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ACE Tables of Contents: 0405060708091011121314

Proceedings of the 2009 International Conference on Advances in Computer Entertainment Technology

Fullname:Proceedings of the International Conference on Advances in Computer Entertainment Technology
Location:Athens, Greece
Dates:2009-Oct-29 to 2009-Oct-31
Publisher:ACM
Standard No:ISBN: 978-1-60558-864-3; ACM DL: Table of Contents; hcibib: ACE09
Papers:98
Pages:462
Links:Conference Website (defunct)
  1. Full papers: Tools for communication
  2. Full papers: Studies on social media
  3. Full papers: Sensing and sensation
  4. Full papers: Studies on games
  5. Full papers: Innovations or not? New interaction designs I
  6. Full papers: Innovations or not? New interaction designs II
  7. Full papers: Emotions and social aspects
  8. Full papers: Games
  9. Full papers: Playing with image and machinima production tools
  10. Full papers: Tools for design and production of better games
  11. Full papers: Arts, drama, and performance
  12. Short papers: Multimodal interaction
  13. Short papers: Sound and music
  14. Short papers: Augmented/mixed reality
  15. Short papers: Affective computing
  16. Short papers: Pervasive and online games
  17. Short papers: Experience design and art
  18. Short papers: Devices for games
  19. Short papers: Mobile entertainment
  20. Posters
  21. Creative showcase

Full papers: Tools for communication

RoCoS: room-based communication system and its aspect as development tool for 3D entertainment applications BIBAFull-Text 3-10
  Katsunori Miyahara; Naoto Nakamura; Yoshihiro Okada
This paper proposes a new communication system called RoCoS (Room-based Communication System) that allows multiple users to communicate with each other through their virtual 3D spaces called rooms located on the Internet. This system consists of two main sub-systems, i.e., 3D Messenger and Edit Tool. 3D Messenger provides multiple users with their collaborative operable and communicable environment on the Internet. Edit Tool allows each user to create his/her own virtual 3D space, i.e., individual room, and to create any avatar represented as his/her own 3D character used in 3D Messenger. Each room provided by 3D Messenger is regarded as 3D version of a web page because each room exists separately on its dedicated computer managed by its owner (Administrator) and the owner can edit, decorate and modify his/her room as he/she wants using Edit tool. This paper describes details and clarifies the usefulness of the system by showing its several functionalities and application examples.
An interactive support tool to convey the intended message in asynchronous presentations BIBAFull-Text 11-18
  Andrés Lucero; Dzmitry Aliakseyeu; Kees Overbeeke; Jean-Bernard Martens
In this paper we introduce an interactive wall-mounted display tool that supports conveying the intended message or ideas in asynchronous presentations. The tool allows to easily record presentations while capturing the richness of the presenter's individual presentation skills and style. The tool records the presentation and organizes it into three information layers (i.e. gesture, sound and visuals), which are first used to segment the presentation into meaningful parts, and later to control the playback of audiovisual presentations. Once recorded, the presentation can be played back, explored and commented using a flexible and intuitive interaction based on hand movements and body position (i.e. proximity). We focus our work on a case study where designers present their mood boards (i.e. collages) to their clients. Evaluations with professional designers show that they are able to use the tool with no prior training, see a practical use of the proposed tool in their design studios, and see gesture trails as a creative tool for expression and aesthetics.
Multimodal interaction with speech and physical touch interface in a media center application BIBAFull-Text 19-26
  Markku Turunen; Aleksi Kallinen; Ivàn Sànchez; Jukka Riekki; Juho Hella; Thomas Olsson; Aleksi Melto; Juha-Pekka Rajaniemi; Jaakko Hakulinen; Erno Mäkinen; Pellervo Valkama; Toni Miettinen; Mikko Pyykkönen; Timo Saloranta; Ekaterina Gilman; Roope Raisamo
We present a multimodal media center interface based on a novel combination of new modalities. The application is based on a combination of a large high-definition display and a mobile phone. Users can interact with the system using speech input (speech recognition), physical touch (touching physical icons with the mobile phone), and gestures. We present the key results from a laboratory experiment where user expectations and actual usage experiences are compared.

Full papers: Studies on social media

Where everybody knows your game: the appeal and function of game cafés in western Europe BIBAFull-Text 28-35
  B. J. Gajadhar; Y. A. W. de Kort; W. A. IJsselsteijn; K. Poels
Game cafés are popping up in cities across Western Europe and are rapidly becoming popular places in the tangible world of the gamer. Compared to studies focused on Asia, motivations and activities of Western European visitors of game cafés are relatively unclear and not discussed in academic literature. Since understanding these motivations would contribute to explanations of why and how people play games, focus groups and contextual inquiries were organized with visitors of Dutch game cafés. The findings indicate that -- similar to Asia -- Western European game cafés can be seen as third places, a home base separate from home and work or school. Moreover, this research identifies why a game café and a virtual game world can both be regarded as a third place.
Getting acquainted in Second Life: human agent interactions in virtual environments BIBAFull-Text 36-43
  Christian Pallay; Matthias Rehm; Ekaterina Kurdyukova
The paper investigates human agent interactions in virtual environments like Second Life. As interactions in such environments are inherently social, the agent should be able to participate in social interaction rituals like getting acquainted when meeting someone for the first time. The differences between these rituals in real life and in Second Life are analyzed. Different rule sets for each version of the ritual have been developed and the performance of the different sets is compared in interactions with users in Second Life.
The impact of virtual teamwork on real-world collaboration BIBAFull-Text 44-51
  Lin Qiu; Wendy Weini Tay; Junwei Wu
With the rapid advance of online gaming and virtual reality technology, virtual teamwork has become increasingly popular. People spend more and more time working with others in 3D virtual environments to accomplish common goals. In this study, we investigate the impact of virtual teamwork on collaboration in the real world. We conducted a study with a sample of 60 participants. These participants were asked to work in groups of three and play a Nintendo Wii music game. Half of the groups were assigned to the control condition where members played the game individually. The other half of the groups were assigned to the experimental condition where members play the game altogether as in a band. After the game play, all groups performed a collaborative problem-solving task and a creativity task. Results show that groups in the experimental condition performed significantly better than the groups in the control condition. This suggests that virtual teamwork has a positive effect on collaborative problem-solving and group creativity in the real world.

Full papers: Sensing and sensation

An intelligent agent with affect sensing from metaphorical language and speech BIBAFull-Text 53-60
  Li Zhang
We report new developments on affect detection from textual metaphorical affective expression and affect sensing from speech. The textual affect detection component has been embedded in an intelligent conversational AI agent interacting with human users under loose scenarios. The detected affective states from text also play an important role in producing emotional animation for users' avatars. Evaluation of the affect detection from speech and text is provided. Our work contributes to the conference themes on affective computing and ambient intelligence, human-robots interaction, multimodal interaction, narrative storytelling in education and evaluation of affective social interaction.
A novel wearable device to present localized sensation of wind BIBAFull-Text 61-65
  Yuichiro Kojima; Yuki Hashimoto; Hiroyuki Kajimoto
We study a wearable device for presenting the sensation of localized wind. Previous works on wind displays used an array of fans that were fixed around the visual display. The distance between the fans and the user was relatively large, making it difficult to give the impression of "local" wind, such as the virtual experience of a bullet passing close to the skin. We propose a local wind display that is a new type of wearable device. The presentation area is around the ears, which the area of the body most sensitive to wind. In this paper, we evaluated the sensation threshold of wind at different parts of the body, focusing on the head. We also measured the two-point discrimination threshold of the most sensitive area on the head. Finally, we propose an application of the device.
Funbrella: recording and replaying vibrations through an umbrella axis BIBAFull-Text 66-71
  Kazuyuki Fujita; Yuichi Itoh; Ai Yoshida; Maya Ozaki; Tetsuya Kikukawa; Ryo Fukazawa; Kazuki Takashima; Yoshifumi Kitamura; Fumio Kishino
We propose an umbrella-like device called Funbrella that entertains people with many types of rain by focusing on an umbrella as a user interface that connects humans and rain. Generally, people experience rain with sound, sight, or sometimes smell; however, in our proposed system, we focus on the vibration perceived through an umbrella's handle so that people can feel the rain. We implemented a vibration-giving mechanism with an extremely simple structure based on a dynamic microphone and a dynamic speaker whose structures are almost identical. With this structure, Funbrella records the vibrations caused by raindrops and plays them. We implemented three applications: Crazy Rain, Tele-rain, and Minibrella. A questionnaire study about Crazy Rain application reveals that Funbrella is amusing enough for people regardless of age or gender because Funbrella accurately reproduces rain.

