to random recommendations. SuperMusic concept satisfied 97% of the users and it was seen as a potential killer application in the music domain with some modifications. The evaluation brings up many suggested design improvements including rebuilding the user interface, improving the streaming of music and the recommendation algorithms, in addition to further enhancing social interaction between the users.
Fighting with jelly: user-centered development of wireless infrastructure visualization tools for authoring location-based experiences BIBAFull-Text 322-329
  Leif Oppermann; Boriana Koleva; Steve Benford; Matt Watkins; Rachel Jacobs
Previous research has proposed that authoring tools for location-aware mobile experiences should be extended to reveal the usually hidden ubiquitous computing infrastructure to designers so that they can take account of its characteristics when placing digital content. This paper explores this idea in practice, describing how a suite of such authoring tools has evolved through an iterative process of collaborating with artists to create a location-based game. Reflections on the design process identify the need to support the mobile capture, verification and annotation of mapping data 'in the field' and the visualization and use of this data back 'in the studio' as part of a tightly integrated workflow. We also identify the need for more powerful visualizations that can deal with multiple layers of information representing different locations and networks, and that can move between abstract and detailed views of the data on demand.
An authoring tool for urban audio tours with animated maps BIBAFull-Text 330-333
  Ken'ichi Tsuruoka; Masatoshi Arikawa
Podcasts are getting popular as a new type of radio or television for mobile media players. The Podcasts are often free. Anyone can also easily publicize Podcasts like Blog on the Internet. People can choose and listen to their intended Podcasts at anytime and at any place without using any mobile telecommunication services. PodWalk is a new kind of Podcast which has been designed for guiding real spaces such as towns and museums while walking.
   One of the disadvantages of PodWalks is its difficulty for listeners in synchronizing their locations with narrators' ones. Listeners often get lost and cannot synchronize with narrators' locations. To solve the problem of listeners' losing their ways in PodWalks, we propose a new framework maPodWalks as an extension of PodWalks to provide egocentric mappings synchronized with narrations on mobile media players. We have developed a new authoring tool for user-generated maPodWalks.
Design and evaluation of a virtual mobile time machine in education BIBAFull-Text 334-337
  Hiroyuki Tarumi; Keitaro Yamada; Takafumi Daikoku; Fusako Kusunoki; Shigenori Inagaki; Makiko Takenaka
We have developed a "virtual time machine" for edutainment, which needs only commercially available mobile phones. In reality, the system just shows graphical images of a past scene within a given area, viewing from the location given by GPS and with arbitrary viewing angles. Users can virtually explore the past world with it. We applied it to junior high school students. They virtually visited a world of 1938, when a landslide disaster occurred. They were able to directly compare now and the past. In this paper, the design approach and evaluation of our edutainment practice are given. Our system raised students' motivations.
Mobile exergaming BIBAFull-Text 338-341
  Carlos Garcia Wylie; Paul Coulton
With many industrialized societies bearing the cost of an increasingly sedentary on the health of their populations there is a need to find new ways of encouraging physical activities to promote better health and well being. Exergaming is a term used to describe video games that also provide exercise as part of the experience and is thus a possible means of encouragement, particularly for an audience that may be reluctant to undertake more conventional forms of exercise. With the increasing power of mobile phones and the recent emergence of personal heart rate monitors, aimed at dedicated amateur runners, there is now a possibility of enabling Mobile Exergaming incorporating realtime physiological data along with other general fitness applications designed to promote well being. In this paper we present a novel heart rate and movement controlled Mobile Exergame inspired by the old arcade classic Space Invaders which we have termed Health Defender which forms part of a general health monitoring software for mobile phones called Heart Angel. Player experience shows the potential for mobile exergaming and that as the technology becomes more prevalent is a real possibility for improving health and well being.

