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ACE Tables of Contents: 0405060708091011121314

Proceedings of the 2010 International Conference on Advances in Computer Entertainment Technology

Fullname:Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Editors:Victor R. L. Shen; Henry Been-Lirn Duh; Masahiko Inami; Michael Haller; Yoshifumi Kitamura
Location:Taipei, Taiwan
Dates:2010-Nov-17 to 2010-Nov-19
Publisher:ACM
Standard No:ISBN: 978-1-60558-863-6; ACM DL: Table of Contents; hcibib: ACE10
Papers:37
Pages:125
Links:Conference Website
  1. Designing games for children
  2. Interactivity
  3. Next-generation interfaces
  4. Innovative gaming tools
  5. Interaction design
  6. Posters

Designing games for children

Fantasies in narration: narrating the requirements of children in mobile gaming design BIBAFull-Text 3-6
  Henry Been-Lirn Duh; Vivian Hsueh-Hua Chen
As children become major consumers of new media, they have been progressively integrated into the design of such technologies, following the trend of Participatory Design (PD). This paper seeks to highlight the gap that exists between the work of children designers and the adoption of such design outcome by game designers. Using Fantasy Theme Analysis (FTA), design recommendations were identified in design sessions with children to create a mobile game. The game was subsequently evaluated by game designers to see the effectiveness of such approach.
The "Alberto's Gravimente Toys": children's fiction on technological design BIBAFull-Text 7-10
  Marta Ferraz; Teresa Romão; Antõnio Câmara
This paper presents the design process of a learning computer game based on environmental sustainability themes for children (primary school). To control the game, children use "Alberto's Gravimente Toys", everyday life objects (e.g. inflatable bat) which incorporate different sensors that are able to detect users' input actions. The game lets children move around the physical space (indoors and outdoors), allowing simultaneous cognitive and motor exercise. Our research also aims at finding new principles by which to conceive technological tools for children, connecting both virtual and physical realities, in direct proximity, and within different contextual environments. Children were involved in the design process from the very beginning, helping to improve the game design and usability. We were also interested in studying children attitude while playing (e.g. individual/collaborative). Three user evaluation sessions are described and the corresponding results are discussed.
What if children learn phenomena of light through real world edutainment? BIBAFull-Text 11-14
  Hiroyuki Mitsuhara; Kazuhide Kanenishi; Yoneo Yano
Real World Edutainment (RWE) is an educational computer game focusing on a game story and human-human interaction in the real world and aims mainly at increasing learning motivation. At an educational event, children learned phenomena of light through the RWE where they were able to observe real phenomena (real-world objects) and view multimedia learning materials.
JECRIPE: stimulating cognitive abilities of children with Down Syndrome in pre-scholar age using a game approach BIBAFull-Text 15-18
  André Brandão; Lenisa Brandão; Giancarlo Nascimento; Bruno Moreira; Cristina Nader Vasconcelos; Esteban Clua
Digital games are usually developed to provide fun for people of all ages. Although games have been mostly used for entertainment purposes, they have great potential as an intervention tool in health care. Digital games can be applied in health care helping users to learn or to experience something in a fun way. However, there are important issues to be considered to achieve this goal, specially in the development of applications for people with special needs. In this work, we are concerned specifically with Down syndrome needs, and we present an unhackneyed game for children with Down syndrome between 3 to 7 years old. Children in pre-scholar age need to be stimulated considering different cognitive areas. The stimulation of such cognitive areas can provide good results in the development over the years. Given the current demand and absence of games that fulfill Down syndrome special needs, we developed JECRIPE. JECRIPE is a digital game that stimulates the specific cognitive abilities: imitation, perception, fine motor skills, hand-eye coordination and receptive and expressive verbal language. This paper describes how these cognitive areas are used to stimulate children with Down syndrome in pre-scholar age and some technical issues in the development of the game.