Full papers: Studies on games

Chase and Catch -- simple as that?: old-fashioned fun of traditional playground games revitalized with location-aware mobile phones BIBAFull-Text 73-80
  Gunnar Misund; Harald Holone; Joakim Karlsen; Håkon Tolsby
Fun in gaming is a difficult, however paramount, topic. Some games are fun, some are not. Some games are ancient and common to both man and animals, for instance Chase-and-Catch (C&C). These games are physically intensive, short in duration, and confined to a specific area. In our research we explore transitions from traditional playground C&C games to their digital counterparts. The rationale is simple; modest augmentations of old-fashioned gaming concepts might prove to be a rewarding avenue for designing successful location-based games. We present a straightforward C&C game, FoxHunt, where location-aware mobile phones are used for hunting virtual foxes. Based on field studies with a total of 220 players, we present and discuss evidence of a very high fun factor, independent of age, gender, playing conditions, and inclination towards sports and physical exercise. We argue that C&C games deserve to be treated as a separate genre within mobile, location-aware gaming.
"Now you need to laugh!": investigating fun in games with children BIBAFull-Text 81-88
  Marianna Obrist; Judith Igelsböck; Elke Beck; Christiane Moser; Stefan Riegler; Manfred Tscheligi
Up to now interaction in desktop games is mostly limited to keyboard and mouse input. This paper describes a desktop game, which uses emotional facial expressions as an additional input channel for creating a virtual flower in a digital universe. The game is being developed for children between 8 and 14 years old and was evaluated in a three-day field study with almost 300 children in the context of a shopping mall. The results show that more than two-thirds of the participants had fun playing the game. This was also confirmed by the high willingness to replay the game. Moreover, the study showed that the game provides the right amount of challenge to the players; it is approximately equally difficult for younger and older children.
Product placement in interactive games BIBAFull-Text 89-97
  Barry Ip
Modern computer and video games offer a dynamic means of interactive advertising for a wide range of commercial products. This article details an exploratory study in the area of interactive, in-game advertising. Various key forms of interactive advertising are outlined, and a survey conducted to elicit the views from gamers and industry experts on their attitudes towards the use of such advertising in modern games. The results draw attention to issues of effectiveness, current and future usage, impediments, and financial concerns concerning the use of interactive advertising. Amongst the key findings, industry experts expressed unfairness in the lack, and even complete absence, of royalties paid by advertisers to games developers, despite evidence to indicate that in-game advertising is effective in creating extra awareness for certain brands. A balanced financial arrangement is strongly advised, particularly in view of spiraling game development costs.

Full papers: Innovations or not? New interaction designs I

Challenges for success in stereo gaming: a Virtual Boy case study BIBAFull-Text 99-106
  Matt Zachara; José P. Zagal
Stereo video stands to revolutionize the medium of videogames in the same way that stereo sound revolutionized the audio experience. It is a pending revolution. Despite years of research, development, and hype, 3D stereo video ubiquity in videogames has yet to be observed. Using Nintendo's Virtual Boy (VB) gaming platform as a case-study, we explore why the revolution hasn't yet happened. We identify six factors that played a significant role in VB's failure: its lack of defined identity as a product, a comparatively weak display, its socially isolating game experience, purported negative effects, the challenges in explaining and demonstrating stereoscopic gaming, and its lack of a must-have game. We note that the factors we identify aren't just technological and that they interact in confounding ways. Nearly fifteen years after the introduction of the VB, new technologies may address the original VB's technical shortcomings, but not necessarily the others. There is currently still an issue with raising the bar on consumer's expectations as well as encouraging game designers to explore the design space offered by stereoscopic video.
RoboTable: a tabletop framework for tangible interaction with robots in a mixed reality BIBAFull-Text 107-114
  Aleksander Krzywinski; Haipeng Mi; Weiqin Chen; Masanori Sugimoto
Combining table top and tangible user interfaces is a relatively new research area. Many problems remain to be solved before users can benefit from tangible interactive table top systems. This paper presents our effort in this direction. RoboTable is an interactive table top system that enables users to naturally and intuitively manipulate robots. The goal of this research is to develop a software framework for human-robot interaction which combines table top, tangible objects, artificial intelligence and physics simulations and demonstrate the framework with game applications.
Wearable haptic device to present contact sensation based on cutaneous sensation using thin wire BIBAFull-Text 115-122
  Takafumi Aoki; Hironori Mitake; Danial Keoki; Shoichi Hasegawa; Makoto Sato
In this paper, we propose a fingertip-mounted type haptic device to present haptic feedback for mixed reality environments with mobile devices. Our research goal is the realization of a device that causes no discomfort to the users and is virtually felt even during equipment. To achieve this, we realized a fingertip-mounted type device to present contact sensation to cutaneous sensation using thin wire to fulfill three required technical specifications; the weight must be lightweight (1.4g), has to have a fast response, and should have few obstacles on the fingertip abdomen. Our device can present virtual objects to users. Moreover, since a response of an actuator also improves, quality force sense presentation is achieved. And the device can overlay the sense of force without barring ordinary manipulation of real objects or other users. We believe that our work enables new entertainment expansion such as users will be able to touch CG character directly using their fingers.

Full papers: Innovations or not? New interaction designs II

Novel tactile display for emotional tactile experience BIBAFull-Text 124-131
  Yuki Hashimoto; Satsuki Nakata; Hiroyuki Kajimoto
We have proposed novel tactile display that presents high-fidelity tactile information by achieving a very wide frequency bandwidth. The system is composed of one or two speakers. Users hold the speakers between their hands while the speakers vibrate the air between the speakers and their palms. The user feels suction or pushing pressure on their palms from the air. Due to the very wide frequency range (1 Hz and below to 1 kHz and above), users can feel a variety of sensations. Furthermore, due to the indirect drive of the palm through the air, users feel uniform pressure without any feeling of the edges or shapes of hard contactors, which are necessary for an ordinary haptic interface to convey high frequency signals. In this paper, we introduce three application ideas by using this display that enable us to experience rich tactile expressions. We also show some pilot studies to realize these ideas, first implementations of them and result of exhibition.
Wearable DJ system: a new motion-controlled DJ system BIBAFull-Text 132-139
  Yutaka Tomibayashi; Yoshinari Takegawa; Tsutomu Terada; Masahiko Tsukamoto
The recent reappreciation of music has helped to reestablish the need for the Disk Jockey (DJ), which is someone who selects and plays music. The DJ selects the music, smoothly changes from one song to another, applies sound effects to the music, and this in turn excites the audience. However, conventional DJs cannot get away from the booth because of all the equipment, and thus they are unable to freely perform. Therefore, in this study, we propose a Wearable DJ system that solves this problem that uses wearable computing and gesture recognition technologies. The proposed system enables DJs to perform DJ techniques by performing intuitive gesture operations using wearable acceleration sensors. We have actually used the proposed system on several event stages such as Kobe Luminarie 2007 in Japan. We have evaluated the accuracy of its gesture recognition by changing the parameters and have confirmed its effectiveness.
Instantaneous saccade driven eye gaze interaction BIBAFull-Text 140-147
  Oleg V. Komogortsev; Young Sam Ryu; Do Hyong Koh; Sandeep M. Gowda
In this paper, we introduce and evaluate a new Instantaneous Saccade (IS) selection scheme for eye gaze driven interfaces where the speed of the target selection is of utmost importance. In the IS selection scheme, target selection occurs at the start (onset) of a saccade requiring only constant amount of time to be completed. The IS performance is compared to the conventional Dwell Time (DT) selection scheme where target selection is triggered when a user fixates on an object for a certain amount of time. The IS method is also compared to the Saccade Offset (SO) selection scheme where target selection occurs at the end of a saccade. All three schemes were evaluated in terms of task completion time and the throughput of input performance in horizontal target selection task by six subjects. Results show that the Instantaneous Saccade selection was 57% faster than the DT selection to complete a task. In terms of throughput comparison, the throughput of the IS selection is 1.9 times greater than the throughput of DT selection. We hypothesize that Instantaneous Saccade selection will be beneficial in gaming environments that require fast very interaction speeds.

Full papers: Emotions and social aspects

Cat@Log: sensing device attachable to pet cats for supporting human-pet interaction BIBAFull-Text 149-156
  Kyoko Yonezawa; Takashi Miyaki; Jun Rekimoto
In spite of the development of technologies that support human-computer or human-human interaction, few studies have been conducted for improving interactions between humans and pets, pets and computers, or between two pets. We propose a new area of research on entertainment using computers, called "human-pet interaction." As an initial step in this research, we have developed a series of sensing devices that can be attached to pet cats, called Cat@Log (cat-a-log). These devices comprise various sensing units such as a camera, a GPS, an accelerometer, and a Bluetooth module. Here, we attempted to determine an optimum design of the devices such that they can be attached to a pet without causing discomfort to it; for determining this design, we considered parameters such as the device's form factor and way of attachment. These developed devices can recognize the experiences and activities of cats; information sensed by the devices is transmitted in real time by using the Bluetooth wireless module. We used this platform and developed a software system that automatically recognizes a pet's high-level behavior and posts it to Twitter.
Familiars: representing Facebook users' social behaviour through a reflective playful experience BIBAFull-Text 157-164
  Ben Kirman; Eva Ferrari; Shaun Lawson; Jonathan Freeman; Jane Lessiter; Conor Linehan
In this paper, we describe the design and development of a social game called Familiars. Inspired by the daemons in Pullman's "Dark Material" trilogy, Familiars are animal companions that sit on your Facebook profile and change into different animal forms based on your social activity within the social network of Facebook.
   Familiars takes advantage of the powerful capabilities of the developers platform of Facebook to build a multi-dimensional picture of a player's state based on social activity, facial expression analysis on photographs and suggestions from friends. This rich information is then distilled and presented to the player in the form of animal that the familiar chooses to take.
   We show how the types of animals and personalities were associated in a cross-cultural user study, and present quantitative results from the social behaviours of the players within the game in addition to qualitative data gathered from questionnaire responses.
Using affective trajectories to describe states of flow in interactive art BIBAFull-Text 165-172
  Stephen W. Gilroy; Marc Cavazza; Maurice Benayoun
Interactive Art installations often integrate sophisticated interaction techniques with visual presentations contributing to a rich user experience. They also provide a privileged environment in which to study user experience by using the same sensing data that support interaction. In this paper, using the affective interface of an Augmented Reality Art installation, we introduce a framework relating real-time emotional data to phenomenological models of user experience, in particular the concept of Flow. We propose to analyse trajectories of affect in a continuous emotional space (Pleasure-Arousal-Dominance), to characterize user experience. Early experiments with several subjects interacting in pairs with the installation support this mapping on the basis of Flow questionnaires. This approach has potential implications for the analysis of user experience across Art and Entertainment applications.