Theory/social impact track: Theory/social impact 1

In polite company: rules of play in five Facebook games BIBAFull-Text 345-351
  Elizabeth Losh
Applications developed for the popular social network site Facebook frequently take the form of online games, but designers need to consider the conventions governing politeness, aggression, reciprocity, and obligation carefully in both online and face-to-face communities when structuring the rules of game play in the context of highly formalized and conceptualized social networks. In particular, the combination of egalitarian mechanisms for "friending" across generational and class lines and extremely hierarchical systems of ranking on leaderboards among particular cohorts can make it a challenging environment for creating sustained and synergistic game play.
The Indian neighbourhood user and designing for mobile internet BIBAFull-Text 352-355
  Karthikeya Acharya
With a population of over 1.1 billion people, India has an internet penetration of just 3% while mobile phone penetration is above 22% [7]. This paper looks at the potential of mobile internet for closing this gap. With nearly half the population of internet users using the cyber cafe as one of the platforms for accessing the internet, the study focuses on understanding internet usage by looking at the culture of internet use mainly through cyber cafes in various contexts of the Indian neighbourhood. The contexts as locations of the cyber cafes were chosen based on the socio cultural nature of the neighbourhood within the urban fabric. The study also looks into understanding internet non users who may be potential future users. The aim of the study was to arrive at a set of broad design guidelines for mobile internet through user research.
The changing dynamic of social interaction in World of Warcraft: the impacts of game feature change BIBAFull-Text 356-359
  Vivian Hsueh-hua Chen; Henry Been-Lirn Duh; Hong Renyi
This study examines how changes in game features through patches and expansions can affect the social interaction within massively multiplayer games. Since patches and expansions are now commonplace within massively multiplayer games, understanding of the relationship would enable better production of social capital. In-depth interviews uncovered that the recent changes to the World of Warcraft affect in-game social interaction in 3 aspects. The areas of social interaction affected included interpersonal relationships, community size and social alienation. The discussions highlight how these findings can advance models of social interaction within MMOs.
Brain activity during playing video game correlates with player level BIBAFull-Text 360-363
  Shingo Hattahara; Nobuto Fujii; Shinpei Nagae; Koji Kazai; Haruhiro Katayose
Many studies have focused on the relationship between playing video games and brain activity. Most of these studies have reported that regions of the prefrontal cortex are deactivated when video games are played. However, it is natural to assume that the effect on humans varies with the player's age, attitude, or mastery level. In this paper, we focus on the mastery level of the video game player. We measured the brain activity at the prefrontal cortex using functional near-infrared spectroscopy (fNIRS) while novices, intermediate players, and master-level players ("masters") played video games. We observed the activation of brain activity at the prefrontal cortex while masters were playing the game that they had mastered.

Theory/social impact track: Theory/social impact 2

Body/persona/action!: emerging non-anthropomorphic communication and interaction in virtual worlds BIBAFull-Text 365-372
  Jacquelyn Ford Morie; Gustav Verhulsdonck
Avatars are traditionally understood as representing their human counterparts in virtual contexts by incorporating many aspects of a person's real world physical characteristics within the virtual form. An alternate approach, in which avatars are instead imbued with non-human characteristics, challenges the limitations of solely anthropomorphic principles and expands the potential of avatars for virtual world interaction and communication. This paper provides a brief history of non-anthropomorphic avatars, with a focus on exploring the current use of such avatars in virtual worlds. In order to explain the shift in degree of anthropomorphism, we discuss Goffman's theory of symbolic interactionism, which holds that the self is constructed as a persona through social performance and relates identity to social behavior rather than appearance. Since non-anthropomorphic avatars are persistent characters engaged in a prolonged performance in virtual worlds, their use also may motivate emerging social mores, politics and ideologies. This paper argues that such avatar species create new social interactions and modes of communication that may signal interesting directions for future research.
Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade BIBAFull-Text 373-380
  Steven Dow; Blair MacIntyre; Michael Mateas
In this paper, we offer an empirical investigation of AR Façade, an Immersive and Interactive Story where players interact with an animated married couple through an augmented reality (AR) interface that allows for unconstrained body movement and speech communication. We conducted a "mixed-method" in-depth analysis of thirty-three players during a gallery installation of the experience and identified five emergent "styles of play". We present qualitative case studies to illustrate the diverse behavior of participants and then we analyze quantitative differences that can lead to improved player modeling. Like prior work on play types in other media environments, our work elucidates the range of behaviors that can emerge in immersive and interactive stories.