Interactivity

MoPH: a media performance system with a multi-touch interface BIBAFull-Text 20-23
  Saburo Hirano; Takashi Ikebuchi; Haruhiro Katayose
This paper introduces a multi-media performance system called "MoPH" that allows the user to enjoy playing graphics and sounds using an iPad. The computer graphics and sounds are generated based on the movement of "objects" that are subject to physical laws. Users of MoPH define and interact with the object using the multi-touch functions and acceleration sensors of an iPad controlled via WiFi. MoPH provides its users with an intuitive controller that can operate a variety of graphics and sounds. Through demonstrations and experiments, the interface was shown to be easily understood by users.
Automatic configuration of display ordering for multi-display environments BIBAFull-Text 24-27
  Takashi Ohta; Jun Tanaka
We designed and built a system that configures the information of how displays are arranged as a multi-display environment. The system automatically matches the physical location of displays and network addresses. It uses a web camera for capturing a real-time video to observe each display to flash its screens one by one. The timing and relative locations of the flashing screens are recognized using an image processing technique. Furthermore, the correspondence of the displays and the network addresses can be deduced from these data. In this article, we explain the system concept and design, and report the performance result. Results show that the system works perfectly, with various configurations of display dispositions.
Multitouch interactive DJing surface BIBAFull-Text 28-31
  Pedro A. Lopes; Alfredo Ferreira; J. A. Madeiras Pereira
Disc-jockeys have come a long way but, as far as DJing tools are concerned, there are still few applications that support hands-on interaction over Virtual DJ systems, and those are typically reduced to traditional input devices. With direct user-feedback from an accompanying group of DJ experts accounted for, we propose a Virtual DJ system with natural interaction, paired with a low-learning curve and an emphasis in user-oriented design. Finally, in order to draw conclusions on the adequacy of multitouch towards DJing, our prototype was compared against standard DJ solutions by a panel of DJ experts.
Cloud Display BIBAFull-Text 32-35
  Yutaka Tokuda; Yasuhiro Suzuki; Kunihiro Nishimura; Tomohiro Tanikawa; Michitaka Hirose
In this paper, we describe a prototype of a space filling display, Cloud Display. These days we have seen many different kinds of 3D displays. However, most of them are based on a conventional flat display with parallax imaging techniques, which means we still have such a constraint as to see images only nearby a display. In our laboratory, we have proposed to make a space itself become display by filling the space with controllable passive or active light scattering particles such as water drops, LED, and leaves. In this paper, we propose a space filling display based on smoke rings and show some results from our 4×4 arrayed smoke ring generator prototype system.
EyeGuitar: making rhythm based music video games accessible using only eye movements BIBAFull-Text 36-39
  Stephen Vickers; Howell Istance; Matthew Smalley
Rhythm based music games such as Guitar Hero are hugely popular and allow gamers to take on the role of a famous musician. To play such games you must press keys on virtual guitars in various combinations in time with the music. Gamers with severe physical disabilities cannot always use traditional input devices so alternative methods of input are required to play such games. Eye-gaze is a high bandwidth modality that can support this if suitable interaction techniques exist. By analysing actual gameplay a suitable eye-gaze interaction technique is designed for a Guitar Hero style game. We present results from a user study demonstrating that users are able to score higher with the gaze technique than using a keyboard for game input, albeit at the cost of gameplay. The experiment concludes with a case study in which a young person with physical disabilities is able to successfully play the game using only eye movements.
A method for outdoor skateboarding video games BIBAFull-Text 40-44
  Jan Anlauff; Erik Weitnauer; Alexander Lehnhardt; Stefanie Schirmer; Sebastian Zehe; Keywan Tonekaboni
Video games aimed at motivating players to exercises have gained popularity over the last few years, but most games are still designed for indoor scenarios. In this paper, we present a platform for a novel game concept: a mobile video game that is controlled by performing tricks on a real skateboard. The platform consists of two parts. A well-protected small wireless sensor module integrated unobtrusively into a skateboard and trick detection software that employs data mining techniques to classify skateboarding tricks from the raw data. We show the feasibility of the approach by presenting Tilt'n'Roll, a prototype skateboarding game application built on this platform.