Full papers: Games

Developing multiplayer pervasive games and networked interactive installations using ad hoc mobile sensor nets BIBAFull-Text 174-181
  Orestis Akribopoulos; Marios Logaras; Nikos Vasilakis; Panagiotis Kokkinos; Georgios Mylonas; Ioannis Chatzigiannakis; Paul Spirakis
We present here Fun in Numbers (FinN, http://finn.cti.gr), a framework for developing pervasive applications and interactive installations for entertainment and educational purposes. Using ad hoc mobile wireless sensor network nodes as the enabling devices, FinN allows for the quick prototyping of applications that utilize input from multiple physical sources (sensors and other means of interfacing), by offering a set of programming templates and services, such as topology discovery, localization and synchronization, that hide the underlying complexity. We present the target application domains of FinN, along with a set of multiplayer games and interactive installations. We describe the overall architecture of our platform and discuss some key implementation issues of the application domains. Finally, we present the experience gained by deploying the applications developed with our platform.
Power explorer: a casual game style for encouraging long term behavior change among teenagers BIBAFull-Text 182-189
  Anton Gustafsson; Magnus Bång; Mattias Svahn
When it comes to motivating teenagers towards energy awareness, new approaches need to be considered. One such is the use of pervasive games connected to the players own energy consumption. Earlier work has confirmed this to be a highly effective approach. The question however remains if post game effects on behavior can be achieved. In this paper we try to answer this by trying out a slightly different design compared to previous work. The hypothesis is that a more casual game play and a richer learning interaction enabled by building the game on a real time sensor system could stimulate more lasting effects. Electric consumption data after the 7 days evaluation on a test group of 15 players shows tentative indications for a persistent post game effect compared to the control group of 20 households. Findings also show a statistically significant positive change in the players' attitude towards saving energy compared to the same group. Findings, at the same time, also indicate a negative effect on the player's attitude toward environmental questions in general.
iSee: interactive scenario explorer for online tournament games BIBAFull-Text 190-197
  Greg Smith; Desney Tan; Bongshin Lee
Fantasy games, in which players compete to correctly predict real-world outcomes in sports, entertainment, and politics, have grown in popularity and now represent a significant portion of online gaming. Pick'em pools, also known as office pools, are a fantasy game specifically focused on tournament-style competitions such as the "March Madness" NCAA basketball championship. Pick'em pool players often spend significant time trying to understand the current state of competition and to anticipate future events that may significantly affect their performance within the pool. Unfortunately, the combinatorial nature of the outcome space makes these tasks extremely challenging, and intuition is often a highly inaccurate guide. In this paper we present iSee, a system that allows players to make these complex calculations and inferences. We describe a variety of interface options for the interactive presentation of tournament outcome visualizations. We also describe in detail the implementation of a set of algorithms for reliably projecting player performance and distilling the complex outcome space to a number of key scenarios. Finally, we report on a pilot study soliciting user feedback on the system.

Full papers: Playing with image and machinima production tools

Zuzen, a cloud-based framework for automated machinima generation BIBAFull-Text 199-206
  Samuel Munilla; R. Michael Young
The Zuzen framework is an intelligent tool set for assisting in the generation of machinima. With Zuzen, users that are novice cinematographers do not need to use complex movie-making tools. Rather, they only need to specify a set of high-level cinematic directives for use in filming a story and Zuzen will produce a video file that reflects their specifications. This forgoes the usual learning curve associated with typical machinima or cinematic content creation tools. This paper describes the Zuzen framework and details its implementation.
Assisted animated production creation and programme generation BIBAFull-Text 207-214
  Juan Abadia; Alun Evans; Eduard Gonzales; Sergi Gonzales; Daniel Soto; Santi Fort; Marco Romeo; Josep Blat
The creation of animated productions is a labour intensive process. Whether the end result is a large-budget motion picture, or a small-scale internet production, there is invariably a large amount of time spent in creating the timeline, arranging assets, previewing and editing. This iterative process is necessary in large-scale productions but can become repetitive and frustrating when the end result is a small production that may have similar elements to previous work. We present a workflow system and framework that are able to both greatly facilitate animated programme production and introduce an element of procedural generation. We further present the Programme Editor, an application designed to be a powerful front end for the framework. The principal contribution of this work is the creation of an XML-based scripting engine that can be used to create an animated production. This permits several techniques, tools and workflows to interchange information, allows rapid incorporation of further tools, and furthermore facilitates the complete automatisation of the production process.
Image space: capturing, sharing and contextualizing personal pictures in a simple and playful way BIBAFull-Text 215-222
  Andrés Lucero; Marion Boberg; Severi Uusitalo
The increasing use of digital cameras and camera phones has changed people's behavior regarding the amount of photos that they make. As a result, growing collections of photos are more and more difficult to understand, search and navigate. Helping users make sense of these collections and create an understanding of the world that they depict has become a challenging task. In this paper, we present the design, implementation and evaluation of the Image Space service, which enables users to capture, browse and contextualize their digital photographs with the aid of a community of other users in a simple and playful way. We report evaluations which indicate that the service was easy and to a lesser degree playful to use.

Full papers: Tools for design and production of better games

Process control in the development of game-based learning environments BIBAFull-Text 224-231
  Antti Kirjavainen
This paper examines the development process of digital game-based learning environments (GBLE), focusing on the process control. The aim is to explore the alternatives to process control in GBLE development and provide guidelines for planning and carrying out process control in GBLE projects. This study is a part of the research project Human-Centered Design of Game-Based Learning Environments. The overall aim of the project is to construct a multidisciplinary and user-driven process for the development of digital GBLEs. The study was conducted according to the principles of development research and action research. The action research cycles consisted of four game development projects. The results of the study indicate that GBLE development has many uncertainties that advocate the use of empirical process control. The study also provides guidelines of using empirical process control in concert with human-centered design, game design and learning-goal oriented game concept creation in GBLE development.
Simulation as a game design tool BIBAFull-Text 232-239
  Timo Nummenmaa; Jussi Kuittinen; Jussi Holopainen
In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly simplified model of the game system. Compared to other kinds of intermediate design representations, such as sketches and prototypes, the simulations can reveal problems and opportunities in the longer term dynamics of possible gameplay. As an example we describe an implementation of a simulation model for the game Tower Bloxx using a simulation software package called DisCo.
An in-game reporting tool for pervasive games BIBAFull-Text 240-248
  Annika Waern; Zeynep Ahmet; Daniel Sundström
Pervasive and location-based games are played in the real world rather than on the screen of a computer or mobile device. This makes them difficult to study. Since players move around it is difficult to observe them, while at the same time many of the central game activities cannot be monitored simply through logs of device interaction. In our project, we develop tools that allow players to record their subjective experiences during an ongoing game. We report on the design considerations for such tools, and our first experiences of using them in a game session.

Full papers: Arts, drama, and performance

Dramaturgies of PLACE: evaluation, embodiment and performance in PLACE-Hampi BIBAFull-Text 249-256
  Sarah Kenderdine; Jeffrey Shaw; Anita Kocsis
This paper examines an extensive user evaluation survey undertaken during an installation of PLACE-Hampi, a custom-built augmented stereoscopic panoramic interactive cultural heritage installation. The evaluation draws on the responses of 284 users of the system. This study is highly significant for two reasons. Firstly it is one of only, a few extensive evaluations undertaken to date on interactive virtual cultural heritage work designed for a mass multicultural public. Secondly, the work has traveled extensively for the last 4 years worldwide to major cultural venues, experienced by thousands of people and enjoyed a high degree of public success. The analysis here focuses on selected sections of the survey providing insight into a) virtual embodiment, dwelling and immersion, co-presence and aspects of performance between user, system and spectators -- that is, the dramaturgies of PLACE. The analysis of the PLACE-Hampi installation also provides rich observational and quantitative data on the power of stereoscopic, panoramic interactive display systems for the exploration of heritage landscapes. The results of the analysis are highly significant for designers of situated multimodal immersive entertainment in museums and galleries.
Anthropomorphic artificial artist based on face-like detection and painterly rendering BIBAFull-Text 257-262
  Sungkuk Chun; Minkyu Jung; Hoa Minh Le; Chee Onn Wong; Kirak Kim; Keechul Jung
This paper proposes an artificial artist, Sorry Picasso, which has the ability to see, feel and paint an aesthetically appealing painting based on searched images of anthropomorphism nature. We proposed techniques involving image processing, facial recognition, computer vision and computer graphics to automatically identify embedded human face-like objects in a natural anthropomorphic scene searched from the Internet and perform painterly rendering on the identified objects into an aesthetic art. This work is novel as a reproduction of digital art from the perspective of an eye of an artificial artist.
Virtual cinematography director for interactive storytelling BIBAFull-Text 263-270
  Edirlei E. S. de Lima; Cesar T. Pozzer; Marcos C. d'Ornellas; Angelo E. M. Ciarlini; Bruno Feijó; Antonio L. Furtado
This paper proposes an intelligent cinematography director for plot-based storytelling systems. The role of the director is to select in real-time the camera shots that best fit for the scenes and present the content in an interesting and coherent manner. Director's knowledge is represented with a collection of support vector machines (SVM) trained to solve cinematography problems of shot selection. With this work we introduce the use of support vector machines, applied as an artificial intelligence method, in a storytelling director. This approach also can be extended and applied in games and other digital entertainment applications.