Improving patient motivation in game development for motor deficit rehabilitation BIBAFull-Text 381-384
  Eletha Flores; Gabriel Tobon; Ettore Cavallaro; Francesca I. Cavallaro; Joel C. Perry; Thierry Keller
It has been stated repeatedly that active participation in rehabilitation programs increases the benefit and effectiveness of therapy. In developing robotic devices for stroke rehabilitation, the existing use of boring task interfaces produces a significant reduction in elderly patient motivation. To combine robot-aided therapy with appealing games, then, is not only a matter of creating entertainment, but a real necessity for motor recovery. Besides emphasizing a lack of attention to elderly patients in conceiving games for post-stroke rehabilitation, this paper launches a challenge to two fields with tremendous collaborative potential. As a precursor to this collaboration, the following research consolidates the gaming scenario criteria for both rehabilitation and elderly entertainment. Conclusions are then formed from the adaptability of existing games to identify the direction of future game development.
Understanding the use of video games in non-formal education in Barcelona BIBAFull-Text 385-388
  Daniel Aranda; Jordi Sánchez-Navarro
Video games, as with any other cultural resource, are basic tools in social and cultural learning, tools for socialising that provide players with instrumental and social competences and skills. We have just completed a pilot project entitled ELLAD, (Esplai de Lleure i Aprenentatge Digital -- Digital Learning and non-formal education classroom), looking at the use of video games in non-formal educational contexts as a tool to improve the quality and effectiveness of their education practices and processes. In this paper, we summarise the factors that led to the creation of the video games classroom in the context of non-formal education, the dynamics established, the initial conclusions reached and the further research related to this pilot project: the forthcoming study "Rethinking Digital Entertainment: a project on young people's digital socialization in spare time", funded by the Spanish Ministry of Industry, that will be developed between 2009 and 2011.
Interactive play objects and the effects of open-ended play on social interaction and fun BIBAFull-Text 389-392
  Tilde Bekker; Janienke Sturm; Rik Wesselink; Bas Groenendaal; Berry Eggen
This paper describes a study that examines the influence of openended play in interactive play objects on social interaction and fun experience of children. We developed a prototype to examine whether children enjoy playing with simple intelligent objects. Children between 7 and 11 years old were asked to play with the objects in a free-play and pre-set game session. The study shows that children create a wide variety of games and practice many social skills when negotiating the rules of various games. Overall, children felt playing with the objects in the free-play sessions was more fun than in the pre-set sessions. The insights will be used to design the next version of our play concept.

Creative showcase: Technical track

E-Tree: affective interactive art BIBAFull-Text 394
  Stephen W. Gilroy; Marc Cavazza; Remi Chaignon
As part of the CALLAS project [1], our aim is to explore multimodal interaction in an Arts and Entertainment context. This creative showcase is an Augmented Reality Art installation, which reacts to user behaviour using multimodal analysis of affective signals. The installation features a virtual tree, whose growth is influenced by the perceived emotional response from the spectators. The system implements a 'magic mirror' paradigm (using a large-screen display or projection system) and produces interactive graphics based on the ARToolkit [2, 3] with extended representations for scene graphs [4]. The system relies on a PAD dimensional model [5] to support the fusion of affective modalities, each input modality being represented as a PAD vector. A further advantage of the PAD model is that it supports the representation of affective responses that relate to aesthetic impressions. The influence of affective input on the visual component is achieved by mapping affective data to an L-System governing virtual tree behaviour. We have performed an early evaluation of the system, both from the technical perspective and in terms of user experience.