Next-generation interfaces

Liquid interface: a malleable, transient, direct-touch interface BIBAFull-Text 45-48
  Jeffrey Tzu Kwan Valino Koh; Kasun Karunanayaka; Jose Sepulveda; Mili John Tharakan; Manoj Krishnan; Adrian David Cheok
We present a new methodology based on ferromagnetic fluids in which the user can have direct interaction (input/output) through a tangible and malleable interface. Liquid Interfaces uses the physical qualities of ferromagnetic fluids in combination with capacitive, multi-touch technology, to produce a 3D, multi-touch interface where actuation, representation and self-configuration occur through the malleable liquid, ferromagnetic fluid. This, combined with the ability to produce sound, enables users to create musical sculptures that can be morphed in real time by interacting directly with the ferromagnetic fluid.
Food internet communication BIBAFull-Text 49-52
  Dilrukshi Abeyrathne; Roshan Lalintha Peiris; Nimesha Ranasinghe; Owen Noel Newton Fernando; Adrian David Cheok
The medium is an imperative key in communication process that helps to be in contact with family and friends in this hectic life styles and its effective properties also support human to maintain flourishing relationships. Food has been considered as a way of communication for sharing, and celebrating each others' happiness and also to express grief since ancient times. This traditional and cultural approach motivated us to establish a distinctive way of introducing food as a digitized medium for remote communication. In this paper, we describe the prototype system which communicates through digitized food medium and it is attached to an expandable network platform which executes over the Internet. The system enables users to share their emotions and feelings by designing, and crafting different food messages globally through the proposed network. The food messages can either be designed layer by layer to convey a story to the recipient or the properties of designed food message like taste, facilitate recipients to experience the meaning of the message by consuming it. Thus this research may further fertilize several domains such as digital storytelling, communication, as well as social networking.
RoboJockey: real-time, simultaneous, and continuous creation of robot actions for everyone BIBAFull-Text 53-56
  Takumi Shirokura; Daisuke Sakamoto; Yuta Sugiura; Tetsuo Ono; Masahiko Inami; Takeo Igarashi
We developed a RoboJockey (Robot Jockey) interface for coordinating robot actions, such as dancing, similar to a "disc jockey" or "video jockey" who selects and plays recorded music or video for an audience, in this case, robot's actions, and giving people a new entertainment experience with robots. The system enables a user to choreograph a robot to dance using a simple visual language. Every icon on the interface is circular and can be operated from all positions around the tabletop interface. Users can coordinate the mobile robot's actions with a combination of back, forward, and rotating movements, and the humanoid robot's actions with a combination of arm and leg movements. Every action is automatically performed to background music. We demonstrated RoboJockey at a Japanese domestic symposium, and confirmed that people enjoyed using the system and successfully created entertaining robot dances.
Spatializer: a web-based positional audio toolkit BIBAFull-Text 57-61
  Beomjoo Seo; Min Min Htoon; Roger Zimmermann; Chung-Dau Wang
The web is becoming increasingly multimedia enabled and visuals have paved the way to the point where high quality online videos and detailed three-dimensional virtual worlds are now a reality. Innovative audio applications have been lagging somewhat, but positional audio system are gradually gaining attention as they help people to attain a better spatial perception and immersion into three-dimensional virtual spaces by presenting important spatial cues. However, existing positional audio systems provide either interactive, live voice communications for networked virtual environments or 3D renderings of pre-recorded sounds, but not both. Here we describe our web-based prototype system called Spatializer that encapsulates positional audio functionalities for both dynamic voice communications and static sound sources, all in a peer-to-peer toolkit with a simple yet powerful unified web interface.

Innovative gaming tools

Spatiotemporal analysis in virtual environments using eigen-behaviors BIBAFull-Text 62-65
  Kingkarn Sookhanaphibarn; Ruck Thawonmas; Frank Rinaldo; Kuan-Ta Chen
Behavioral structure can be represented by the principal components of the spatiotemporal data set, termed eigen-behaviors. The eigenbehaviors have been used in a number of researches for finding the behavior patterns of users of personalized mobile devices. To utilize eigenbehaviors for analyzing the behavioral structures in virtual environments, a challenging problem is the decomposition of target space in terms of non-convex intrinsic geometric shapes.
   This paper proposes a systematic analysis approach for discovering the primary players' behaviors associated with the target space. In experiments, our approach was applied to real players' movement obtained from Angel Love Online (ALO), a massively multiplayer online game. Before discovering the behavioral structure, we successfully utilized a hierarchical Isomap to decompose the ALO space so that any distances among the connected locations were considered as the shortest path in the Euclidean distance set. In previous work, the eigenbehaviors were extracted from the binary data representation where its elements indicate whether the locations of players are inside or outside the region. In contrast, we computed the eigenbehaviors from a proximity data representation where the Isomap-based distance was between players' locations and their reference. As a consequence, the movement direction can be inferred from the eigenbehaviors derived from the Isomap-based distance.
Exergame design for elderly users: the case study of SilverBalance BIBAFull-Text 66-69
  Kathrin Maria Gerling; Jonas Schild; Maic Masuch
In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly.