Short papers: Multimodal interaction

Using a 3D game to study the perceived quality of lifting device controls BIBAFull-Text 273-276
  David Wilfinger; Martin Murer; Michael Lankes; Manfred Tscheligi
This paper introduces a game based evaluation approach for controls of hydraulic lifting devices, utilizing a 3D game environment. The game application is used creating a scenario to evaluate novel interaction techniques. The described work is a pre-study that was conducted to investigate if the presented evaluation approach using an entertainment application is suitable to assess the perceived control by employing different input devices. It was revealed that both the perception of the game and the 3D environment correlate with the perceived quality of control. Additionally it was discovered that a change in the input device influenced perceived control but not the game and 3D environment perception.
Collaborative haptic play with building blocks BIBAFull-Text 277-280
  Pingguo Huang; Yutaka Ishibashi; Norishige Fukushima; Shinji Sugawara
This paper introduces collaborative haptic play with building blocks which we have developed. In the play, two users do collaborative work in a 3-D virtual space by using haptic interface devices. By subjective assessment, we investigate the influences of network latency and packet loss in work where two users lift and move the blocks to build a doll-house and in work where two users lift and move the blocks from an area to another area. We deal with three cases of collaborative play in the two types of work. In one case, the two users carry the blocks by holding them together. In another case, the users carry the blocks alternately by holding them separately. In the other case, one of the two users carries each block from a position and hands the block to the other of the two users, who receives it and then carries it to another position. Assessment results show that the operability in the first case is the best among the three cases.
Communicative behaviors and flow experience in tabletop gaming BIBAFull-Text 281-286
  Vivian Hsueh-Hua Chen; Weirong Lin; Michael Haller; Jakob Leitner; Henry Been-Lirn Duh
The tabletop interface has been touted to merge the best of traditional board gaming and cutting edge computer technology in bringing both intense social interaction and limitless virtual representation to users. This study utilizes flow theory to understand user's enjoyment of playing games. It also explores the interplay between communicative behaviors and game play. Combining observations and questionnaire, data analysis showed certain nonverbal behaviors are correlated with flow. To further explain how social interaction influence game enjoyment, three main themes were identified: through the use of space, reduced nonverbal cues and knowledge transfer. Implications for tabletop game interface design are then discussed.
Facial caricature generation using a quadratic deformation model BIBAFull-Text 285-288
  M. Obaid; D. Lond; R. Mukundan; M. Billinghurst
In this paper we propose a novel approach for generating expressive caricatures from an input image. The novelty of this work comes from combining an Active Appearance Model facial feature extraction system with a quadratic deformation model representation of facial expressions. The extracted features are deformed using the quadratic deformation parameters, resulting in an expressive caricature. The facial feature extraction requires an offline training process which uses natural expression annotated images from 30 model subjects, selected randomly from the Cohn-Kanade Database. The results show that from an input facial image, expressive caricatures are generated for the main six face expressions (smile, sad, fear, surprise, disgust, and anger). The proposed approach yields to promising expressive caricatures, and could lead to future research directions in the field of non-photorealistic rendering. In addition, the proposed approach can be employed in entertaining standalone applications or caricature animations.

Short papers: Sound and music

Mutable mapping: gradual re-routing of OSC control data as a form of artistic performance BIBAFull-Text 290-293
  Ilias Bergstrom; Anthony Steed; Beau Lotto
In most contemporary forms of musical and other technologically mediated artistic performance, systems are used where digital control information is transmitted from the interfaces used by the performers, to the devices producing the intended output. There is considerable ongoing discussion regarding how this control data is mapped between its source and destination; however in this discourse mappings have always only been treated as remaining fixed during the course of the performance. We describe here a novel performance role, that of the 'mapping engineer', whose task is to manipulate the mapping during a performance, gradually altering and re-routing digital control data. Additionally we introduce a user interface paradigm towards facilitating the mapping engineers' task, an implementation demonstrated with the 'Mediator' software.
FeelSound: collaborative composing of acoustic music BIBAFull-Text 294-297
  Wim Fikkert; Michiel Hakvoort; Paul van der Vet; Anton Nijholt
FeelSound is a multi-user application for collaboratively composing music in an entertaining way. Up to four composers can jointly create acoustic music on a top-projection multi-touch sensitive table. The notes of an acoustic instrument are represented on a harmonic table and, by drawing shapes on an instrument's table, a sample is created. These samples are then composed into a single score. FeelSound has been demonstrated in three public settings and it was able to entice passers-by to be musically artistic and creative.
Music alphabet for low-resolution touch displays BIBAFull-Text 298-301
  Ondrej Polácek; Adam J. Sporka; Pavel Slavík
In this paper we present a novel approach to writing music on handheld pen-based devices which has been developed during the implementation of MusicMan, our pen-based music score editor. A new alphabet of music symbols has been designed especially for use on devices with small screens by musicians skilled in writing the music by hand. Our alphabet is based on simplification of the common Western music notation symbols, making them easier to write on PDA while retaining their overall feel. A user study described in this paper revealed that the alphabet is significantly faster, easier-to-use and more accepted by the first-time users of PDA than the state-of-art method for pen-based writing of music.
ANTracks: generative mobile music composition BIBAFull-Text 302-305
  Florian Schulz; Chris Geiger; Holger Reckter
This paper describes a generative music composition application on a mobile phone. Music generation is a well-suited application domain for multi-touch and reality based interaction. Thus, we choose to implement our concept on Apple's iPhone/iPod touch. Based on selected harmonic scales the user creates a musical expression by controlling a number of virtual ants. The movement along pre-defined patterns allows users with little artistic talent to create harmonic expressions. The mobile device can act as a multi-touch input device that controls an electronic synthesizer program on a desktop computer or as a stand-alone application.

Short papers: Augmented/mixed reality

Camera-based interactions for augmented reality BIBAFull-Text 307-310
  Tatu Harviainen; Otto Korkalo; Charles Woodward
We investigate camera-based interaction techniques suitable for generating simple, easy-to-use augmented reality applications. All the interaction techniques described are based on using only the camera as input device, so that users can interact with 3D content of the application by gesturing with camera movements. With two test applications, we have identified several camera-based interaction techniques that work well with interactive augmented reality 3D content and are intuitive to use and reliable to detect. The test applications are interesting also in their own right, demonstrating technical features such as markerless tracking as well as mobile phone implementation.
Rundle Lantern in miniature: simulating large scale non-planar displays BIBAFull-Text 311-314
  Shane Porter; Michael R. Marner; Ulrich Eck; Christian Sandor; Bruce H. Thomas
The Rundle Lantern is a central fixture of the Adelaide CBD; a full color display four stories high, spanning two sides of a building. This paper describes our approach to rapid prototyping interactive content for use on the Rundle Lantern. We have created a physical small scale model of the Lantern, and employed spatial augmented reality to project content onto the mockup at the same resolution of the Lantern, to produce a similar appearance as the real Lantern. We developed an application to automatically quantize the pixelation of images to match the Rundle Lantern's relatively low pixel resolution. This approach allows new content to easily be developed and prototyped on a non-planar display with the same spatial proportions as the real Lantern; albeit on a much smaller scale. The prototype system is combined with software for the Apple iPhone so that interactive content can be developed. We have used our system to develop new visual content and several multiplayer games suitable for use on the Rundle Lantern.
A mixed reality telepresence system with limited DOF motion base and immersive display BIBAFull-Text 315-318
  Maiya Hori; Masayuki Kanbara; Naokazu Yokoya
This paper describes a mixed reality (MR) telepresence system for a ride to provide users with a highly realistic sensation. To make a realistic scene in a virtual environment, it is necessary to combine visual information with a reproduction of the forces which a user experiences in the real environment. This paper proposes an MR telepresence system that presents a realistic image and an inertial force sensation using an immersive display and a motion base with limited degrees of freedom. In our approach, the realistic image is acquired with an omnidirectional camera and the inertial force is generated virtually by a combination of the acceleration of gravity and a video effect. In experiments, a prototype system has been proven to produce a highly realistic sensation in various environments.
E-Junior: a serious virtual world for natural science and ecology learning BIBAFull-Text 319-322
  Maja Wrzesien; David Pérez López; Mariano Alcañiz Raya
The objective of this study is to present the E-Junior application: a serious virtual world (SVW) for teaching children natural science and ecology. E-Junior was designed according to pedagogical theories and curricular objectives in order to help students learn about the Mediterranean Sea and its ecological issues while playing. In this paper, we present the technical description of E-Junior and its pedagogical and curricular foundations.