Demonstration of interactive teleolfaction with movie BIBAFull-Text 395
  N. Choh; B. Wyszynsky; H. Takushima; N. Nitikarn; M. Kinoshita; T. Nakamoto
Recently, delivery technologies of visual and auditory information have been established. When movie together with smell information is available, people have more real reality. Our group has studied odor presentation with visual and auditory information using an olfactory display [1]. In VR2007, we have demonstrated the game of cooking with scent using olfactory display. In addition, we have studied smell sensing and reproduction system simultaneously with visual information. However, the function of transmitting sensory information to remote site has not been realized.
   Recently, we developed the teleolfaction system synchronized with tele-vision system using odor sensor and olfactory display. Moreover, the interactivity is included in this creative showcase. The system consists of recording system and reproduction system as is shown in Fig. 1.
   In the recording system, an output pattern from an array of QCM (Quartz Crystal Microbalance) sensors with partially overlapped specificities is recognized using a neural network implemented into a PC. An odor concentration is also measured using one of sensors. Moreover, a web camera simultaneously captures vision of odor sources.
   In reproduction system located away from the recording system, the olfactory display emits the smell synchronized with movie on the computer screen after the data from the recording system are received via the Internet.
   A user at remote site can control the position of the sensing nozzle using mobile stage via the Internet. The web camera mounted on that stage captures the image around the sensing nozzle. The user can perceive sensation interactively when he/she controls the position of the mobile stage.
   An example of the sensor response to orange flavor during the stage movement is shown in Fig. 2. When the sensing nozzle is located just above the odor source, the response has the peak and the user sniffs the strongest smell at the remote site.
Photonastic surface: pin matrix type display controlled with light BIBAFull-Text 396
  Ryo Oguchi; Yasuaki Kakehi; Keita Takahashi; Takeshi Naemura
We present Photonastic Surface, a novel pin matrix type 3D form display. In Photonastic Surface, a photosensor is attached to each pin of the matrix, and the height of pins are independently controlled with light luminance or fast light flicker. It can express volume information effectively by overlapping projected images on the pin matrix and provide a new type of interaction between the pin matrix and human through light.
Hanmadang: entertainment systems for massive face-to-face interaction BIBAFull-Text 397
  Geonhyeok Go; Sujung Han; Jongeun Lee; Yuri Choi; Bowen Sun; Youngwoo Park; Donggi Jung; Sungjae Hwang; Changyoung Lim
We created entertainment systems called "Hanmadang". The goal of the Hanmadang project is to allow players to experience massive face-to-face interaction. To reduce entry barriers of participation, it enables players to use their own mobile phone as an input interface by using an audio response system. Two games "Youngcha!" and "Hankanoid" are developed as parts of this project.
Culinary art designer BIBAFull-Text 398
  Fumihiro Kato; Mina Shiina; Takashi Tokizaki; Hironori Mitake; Takafumi Aoki; Shoichi Hasegawa
Cooking, as an every day task, is one of time consuming but essential task in home. However, designing of cooking is not very easy. Cooks design their cooking based on their empirical knowledge and such knowledge is difficult to learn without long time experience and/or hard practice under senior cooks. That is why we propose "Culinary Art Designer" -- a system that supports one to dynamically design their own recipe visually.

Creative showcase: Design track

"wavers": a perceptible vibration system BIBAFull-Text 399
  Takashi Suzuki; Kunihiro Nishimura; Michitaka Hirose
"wavers" is a novel perceptible vibration system which enables a user to feel the difference of various textures. Tracing and scratching the textures make sounds. This system translates these sounds into perceptible vibration. The "wavers" consists mainly of vibrators and a vibration board. When the user is on the vibration board and trace or scratch it with a gripping environment, the user can feel texture directly with their body. The "wavers" aims to shed light on how to bind information to vibration by looking into the relationship between sound and vibration, the usage of vibration, and the way vibration is perceived.
Loop-R: real-time video interface BIBAFull-Text 400
  Rui Pereira
Loop-R is a real-time video performance tool, based in the exploration of low-tech, used technology and human engineering research. With this tool its author is giving a shout to industry, using existing and mistreated technology in innovative ways, combining concepts and interfaces: blending segregated interfaces (GUI and Physical) into one. After graspable interfaces and the "end" of WIMP interfaces, hardware and software blend themselves in a new genre providing free control of video-loops in an expressive hybrid tool.