Short papers: Affective computing

Emotional gaming: win by emotion expression BIBAFull-Text 324-327
  Magalie Ochs; Helmut Prendinger
A growing interest in using virtual characters expressing emotions and used to embody some roles typically performed by humans (as for example the role of announcer or tutor) has been observed in recent years. As humans, in some situations, such virtual characters should be persuasive to try to convince the user during the interaction. Recent research in Human and Social Sciences has shown that emotion expressions can be used to improve someone's persuasiveness [2, 14, 6]. During interpersonal interaction, people generally express emotions different from their felt emotions because they have to follow some sociocultural norms or they are pursuing specific goals. The expression of emotion to achieve a specific goal is called emotional gaming [2]. To game emotion means to strategically modify the expression of a current felt emotion to try to influence someone else's behavior.
Towards tailoring player experience in physical Wii games: a case study on relaxation BIBAFull-Text 328-331
  Patrick Jarnfelt; Sebbe Selvig; Dajana Dimovska
In this study we construct an artificial neural network model of players' relaxation preferences while playing a physical Wii game. Developed technology will assist game designers to automate a part of the game design and balancing features, and create physical Wii games with adaptive experiences for the player. The model is trained on data derived from the player-Wii interaction which include physiological response, Wii Remote gesture and game data. In this study the developed relaxation model proved to achieve a highest classification accuracy of 78.42%. Furthermore, the restriction of input data to Wii Remote specific features and the possibility of using this model for tailoring the player experience are discussed.
Exposure effect on experience and visual perception in stereoscopic visual presentations BIBAFull-Text 332-335
  Wendy Ann Mansilla; Andrew Perkis; Touradj Ebrahimi
The advent of new technologies in cinema, theatre and virtual reality together with increasing demands for new content, are pushing the boundaries of filmmaking and storytelling to the limits of our imaginations. The potential for 3D film to blur the line between virtual storytelling and social network gaming is not just hypothetical. These technologies now incorporate audiences and players that are actors in the virtual world themselves. They often encounter other actors they are familiar with in virtual or real-life. In social psychology, familiarity is a robust phenomenon demonstrating that just being familiar to someone causes preference and increased positive affect to them. In this paper, the role of familiarity in the visual perception and user experience is investigated. To test our findings, stereoscopic film scenarios were developed. An experiment has been conducted to see if annoyance present on a stereoscopic film content outweighs the user experience over familiarity. This paper argues that a stereoscopic 3D film technology seems to gain more from increased emotional relevance than from higher quality resolutions.
Towards ambulatory brain-computer interfaces: a pilot study with P300 signals BIBAFull-Text 336-339
  Fabien Lotte; Junya Fujisawa; Hideaki Touyama; Rika Ito; Michitaka Hirose; Anatole Lécuyer
Brain-Computer Interfaces (BCI) are communication systems that enable users to interact with computers using only brain activity. This activity is generally measured by ElectroEncephaloGraphy (EEG). A major limitation of BCI is the electrical sensitivity of EEG which causes severe deterioration of the signals when the user is moving. This constrains current EEG-based BCI to be used only by sitting and still subjects, hence limiting the use of BCI for applications such as video games. In this paper, we proposed a feasibility study to discover whether a BCI system, here based on the P300 brain signal, could be used with a moving subject. We recorded EEG signals from 5 users in 3 conditions: sitting, standing and walking. Analysis of the recorded signals suggested that despite the noise generated by the user's motion, it was still possible to detect the P300 in the signals in each of the three conditions. This opens new perspective of applications using a wearable P300-based BCI as input device, e.g., for entertainment and video games.

Short papers: Pervasive and online games

Players who play to make others cry: the influence of anonymity and immersion BIBAFull-Text 341-344
  Vivian Hsueh-Hua Chen; Henry Been-Lirn Duh; Chiew Woon Ng
This study employed the deindividuation theory to examine the four-category grief play motivations. The measure of players' immersion and anonymity were used as an approximation of the player's deindividuation effect. Data was compiled and analyzed from a survey conducted on 200 university student players. Overall, the results supported the deindividuation theory. Players who enjoyed anonymous identity online reported to enjoy all four-category motivations of grief playing. However, immersed players only reported to enjoy griefer-influenced and self-driven motivations of grief play. The results are presented and implications are discussed.
Running or gaming BIBAFull-Text 345-348
  Miru Ahn; Sungjun Kwon; Byunglim Park; Kyungmin Cho; Sungwon Peter Choe; Inseok Hwang; Hyukjae Jang; Jaesang Park; Yunseok Rhee; Junehwa Song
We developed Exertainer, a sensor-enabled, interactive running entertainment system to support advanced exercise applications. We designed Exertainer to be used in urban environments where outdoor running is often not convenient or practical; as such, Exertainer and Exertainer running applications represent an attractive alternative to traditional treadmill running. Exertainer effectively creates a robust design space around treadmill running. Developers can leverage Exertainer's components, an advanced treadmill called Interactive Treadmill, Sensor Bracelet and the PSD game platform, to design interactive and immersive running games and other advanced running applications. We also developed Swan Boat, a multiplayer team racing game making the treadmill running an exciting social activity, and conducted a user study.
Study on the change of physiological signals during playing body-controlled games BIBAFull-Text 349-352
  Shengsheng Ruan; Ling Chen; Jie Sun; Gencai Chen
In this paper, we give an experiment to investigate the change of physiological signals during playing body-controlled games. The physiological signals, including pulse rate, skin temperature, saturation of peripheral oxygen (SpO2), and galvanic skin response (GSR), of eleven healthy participants were recorded while playing body-controlled games. Based on the results of the experiment, we propose a discriminant model to predict the fatigue state of players. Our model can identify non-fatigue with 78.90% accuracy and fatigue with 82.76% accuracy. This model can be used with biofeedback hardware to continuously predict players' fatigue state and to improve the adaptation design of body-controlled games.
Self-adapting dynamically generated maps for turn-based strategic multiplayer browser games BIBAFull-Text 353-356
  Gonçalo Pereira; Pedro A. Santos; Rui Prada
In this paper we describe a method to create strategically and visually rich game map environments for turn-based strategy multiplayer browser games. Our method creates dynamic maps which expand according to the players' subscriptions pattern and adapt to the players' choices. This method mitigates current level designer limitations and contributes to the solution of balancing problems in turn-based massively multiplayer browser games.

Short papers: Experience design and art

Being a self-director: enhance user creativity with a video mash up tool BIBAFull-Text 358-361
  Amon Rapp; Daniela Cardillo; Rossana Simeoni; Luca Console
In this paper, we describe the development of an innovative tool of video mash up. This application is immediate and intuitive to be used by non professional users for creative and (re)creational moments; it works taking the information from a repository of videos and putting into action an intelligent system that combines low level features and high level metadata to provide a semiautomatic editing supporting users in the production of video mash up.
UNMAKEABLELOVE: gaming technologies for the cybernetic theatre "Re-Actor" BIBAFull-Text 362-365
  Sarah Kenderdine; Jeffrey Shaw
This paper describes a new 6-screen stereographic display system Re-Actor, together with an interactive augmented reality artwork UNMAKEABLELOVE. The artwork was developed using extended Microsoft® XNA™ game-engine technology and over 300 motion-capture sequences to produce an algorithmically driven world of virtual characters. The real-time application uses 6 interactive torches to reveal a world of thirty 'humans', inspired by the Samuel Beckett piece of prose The Lost Ones (1972). Infrared cameras capture the torch users and display the real-time video inside the virtual world, as a strategy of augmentation. This paper explains both the technologies of the display system Re-Actor and the artwork together with philosophical underpinning of UNMAKEABLELOVE as a future form of situated cybernetic theatre and the potential for large-scale stereographic situated gaming.

Short papers: Devices for games

Structured tiles: directed subgraphs of recurring path patterns in board games BIBAFull-Text 367-370
  Yannis Lilis; Anthony Savidis
Tiles have been widely used in 2d games as highly recurring primitive small-sized elements used to structure large terrains. In many categories of board games repeating path-patterns are commonly used. In this context, we propose the notion of structured tiles as a systematic way to capture and such express recurring path-patterns. They constitute reusable building blocks of a far larger-scale compared to primitive tiles, embodying both geometric (for terrain formation) and path structure (for game play) information. Technically, structured tiles are subgraphs whose vertices are polygonal areas of a respective tile image. Through structured tiles, terrain composition is essentially graph assembling enabling to perform semantic checking like node connectivity and reachability, or other tests concerning graphs. Finally, common mechanics like plausible path computation, path selection by players, and in-path movement control are standardized and incorporated in the game engine. We discuss the notion of repeating path-patterns and introduce structured tiles, then elaborate on terrain composition and game mechanics.
The Bronco: a proof-of-concept adaptive fairground ride BIBAFull-Text 371-374
  S. Rennick Egglestone; J. Marshall; B. Walker; D. Rowland; S. Benford; T. Rodden
This paper presents a proof-of-concept for a novel design of fairground ride, which has been developed as part of an ongoing exploration into the use of wearable bio-sensing to enhance the experience of amusement parks and fairgrounds. The ride is controlled by a human operator, whom is solely reliant upon information transmitted from a personal telemetry system worn by the rider, which collects and transmits auditory, visual and physiological information. The design and implementation of this ride experience is presented, and its first deployment at a major public exhibition is described. Initial reflections on this event draw on observations and interviews, with the aim of helping to shape the agenda for research in this area.
A game controller based on multiple sensors BIBAFull-Text 375-378
  Dapeng Zhang; Zhongjie Cai; Kefei Chen; Bernhard Nebel
A digital game is normally controlled by hand. Playing such a game requires only minimum hand movements. Rather than being easy and comfortable, this game controller is designed to be physically taxing for the players. It consists of several sensors, which makes a game more lively and forces the users to be more physically active. By using different mapping methods, one game can be played in several ways. The statistics gathered from the experiments show that even though the quality of control on the chosen fighting game is not as high as with a normal joystick, the developed controller is still preferred by most of the participants. It induces much more movement than a normal joystick.
Classifying input for active games BIBAFull-Text 379-382
  Tadeusz Stach; T. C. Nicholas Graham; Matthew Brehmer; Andreas Hollatz
Active games are video games that involve physical activity. Active games capture input via a variety of devices such as accelerometers, cameras, pressure sensors and exercise equipment. Although active games have become highly popular, the interaction styles they support are poorly understood, and largely driven by the capabilities of individual hardware devices. In order to allow for a standard development approach, a better understanding of the interaction found in active games is required. We have investigated existing commercial and academic games in order to classify input for active games. Our classification abstracts input from hardware, providing a better understanding of the interaction itself. Our ultimate goal is to make it easier to develop active games independently of underlying input hardware.
Handheld gaming devices for baby boomers BIBAFull-Text 383-386
  Renu M. Zunjarwad; John H. Takamura
The endurance of the relationship between people and products is not based on functionality or price alone rather it is an entire experience that tenders pleasure, warmth, and 'fuzzies'. Usability, Cognitive and Sensorial Design theory researched in this study was inspired by Nathan Shedroff's theory of Experience Design. This research is focused on innovation of handheld gaming devices for baby boomers with the goal to create guidelines for future design in this domain. This research is an ongoing project and will continue over several more months beyond this paper. Although generalizations regarding the findings in the study are limited by its scope, this study however does provide evidence for broader and more comprehensive research in this domain.

Short papers: Mobile entertainment

Molarcropolis: a mobile persuasive game to raise oral health and dental hygiene awareness BIBAFull-Text 388-391
  Carmen Soler; Alejandra Zacarías; Andrés Lucero
In this paper we present the design and exploratory evaluation of Molarcropolis, a mobile persuasive game to raise adolescents' oral health and dental hygiene awareness. The game uses strategies of persuasion to reach the aforementioned target behavior. During the game, players receive information on oral illnesses and their causes, habits and activities that put adolescents in a special risk situation, and tips on improving oral health. In an exploratory evaluation, adolescents indicated that the game is both entertaining and informative, they learn new aspects of their oral health, and it has potential to change oral health habits.
A mobile geo-wand enabling gesture based POI search an user generated directional POI photography BIBAFull-Text 392-395
  Zhang Lei; Paul Coulton
In this paper we present a fully implemented gesture controlled geo wand providing POI spatial search as a interactive spatial 'Flashlight' running on a commercial mobile phone. Further this novel application allows users to create additional content for a particular POI in the form of photographs which can be tagged not merely with the location of the POI they are viewing but also the direction from which the photograph is being taken. These photographs can then be viewed using an innovative spatial filter interface to select a desired viewing angle to aid users to locate a particular POI within its real world environment. In this paper we present results of a field study investigating the appropriateness of the visualization and feedback schemes together with user experience of the spatial photograph record and search facility. The results highlight the importance of designing appropriate affordances of software feedback to operational activity to ensure users' experience of the mobile service is not diminished and highlight the potential of location and directional photographs as an aid to pedestrian navigation.
Poetry mix-up: a poetry generating system for cultural communication BIBAFull-Text 396-399
  Owen Noel Newton Fernando; Adrian David Cheok; Nimesha Ranasinghe; Kening Zhu; Chamari Edirisinghe; Yan Yan Cao
Computer technology has become closely integrated with modern culture, which prompted us to introduce and explore the avenues of integrating aesthetics with technology. With the intention of promoting aesthetic sensibilities generated in poetry, we introduce a poetry generating system called "Poetry Mix-up", which encourages users to experience the creation of a 'remixed' variety of poetry by sending a simple short message (SMS). Based on the topics and the content of the input message, the system creates a new poem by mixing existing poem lines. The preliminary user study shows that Poetry Mix-up could be a new form of social and cultural communication in the digital era.
IT-enabled donation boxes to promote donation BIBAFull-Text 400-403
  Kohei Tanaka; Murao Kazuya; Shojiro Nishio; Satoshi Tanaka; Kohei Kinoshita; Yasuhiko Minami; Tsutomu Terada; Masahiko Tsukamoto
Electronics and information technology have great potential to attract people's attention. In this paper, we describe our use of IT (Information Technology)-enabled donation boxes to promote donations. We implemented four donation boxes, including a colorfully illuminated box and a sensor-enabled interactive box. We put them into actual use in a fundraising activity at Kobe Luminarie and evaluated their effect. Through this activity, we found that IT-enabled donation boxes have the potential to increase donations.