"structured creature": a prototype for interactive architecture BIBAFull-Text 401
  Yosuke Ushigome; Kunihiro Nishimura; Michitaka Hirose
This work, named "structured creature" is a prototype of moving space structure and is a so flexible structure that "structured creature" wriggles slowly, rising and collapsing repetitively. It gives a strong presage of the future where physical space completely corresponds to the subjective space that people perceive.
Whadget: animation using perceptual interaction through personified hand gestures BIBAFull-Text 402
  Yu Nagao; Haruka Yamaguchi; Kazuhiro Harada; Kaori Omura; Kenta Kawano; Masa Inakage
Our research is about interactions using personified gesture movements of a hand. Multi-touch gesture interaction has become a popular genre for usage both commercial and experimental alike, as they are being applied to various interfaces. However, those fingertip gestures are used in tool-like ways, such as tapping, dragging, and pinching digital objects. Whadget focuses on the human-like gestures our hands can perform such as by pointing the index and middle fingers downward and making strides with them, which is a form of non-tool-like and expressive use of hand. Through distinguishing various personified hand gestures, users are able to interact and play alongside with digital creatures, while those creatures treat your personified hand as a unique and independent character.
KAMI CHAT BIBAFull-Text 403
  Atsumi Osada; Sae Takeshita; Machi Miyahara; Masa Inakage
KAMI CHAT is a novel communication tool with drawing on paper by ultraviolet rays.

Creative showcase: Theory/social impact track

SEI BIBAFull-Text 404
  Makoto Danjo; Hiroko Uchiyama
This is an interactive installation with which one can gradually appreciate artwork by maintaining a calm and peaceful state, both physically and spiritually. Japan has long embraced the custom of cherishing a sense of tranquility. Potential subjects of stillness can be time, space or human motion. For example, in the art of tea ceremony, a Japanese tradition, quiet time and quiet space are treasured. In kendo, the marshal art of swordsmanship, they meditate in order to achieve a state of deep mental concentration. Installation works in the past often featured major changes due to dynamic human actions. With this installation, however, unlike other previous works, the participant can experience the work by cherishing stillness.
VisualHaptics: generating haptic sensation using only visual cues BIBAFull-Text 405
  Keita Watanabe; Michiaki Yasumura
This paper describes a new interaction technique for Graphical User Interface (GUI) which is referred to as "VisualHaptics" because it creates haptic sensations using visual cues. VisualHaptics can convey haptic cues, reminiscent of sensations received through the sense of touch, by changing the shape, movement, and size of the cursor in a GUI. For example, VisualHaptics can express "roughness" of materials by jiggling a cursor slightly.

Posters

Haptic wind BIBAFull-Text 408
  Andrei Sherstyuk
A new wearable haptic system is proposed for interactive immersive Virtual Reality (VR) installations. The core of the system is a common cooling CPU fan attached to a user hand, tracked in 3D, and operated from a host computer. The proposed system is suitable for entertainment applications where immersed VR users interact with fuzzy, cloud-like or jelly-like objects, producing soft and gentle tactile sensations upon contact with user hands.
Entertainment character for information display BIBAFull-Text 409
  Tetsuya Saito; Kenichi Hirota; Junichi Hoshino
In games and movies that use characters, utterances are important expressions of action. However, currently, interactive characters have their conversation topics prepared beforehand by the creator. If the topics are few, they repeat the same content with fixed variations, resulting in the user losing interest. In this paper, we propose the concept of entertainment character for emotional information display. We use RSS, which provides live feeds on news and weather forecasts on the Internet, to provide real-world information thereby enriching characters conversation topics. And, we generate various conversations between the user and the characters by adding topics related to the utterances and feelings appropriate to the topic for improving the expressiveness of talk.
Virtual mirror for augmented presence applications BIBAFull-Text 410
  Andrei Sherstyuk; Kar-Hai Chu; Sam Joseph
We propose a method for overlaying CG elements onto real indoor scenes, without making a viewer wear special display devices, such as HMDs or monocles. The Virtual Mirror utilizes a computer display that operates in a mirror mode. It can be mounted on a wall or on a desktop, providing wide-angle viewing of the augmented scene.