Posters

HANDY system for video-mediated communication BIBAFull-Text 405-406
  Igor de Souza Almeida; Tatsuya Hiramatsu; Jordi Polo Carres; Hirokazu Kato; Marina Atsumi Oikawa
In this paper, we propose an approach to enhance the interaction level of video-mediated communication, by using the idea of shared space, a designated area where both users will be able to interact with each other, simulating the sense of presence of one user into the second user's video image. A basic prototype was implemented and preliminary analysis is showed.
A rule-based approach to 3D terrain generation via texture splatting BIBAFull-Text 407-408
  Jonathan Ferraris; Christos Gatzidis
A technique derived from the popular texture splatting approach for the automatic colouring and texturing of a given terrain mesh is presented in this publication. Utilizing colour rules, a simple syntax is created allowing for the generation of texture and colour values based on the elevation and angle of a given vertex. Through this combination of elevation and angle, complex features such as ridges, hills and mountains can be described.
Enhancement of adaptive Δ-causality control with adaptive dead-reckoning for multiplayer online games BIBAFull-Text 409-410
  Naoki Ishii; Yutaka Ishibashi; Shinji Sugawara
This paper enhances an adaptive Δ-causality control scheme with adaptive dead-reckoning to preserve the consistency among players and the causality for multiplayer online games. By experiment, we evaluate the performance of the enhanced scheme for a racing game. As a result, we illustrate that the scheme is superior to the conventional scheme.
Petimo: enhanced tangible social networking companion for children BIBAFull-Text 411-412
  Adrian David Cheok; Owen Noel Newton Fernando; Charith Lasantha Fernando
As social networking widely spreads among the community, especially among the younger generation, the negative influence created on children has become a serious social concern. "Petimo" is an interactive robotic toy designed to protect children from potential risks in social networks and the virtual world and it helps them to make a safely connected social networking environment. It adds a new form of security to social computing through parental authentication, providing extra safety in making friends by physically touching each others robot which is a much preferred form especially by children and natural means of making friends. The concept of Petimo could be extended to any social network thus making it child-safe. As a proof-of-concept a 3D virtual world called "Petimo-World" is developed which includes all of the realizable basic features of traditional online social networks. With the system, children experience enhanced relationships with their friends through interactions in the real and virtual worlds by sending personal thoughts and feelings mediated by their robots with haptic, visual, and audible events.
TangiCube: introducing bi-directional interactivity with a virtual agent in a tangible mixed reality environment BIBAFull-Text 413-414
  Steven ZhiYing Zhou; Derek Tan; Dong Wei; Yuta Nakayama
TangiCube introduces bi-directional interactivity with a virtual agent in a tangible mixed reality environment. While the virtual agent interacts with the user, the user is able to react to the agent with the help of physical output modality. Likewise, the user can interact with the virtual agent and the agent behaves and reacts as if it has a physical embodiment. This two-way interaction process is mediated by a tangible hardware cube embedded with vibrator to generate haptic feedback and Bluetooth module to communicate with PC wirelessly. Results of a preliminary user study show that TangiCube improves user experience within the mixed reality environment.
Artificial game presenter avatars BIBAFull-Text 415-416
  Anthony Savidis; Effie Karouzaki
We propose artificial game presenter avatars embodying affective behavior to draw player-adapted social feedback during gameplay and introducing extra challenges to players called mini games, such as hangman and random card selection. The avatar's AI was designed as an extension of the traditional sense-think-act loop of game characters to address the need for emotional reflection and adaptive reaction. We provide a cartoon-like 2d delivery for our avatar, however, one could support alternative approaches for rendering and animation.
Yaminabe YAMMY: an interactive cooking pot that uses feeling as spices BIBAFull-Text 419-420
  Izumi Yagi; Yu Ebihara; Tamaki Inada; Yoshiki Tanaka; Maki Sugimoto; Masahiko Inami; Adrian D. Cheok; Naohito Okude; Masahiko Inakage
"Yaminabe YAMMY" is an interactive hot pot which provides a new way of cooking and sharing our memories and feelings. The feelings extracted from the contents of an email, associated with a photo will be interpreted into different "spices" which will then be sprinkled into the pot to alter the food's flavor.
Polyglot Cubed: the design of a multi-language learning game BIBAFull-Text 421-422
  Lindsay D. Grace
Polyglot Cubed is an educational game to facilitate the learning of multiple languages. It is designed to entertain while enforcing language listening comprehension. The modular language learning game system works interchangeably with a variety of languages. The game relies on a matching mechanic intended to balance comprehension based language recognition with a simple gameplay mechanic. The game is an implementation of theories in motivation, education and entertainment. It takes as its motivation academic critique of existing educational video games and in particular pursues those areas where educational games fall short of the needs of post-secondary learners. This document outlines the design the comprised the educational video game system.
Real-time visualisation and browsing of a distributed video database BIBAFull-Text 423-424
  Eduard Gonzales; Alun Evans; Sergi Gonzales; Juan Abadia; Josep Blat
We present the initial results of a system designed to visualise and browse a distributed database of high definition video. Multiple video clips are taken from the database and streamed as textures within a 3D environment. The rotation, movement, and zoom that this allows enables the clips to be organised, previewed, and selected for further editing. The power of the system lies in the ability to stream multiple clips in real time (including multiple versions of the same clip) and organize the clips according to simple metadata. This latter ability allows a typical user, such as a production director or editor, to rapidly discover relevant or related clips and preview the application of several different post-production filters in real-time, increasing the usability and speed of a typical production workflow.
WiiPlay: a 3D third person game in XNA BIBAFull-Text 425-426
  André F. S. Barbosa; Frutuoso G. M. Silva
This paper describes a 3D third person platform game developed using the XNA Game Studio. This 3D game was developed to allow a fresh and intuitive interaction based on player's natural movements, by using the Wii controller and its accelerometers. These new ways of interacting with software applications in general, and games in particular, open many doors. For example, multi-user software development that requires a single computer, since they can be manipulated on the same physical space by several users using simple screen projection.
The Biolin: a current-based musical interface BIBAFull-Text 427-428
  Hwang Sungjae; Kibeom Lee; Daham Park; Woon Seung Yeo
In this paper, we describe a media artwork that features the Biolin, a musical device that produces different sounds depending on the target object that it is being played on. Shaped like an ordinary violin bow, the Biolin analyzes the target using a weak electric current to produce a timbre that matches the target. The user can then perform by "playing" the target object using the Biolin. The Biolin was designed by modifying a violin bow in order to make it conductive and connected to a computer for the transmission of data, resulting in visual and auditory output. We showcased Biolin in front of a small audience, in which the users showed positive reactions to the new approach of making sounds from everyday objects and people around us.
Creating 3D E-books with ARBookCreator BIBAFull-Text 429-430
  Trien V. Do; Jong Weon Lee
The exhibition of the Magic book using Augmented Reality technology in 2001 made the world astonish. After that, several similar 3D books have been introduced. However so far, creating such interesting books is mostly done by only commercial companies and research labs. This paper proposes a novel idea for creating 3D E-books in a fast and easy way. Users do not need to know programming, Augmented Reality and do not have to create any new physical marker to create a new book. All they have to do is to step by step put 3D contents on virtual pages which are attached to a cardboard. With only this cardboard, any 3D E-books can be displayed and readers are able to move, rotate, and turn these books like real ones. On the other hand, with some other markers, they can interact directly with the 3D contents such as zooming, moving, creating animation.
Multimedia visitor book using mobile phone BIBAFull-Text 431-432
  Jungwhan Kim; Seonghyun Jang; Eunjung Han; Keechul Jung
We introduce a new multimedia visitor book that collects the pictures from visitors using a mobile phone via Bluetooth and generates a photo-mosaic to be displayed to all visitors. The background image of the photo-mosaic is that the multimedia visitor book uses consists of a specific image of a museum, company logo, gallery or any forms of advertising strategy. In detail, visitors upload their own picture that is in a mobile phone or a picture taken when participating in an exhibition as the basis of the collective artwork in the photo-mosaic generated. The multimedia visitor book is displayed through a projection onto a large screen adding the new visitors as they upload their pictures. As opposed to the traditional visitor book which is an analog form recorded by pen and paper, our proposed multimedia visitor book uses digital technology and interactive with all visitors. Our system adapts the flow of period using digital equipment, proposed a paradigm fit into digital period and it also extend not only to visitor book but also to various services such digital book and mobile art.
An immersive multiuser music generation interface BIBAFull-Text 433-434
  Dionysios Marinos; Chris Geiger
The purpose of this poster is to discuss a description of a new music generation interface that combines the properties of a classic music reproduction game and a generative music game with the use of new interaction techniques to offer a visually and acoustically pleasing immersive multiuser experience.
Intuitive control using a mediated interface module BIBAFull-Text 435-436
  Sangseung Kang; Jaehong Kim; Jaeyeon Lee
In this paper, we propose a system for intuitive control of robotic applications using a mediated interface module. The system includes some function modules such as sensing of movements, recognition of gestures, mapping into particular symbolic features, and controlling actuators. It helps us become more intuitive. Another advantage of this kind of applications is free in the problem of image and speech recognition such as the affect of illumination and noise. We also describe an implementation case of robot control from the movements of user's hand using a glove typed mediated interface device.
Interactive fitness game for public places BIBAFull-Text 437-438
  Ekaterina Kurdyukova; Matthias Rehm
We present a concept of a fitness game that can be installed in public places and encourage passers-by to participate in a short play. The game is controlled by players' body motions and thus provokes physical exercises. Moreover, the game encourages social interactions between players, if played in multi-user mode. To play the game a person needs a mobile phone with accelerometer. We describe the game design based on engagement theories and the first evaluation results. The game can beneficially combine physical exercises and social interactions in a playful way.
Enhancing a motion capture interface by introducing context management BIBAFull-Text 439-440
  Francois Picard; Pascal Estraillier
Nowadays, video games propose rich scenarios with movements-based game play, through the manipulation of dedicated devices. The motivation of this study is the elaboration of a complete interactive system upon which scenario-based applications operate. The user interacts with an immersive 3D environment by his body movements, captured by a non invasive interface. The system interprets the user behaviors thanks to the support of the application scenario. This interpretation drives the system responses. The management of the context of a given scenario situation has allowed the optimization of the whole system. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system. A precise framework to develop applications is being defined.
Exploring the boundaries of augmented reality in a magic show performance BIBAFull-Text 441-442
  Anna Carreras; Carles Sora
"Magic for a Pixeloscope" is an experimental performance that merges augmented and mixed reality and full-body interaction within a classical magic show. The magician uses custom based hardware and software to create new illusions which are a starting point to explore new language for magical and theatre expression.