Interactive MR game based on intelligent agent BIBAFull-Text 411
  Jae min Soh; Gowun Jeon; Kyusung Cho; Hyun S. Yang
Up to date handheld devices have been developed enough in order to be used as platforms for Mixed Reality (MR). In the previous work, we have discussed incorporating a dynamic environment to offer better experience, which is verified as a new element for the field of digital elements. Providing users with more immersive and realistic experience, we have designed an agent system which regards agents as characters in a game to make them collaborate with each other. The characters are expected to behave more intelligently and naturally thanks to this advance.
Supporting remote tangible robotic entertainment BIBAFull-Text 412
  Akihiro Furuhira; Wynand Marais; Bruce Thomas
Enjoying a game with friends and family over a large distance is quite challenging, as many games require physical pieces and a board. One strategy is to remove the game pieces, and make the entire game virtual. We are investigating how play games with physical pieces at multiple remote locations. The goal of this project is to implement a large scale version of the Remote Active Tangible Interface (RATI) [1]. The original RATI was built with the Display Based Measurement and Control System (DBMCS). RTAI was constructed and evaluated with one robot on two remote tables.
Reduced dimensional HRTF processing for gaming environments BIBAFull-Text 413
  Arun Ravindran
Processing of acoustic signals with head-related transfer functions (HRTFs) is a commonly used technique for simulating 3D audio in interactive virtual environments and gaming applications. It is computationally very demanding to process the high dimensional HRTFs and yet capturing the variability across listeners and this could be a limiting factor for real time 3D audio applications. In this paper we show how the dimensionality of the HRTFs can be reduced to their minimum phase components, without losing the localization information contained in them, and their performance is evaluated under a localization classification paradigm using decision trees and compared with PCA.
Kangaroo: the trampoline entertainment system for aiding exercise BIBAFull-Text 414
  Hiroshi Mori; Tomoyuki Fujieda; Kazuhito Shiratori; Jun'ichi Hoshino
Trampobics is an aerobics training method using a mini trampoline. It substantially decreases damage to the joints compared with aerobics on the floor. The benefits of trampobics include an improvement in balance, more active internal organs, and burning of fat. Thus, trampobics promotes a healthy posture[1][2]. Today some people engage in trampobics in trampobics class. However, it is not gaining in popularity. In this paper, we add visual effects to trampobics and aim to make it more engaging to the general public.
Social gaming: what attracts the most attention?: an investigation using an improved diary method BIBAFull-Text 415
  Mitchell Tan; Looi Qin En; See Swee Lan
The twenty first century has seen leaps in quality of integration of computing into entertainment systems involving human-computer interaction (HCI). Various games have attracted their masses of audiences, some hitting international records of 6 million subscribers, as in World of Warcraft by Blizzard [1]. This study hopes to further develop the preferred game model by developing and testing a new methodology for HCI assessment.
Dynamically reconfigurable multi-display environment for CG contents BIBAFull-Text 416
  Takashi Ohta
We are designing an application framework for creating graphics contents that utilize a multi-display environment. The processes store and exchange the geometry and event information via a shared space. We use a sensor to detect the placement of the displays. This enables the environment to change the number and layout of its displays dynamically.
Vision-based Korean Manual Alphabet recognition game for beginners BIBAFull-Text 417
  Young-Joon Oh; Keechul Jung
The Korean Manual Alphabet (KMA) corresponds to the vocabulary of Korean Sign Language (KSL) and people use this KMA when he/she spells each letter of a word such as a newly coined word without current body language in deaf society [1]. Hearing people usually does not know/understand KSL words, because he/she can use KMA in order to communicate simply with the deaf without learning complex sign languages. Min, et al developed the glove-based KMA recognition using blue-tooth [2]. In this paper, we propose the vision-based KMA recognition game interface using a low price Universal Serial Bus (USB) based camera. We aim to provide that beginners can learn KMA letters easily when playing game at the same time. In addition, the system is able to detect a user's hand from captured images and find out one Korean Alphabet (KA) falling letter in game that corresponds to a KMA letter. We evaluated capabilities of the proposed system in order to provide convenience and reliability to the users.