Creative showcase

Critical gameplay BIBAFull-Text 444
  Lindsay Grace
How do games effect the way we problem solve, socialize, or even view the world? When we shoot do we learn to destroy obstacles instead of work around them? Does the binary world of enemies and adversaries teach us to ignore the gray in the everyday? Are we forgetting how to play with each other because playing against each other is more fun?
   Critical Gameplay is a collection of "strategically designed" video games. Each game asks what common game mechanics teach us. The four games in the collection are designed to help reevaluate our perspective on gameplay experiences. As Critical Cartography changes the way we perceive the world, Critical Gameplay seeks to offer alternate perspectives on the way we play.
   Critical Gameplay does not attempt to answer these questions. Instead it seeks to open the dialogue with demonstrative experiments in gameplay. It attempts to fill the space of what if, with something tangible -- a game. What if that avatar did have a history before you destroyed it? What if you couldn't read the game world by stereotyping characters? Critical Gameplay is simply about raising questions that encourage critical reflection on gameplay experiences. A Critical Gameplay game is valued in intellectual profit.
Music box: composing and performing visual music BIBAFull-Text 445
  Lindsay Grace
Music Box is an artistic implementation of emergent behavior and its use to create music. Music Box employs Craig Reynold's flocking algorithm to display animated notes that rise from a written score, then move to create a distinctive flock-lead musical arrangement. The result is emergent sound; a musical arrangement directed by the visual representation of flocking.
   The goal of this creative exploration is to free the musical score from the prevalent model of composer, performer and listener supported by standard models. Instead the experience is more democratic. Here the composer suggests, the performer follows a few loose rules, and the listener plays with the composition.
   This is accomplished through the development of artificial intelligence software that applies the visual rules of flocking behaviors to the algorithmic arrangement of musical pitches. Importantly, these visual rules are manipulated by the software user resulting in a dual performance and composition. The result is musical authoring based on the user model of computer video games.
Noon: a secret told by objects BIBAFull-Text 446
  Tiago Martins; Christa Sommerer; Laurent Mignonneau; Nuno Correia
We present an interactive storytelling installation where the narrative unfolds through manipulation of real objects. In Noon -- A Secret Told by Objects the spectator dons a special bracer to become an investigator, immersing herself in the storytelling process. By touching and using real objects, purportedly recovered from a tragic fire, she is tasked with navigating memories contained in these, in the hopes of piecing together the cause of the tragedy.
Story tube "Sto-tu" BIBAFull-Text 447
  Hiroko Uchiyama; Akiko Sato; Mai Takai; Mina Shibasaki; Yuki Takeda; Takenori Hara; Masahiro Ookura; Mina Tanaka; Shigeru Komatsubara
Recently, several Augmented Reality (AR) Systems have been proposed [Yoshida et al. 2008]. We developed a new system which is a combination of a "trompe-l'oeil" image and AR technology which allows a user to experience and enjoy multi-media content in an unprecedented manner. This system creates a composite of CG and video taken from a camera which is inserted into a tube, with the "trompe-l'oeil"-style story pictures drawn inside the tube. The user then advances through the story by moving the camera back and forth inside the tube. This means the user can enjoy the story contents in a tangible and interactive environment with an intuitive interface. We maintain our experiments that our system enables the user to appreciate and enjoy a typical Japanese fantasy story.
Bamboo flute BIBAFull-Text 448
  Young-Mi Kim; Jong-Soo Choi
The Oriental fine art, pursuing harmony with nature, is expressed in a moderate and restrained way that anyone would find it so soft and thus readily acceptable. Unlike the western paintings that fill the canvus to the very full, the oriental paintings treat even the blank space as a part making up a balanced painting. The four gracious plants (a maehwa blossom, an orchid, a chrysanthemum, and a bamboo) used to be frequent subjects of gentlemen's paintings as they symbolized the virtues of the old times. This artwork features Daegum, the decent traditional musical instrument which used to be played in loyal palaces or residences of prestigious officials, and a bamboo which was a frequent motive of gentlemen's paintings in the past. Daegum and the bamboo, expressed in a modern style in this work, make people appreciate the life that is full and rich. So, one can say they have been used here to make this "well-being art." By allowing playing Daegum spontaneously together with computers, this work aims to express the sound of Daegum and the painting with it, which will hopefully reflect the spiritual values of the Oriental culture.
FeelSound: interactive acoustic music making BIBAFull-Text 449
  Wim Fikkert; Michiel Hakvoort; Paul van der Vet; Anton Nijholt
FeelSound is a multi-user, multi-touch application that aims to collaboratively compose, in an entertaining way, acoustic music. Simultaneous input by each of up to four users enables collaborative composing. This process as well as the resulting music are entertaining. Sensor-packed intelligent environments form the target location of FeelSound, varying from the home to schools and other public spaces. Inhabitants of these environments can be creative and artistic through the act of composing music. We continue our previous research on entertaining through music [3] by bringing it to touch-sensitive tables. Composers stand around the FeelSound tabletop interface and, by touching the table with multiple fingers and hands, create acoustic samples. Each instrument is represented by virtual composer stones that a user touches. Upon touching such a stone, an input field is shown on which samples can be created by drawing shapes. Through user identification, multiple composers can create music samples simultaneously and compose these samples into a score. Each user may position any sample in the score, requiring social agreement from their fellow composers.
SHI KI BAKO "Box of Four Seasons" BIBAFull-Text 450
  Hiroko Uchiyama; Akiko Sato; Mai Takai; Mina Shibasaki; Masahiro Ookura; Masataka Imai; Takenori Hara; Yuki Takeda; Mina Tanaka; Shigeru Komatsubara
Opening the drawers of "Box of Four Seasons", you could enjoy nature and culture in Japan. Nature and culture of each season are stowed away into each drawer, and awake vividly with AR technology. You could find a joy of living with culture nurtured in nature of the earth.
Game based technology to enhance the learning of history and cultural heritage BIBAFull-Text 451
  Raffaele De Amicis; Gabrio Girardi; Michele Andreolli; Giuseppe Conti
New Game technologies can support the learning process of user within a Cultural Heritage site. The level of realism is ideal to visualize cultural heritage if a strong focus on the environment's atmosphere and immersion is required. Moreover this is not achievable through "static" 3D rendering.
   The use of the most appropriate navigation metaphors, according to the different categories of users, can help them highlight and ease their understanding. Similarly navigation metaphors can amplify the role played by the discovery process, which is extremely important in the context of learning. Additionally video games are the perfect means to bring cultural heritage closer to children, pupils, who are traditionally familiar with the concept to walking and navigating into virtual worlds.
   This work will present an application, using game engine technology, whereby the virtual environment and its interactions are used to promote the learning history. The work presented is the result of NETConnect, a 36 month project funded by the EC through the Culture2000 Programme. The seven partners of the consortium have worked together, sharing interdisciplinary competences and different cultural experiences, with the following goals:
  • To gather common cultural heritage of European significance.
  • To use state-of-the-art technology to make European heritage more visible and
       to improve accessibility to European heritage with major benefits for the
       general public. * To improve participation in cultural activities through new technologies. * To promote cooperation between cultural operators and technology experts, leading to an International Network on new Technologies in Europe for Cultural Heritage. The project encompasses three archeological sites that share common cultural traits, specifically: Lokroi (Magna Graecia, today South of Italy), Glauberg (Germany), Biskupin (Poland).
       The virtual environment developed has been designed to be used by non expert and suitable for use by a wide and heterogeneous public such as families, elderly people, students. The 3D reconstructions followed a graphics style similar to visual language adopted by video games, emphasising environmental effects such as fog, sky, water, particles. When interacting with the environment the user perceives it as if they were playing a video game. The challenge of finding relevant pieces of information organized through a set of hotspots became the means to learn the history of the site. These relevant Points Of Interest (POI) contain additional multimedia material (e.g. video, images, 3D model, text) becomes accessible to the user.
       Moreover we have paid specific attention to the creation of a user-friendly and universal (i.e. suitable for all type of users) interface which can be used during the visit at the museum premises. Since it was requested to make a VR application as immersive and interactive as possible we have decided to introduce the feature to handle new navigation metaphors. Indeed, through scripting, it become possible to configure and use the new Nintendo controller. This functionality, allowing the user to move in the virtual world using the Nunchuck, to look around his/her position using the Wiimote and to interact with the virtual scene using these two controllers.
       The game engine chosen for the project is Unity3D (www.unity3d.com) which allows the creation of both web-based (through a free plug-in) and standalone interactive environments which can be available at the premises of a museum or archeological site. This choice was made for several reasons: first, it features a simple authoring interface to create and edit the 3D scene with the possibility to enjoy real time lights and shadows. Secondly it exploits the latest graphical hardware by making extensive use of shaders to deliver high quality graphics.
       The system has been already tested by more than a hundred users with very diverse cultural backgrounds and it has received a positive feedback.
  • Multiplayer pervasive games and networked interactive installations using ad hoc mobile sensor networks BIBAFull-Text 453
      Orestis Akribopoulos; Marios Logaras; Nikos Vasilakis; Panagiotis Kokkinos; Georgios Mylonas; Ioannis Chatzigiannakis; Paul Spirakis
    In this work, we showcase a set of implemented multiplayer games and interactive installations based on Fun in Numbers (FinN). FinN allows the quick prototyping of applications that utilize input from multiple physical sources (sensors and other means of interfacing), by offering a set of programming templates and services, such as proximity, localization and synchronization, that hide the underlying complexity.
    Headbang hero BIBAFull-Text 454
      Tiago Martins; Ricardo Nascimento; Andreas Zingerle; Christa Sommerer; Laurent Mignonneau; Nuno Correia
    Headbang Hero is a music/dance videogame for testing and improving your prowess at "headbanging". The player wears a wireless motion-sensing wig and is awarded points for her personal choreography as she shakes her head to the sound of a heavy-metal song. However, since the practice of "headbanging" presents a risk to the player's health, the game software also analyses how hazardous the performance is and prints a personal report once the song is over.
    An uncommon affair at Tooting Bec Common BIBAFull-Text 456
      Mark-David Hosale
    An Uncommon Affair At Tooting Bec Common is a viewer navigable non-linear film presented on four screens in an immersive installation environment. The interactive film is composed of four tightly wound storylines strategically written so that the plot points can be interleaved, and presented backwards or forwards in time. The interface is designed to engage the user through a sense of play and exploration as they discover an ever-mutating adaptive storyline, which is revealed as they guide the screens through the story space of the film.
    Mister X: an innovative location-based multiplayer game BIBAFull-Text 457
      Pascal Bihler; Ronald Fromm; Katja Henke
    We present Mister X, an innovative hide-and-seek game on smart mobile phones weaving the virtual game mechanics into the real outdoor activity. Mister X is part of the research project Adaptive Mobile Gaming of the University of Bonn funded by and in cooperation with the Deutsche Telekom. It is designed in the spirit of the famous German board game Scotland Yard by Ravensburger.
    Plant feeling light: a lighting system working with plant biorhythms BIBAFull-Text 458
      Satoshi Kuribayashi; Takaki Kimura; Hiroya Tanaka
    Contemporary interactive media design/art is inspired from natural world and its constituents, such as materials, dynamics, cycles, motions and so on. Although it is useful to treat natural essences as material, metaphor and motif of creations, we consider the natural world is a living computational system.
    Urban treasure: new approach for collaborative local recommendation engine BIBAFull-Text 460
      Takayuki Miyauchi; Ami Yao; Takahiro Nemoto; Masahiko Inami; Masahiko Inakage; Naohito Okude; Adrian Cheok; Maki Sugimoto
    With human's infinite creativity, technology innovations are born in this world at an unprecedented rate. The rapid technology development has resulted in a fast-paced and complex life. Moreover, a dilemma is posed as people tend to fall into confusion when they are suddenly withdrawn from their occupied daily routine: our knowledge about our own community, besides our working environment, is limited due to our lack of both motivation and time for local exploration. How to increase and enhance people's appreciation for their daily surroundings then becomes the fundamental vision of Urban Treasure: a collaborative local recommendation engine which allows users to discover new local information that match their personal preferences.
    Poetry mix-up: the 10th muse BIBAFull-Text 461
      Kening Zhu; Nimesha Ranasinghe; Chamari Edirisinghe; Adrian David Cheok; Owen Noel Newton Fernando; Yan Yan Cao
    "Poetry Mix-up" revitalizes aesthetic sensibilities evoked from poetry in our contemporary culture. It provides users with an enjoyable experience of creating a 'remixed' poetry by simply sending cell phone SMS or micro-blogging on Twitter. The system is capable of generating poems based on the topics and the contents of the messages sent by users.
    Face-off in the magic circle: getting players to look at each other, not the screen BIBAFull-Text 462
      Douglas Wilson; Dajana Dimovska; Sebbe Selvig; Patrick Jarnfelt
    This game prototype, entitled Face-off in the Magic Circle, demonstrates an underused and engaging application of physical interfaces for digital games. The game pairs a gestural interface together with a minimally graphical game in order to coax players into looking at each other, rather than at the screen. By combining the face-to-face interactions of traditional, non-digital games with the computational power and multimedia capabilities of videogame consoles, we hope to illuminate promising opportunities for adding new depth to console gameplay.