Contents oriented space BIBAFull-Text 418
  Hidenori Watanave
Some of 3D databases of the world-wide Internet material have been constructed on the 3D Internet, as application of the method of spacio-designing 'Contents Oriented Space'.
When RFIDs meet artist's painting BIBAFull-Text 419
  Olivier Haberman; Romain Pellerin; Ugo Haberman
This work challenges to create paintings augmented with RFIDs.
Process of indexing and querying for theatrical texts BIBAFull-Text 420
  Tahiry Andriamarozakaniaina; Véronique Gaildrat; Matthieu Pouget
We briefly present a tool, called DRAMAtexte, for indexing theatrical texts in order to emphasize the existing informations about characters, sets, and accessories. After the indexation step, a process of simple or crossed querying allows the user an easy access to the previously indexed informations.
New abacus: a multi-channel interaction device BIBAFull-Text 421
  Xiaobin Pan; P. L. Patrick Rau; Anping Xie
Multi-channel user interface design is one of the most popular topics in modern human computer interaction studies. It aims at providing users an environment, in which human computer interaction can be realized at anytime and anyplace more naturally and effectively. Abacus calculation requires integration of multiple cognitive functions including number recognition, retrieval of arithmetic facts, temporary storage of intermediate results, and manipulation of mental representations. It relies on the process from perception through visuospatial panel to central executive, in which information is channeled bi-directionally. Phonological loop, however, is seldom involved in the calculation process. Therefore, it is intuitively wondered whether it is possible to involve also phonological loop in abacus calculation as an extra channel.
SMO (smart multimedia object) for distance education: learning via interactive digital TV -- requirement and specification BIBAFull-Text 422
  Momouh Khadraoui; Beat Hirsbrunner
This paper reports the implementation of the concepts of the Smart Multimedia Object model (SMO) as a simple IDTV application for distance education.
Exploring interpersonal touch in computer games BIBAFull-Text 423
  Cody Watts; Ehud Sharlin; Peter Woytiuk
Acts of interpersonal touch are used by couples to communicate with their partner in a simple, lightweight and emotionally significant way. In this abstract, we briefly present our motivation and initial design approach for Matchmaker -- a cooperative, romantically-themed game for tabletop computers which integrates acts of interpersonal into its game mechanics.
Design of installation with interactive UAVs BIBAFull-Text 424
  Hideki Yoshimoto; Kazuhiro Jo; Koichi Hori
In this paper, we propose an installation where people interact with Unmanned Aerial Vehicles (UAVs). In this installation, people could illuminate a dark room with LED attached blimps (i.e. small airships). People control the movement and the light of the indoor blimps with voice via mobile phones. People who are not in the room also could control the light of blimps via internet. We design a framework to control UAVs via mobile phones and internet as a base of this installation. We aim to share our vision with people who are enthusiastic for media expression with UAVs by publishing our technical resources in open architectural approach.

Creative showcase posters

Motion capture system using single-track gray code BIBAFull-Text 426
  Tomoko Fujii; Hideaki Nii; Takuji Tokiwa; Maki Sugimoto; Masahiko Inami
In this paper, we describe a high speed optical motion capture method that has a simple mechanism. We use a light shielding filter using a pattern of Single-Track Gray Code (STGC) [1] absolute encoder to take location of IR light marker tags instead of high-speed camera or row of binary coded masks. Therefore, this system can convert the position coordinate of tags into the digital signal directly, and it can track faster than the traditional method, with only the combination of inexpensive optical parts.
Real-time motion control by data gloves BIBAFull-Text 427
  Katsuya Ishiguro; Masaki Oshita
Nowadays, there is a demand that users want to move a character freely for computer games and communications using avatar in a virtual world such as Second Life. However, the flexibility of the current motion control interfaces are very limited, because the character is simply controlled by playing the motion data that are created in advance in response to on the user's input. In this research, we proposed a motion control method that uses data gloves as an input device to make virtual character perform various motions.
The research of interactive new media on the application of product customization web interface design strategy: take "Der-Horng Art Frame" interactive online system for example BIBAFull-Text 428
  Tsen Wang
'New Media' generally refers to the innovation of information technology and user interface. On the other hand, new media also means the qualitative change of the traditional media on form, content and variety. New media combines the digital information of text, images, animation and videos in digital format. In addition, the 'Interactive New Media' make the user has the ability to access and control the content actively or passively. Following the coming of digital area, the consumers are not only passively aware the advertising and buy the general design products; the modern consumers wish actively involves the process of design and make the product which can satisfied his/her personal wish. However, what strategies that designer can choose to help them to confront with such complex and interactive needing on the new media design?
   This research cooperates with a traditional frame factory at Tainan, Der-Horng Art Frame. Because of Der-Horng Art Frame proposed the needing of branding and marking design change, the research group takes the case as an example to practice an interactive online customized frame ordering system (see figure1). The case plan and design by following the creative process of Scient studio, an well known global e business consultant company. In addition, the research also uses the methodology of interview, content analysis and case studies compare and revise the design. The results could be the possible reference of the creative model for future new media design, visual communication and consumers' activities research in the future.
Vibracion Cajon: a drumming interface that awakes a shared sense of identity BIBAFull-Text 429
  Junichi Kanebako; Atsuhito Sekiguchi
This research is an attempt to develop a drumming interface that awakes a shared sense of identity in a musical performance session even for non-musicians. In this paper, "Shared Identity" refers to the way in which players are aware of each other, and feel a sense of belonging with other players. In this paper, we describe the concept and approach about drumming interface "Vibracion Cajon".
Tüist: transformable über interface for stardom BIBAFull-Text 430
  Rui Pereira
This project is an emotionally driven interface taking on our inner desires and fantasies of instantaneously becoming superstars (and momentarily living under the skin of our idols) and on our instinctive imitation of the musical performers gestures as expressions of sounds.
   Tuist is a multi-instrument interface based on a single object with minimal gesture input surfaces and various modes of use through different positioning and orientation towards the user's body. Multi-track gesture recording and playback/loop features also enable for multi-arrangement and composition by allowing the user to record and interact with his own performances in time. Its objective was the development of an intuitive and playful interface for novices, capable of providing explorative interactions in an enjoyable experience inspired by our significant mimicking gestures of 'real' musicians and our private ambitions of creating music.
"Dip in the Wave": interactive sound installation controlled by the rope BIBAFull-Text 431
  Seiichiro Matsumura
"Dip in the Wave" is the interactive sound installation that people can directly compose continuous sound design in space by their physical approach. The way of the interaction is just changing the shape of the rope laid on the floor across the area. That shape is captured by the video camera and is converted to 1 cycle of sound wave. Then its sound comes out from audio speakers. The relation between what people do and the result is obvious both in visual and in hearing.
Space+a: participating audience on performance stage BIBAFull-Text 432
  Ryohei Takagi; Kosuke Kazato; Suzuki Shugo; Naohito Okude
Space+a is a megaphone that produce interactive cheering method in ubiquitous computing world. This megaphone can show the digital photos that you've taken to the wall, and you can also make an effect to the screen by banging or swinging your megaphone in the performance area. Audiences are able to create the whole space by cheering with this megaphone. The purpose of space+a is to let the audience to be more active, and helps to increase the performer's potential.
Real life is an odyssey: proposal for a videogame linked to reality BIBAFull-Text 433
  Yukari Hori; Masaki Iwabuchi; Akira Baba
The strong attractiveness held by games is a very useful tool for content development. To demonstrate this, we propose a game linked to reality. In addition, it is sometimes feared that games often facilitate estrangement from the real world, but this system promotes associations with reality instead. The game was publicly exhibited and obtained a favorable reception.