Interaction design

Osaka developing story: an application of video agents BIBAFull-Text 71-74
  Rong Rong; Yoshifumi Kitamura; Shinya Kitaoka; Hirokazu Kato; Keisuke Kishi; Kei Nakashima; Kazuhiko Yamazaki; Sadayoshi Horiuchi; Tatsuro Shioda; Kazuto Kamakura; Shinya Matsuyama
In this paper, we put forward a novel idea to create virtual alter egos by using video images of real-world humans; these alter egos can act autonomously and interactively in a virtual world. The design inspiration of this virtual world is Osaka City in the Meiji era, with many motive and fantasy factors. The application that is used to establish such alter egos in the virtual world is based on "Video Agents"; a system that can establish interactive autonomous characters by using video images of real-world creatures. If you will, you can create your own alter ego, which will enter the virtual world and behave autonomously; just like another you living in another world. The created "Osaka Developing Story" was demonstrated at a special event in Osaka, and a lot of participants enjoyed their own incredible experiences. This paper describes its implementation details and results.
Tangible anchoring: grasping news and public opinion BIBAFull-Text 75-78
  Susan J. Robinson; Sam Mendenhall; Vedrana Novosel; Ali Mazalek
Tangible Anchoring explores potential practices for news reporting and analysis afforded by the convergence of tabletop computing forms, broadcast media, and user-generated content via mobile, interactive television, and online technologies. Our system applies these technologies in a novel combination to support new forms of dialogue for broadcast television, with a focus on polling, and the techniques prototyped are also applicable for webcasts, meetings, and art installations. The system enables tabletop computing users (e.g. television anchors or moderators) to receive and mix for redistribution both quantitative and qualitative data, i.e. viewpoints, from participants in remote locations or face-to-face settings.
   Our design scenario for the television studio assumes multiple camera angles, two or more discussants, multiple displays, and issues-based polls using mobile phones. Our current prototype features viewer viewpoints presented on a tangible tabletop broadcast anchor desk. In this paper, we present our design rationale and feedback on the application from industry professionals and colleagues.
Digital collages BIBAFull-Text 79-82
  Philippe Codognet
We present an extended version of the Palimpsest system, a tool for turning a series of digital photographs into a video flux of images melting one into each other. We propose several algorithms to generate different kinds of video fluxes based on slideshows of digital photographs with a new kind of intertwining transition mixing phase.
Vision-based real-time exercise instruction system BIBAFull-Text 83-86
  Wen-Yang Wang; Chien-Chun Kuo; Duan-Li Liao
In this paper, a vision-based real-time exercise instruction system is proposed. The purposes of the system are to increase the exercise efficiency and to prevent users from being injured. This system uses a stereo-vision method to compute the 3D user information, and a vision-based pose estimation method to analyze the user's postures. The response time of the system is short enough such that the interaction between the user and the system can be done in real-time.
Interactivity in massively multiplayer online games: a concept explication BIBAFull-Text 87-90
  Meghdad Mehrabi; Vivian Hsueh-Hua Chen
Interactivity in game studies is a widely-discussed but under-conceptualized concept. Most studies on game interactivity focus on social interaction between players in virtual spaces of Massively Multiplayer Online Games (MMOGs), while the other important dimension of game-to-player interactivity has not received enough attention. In addition, a typology of game features which influence the development of interaction between the player and the game is hardly provided. This paper is an attempt to review studies both on new media interactivity and video game interactivity to categorize main features of MMOGs which shape game-to-player and player-to-player interactivity. This categorization is consolidated by instances from MMOGs, especially World of Warcraft (WoW).
Creating critical gameplay design BIBAFull-Text 91-94
  Lindsay Grace
This paper discusses the critical gameplay design project and its newest developments. After being exhibited in five national and international venues in 2009-2010, the project has been reconstituted with 3 new games that critique specific aspects of standard gameplay. This short paper reflects on the experience of the exhibition and the design heuristics gathered from them. The paper discusses the three axes of creating Critical Gameplay Games, content, process and scale. It is provided as a resource for researchers making polemic games, including but not limited to persuasive games, advergames, and critical gameplay. It is also useful to people involved in game jams or other intensive, time restricted game-making activities.

Posters

Design of a framework for interoperable motion effects for 4D theaters using human-centered motion data BIBAFull-Text 96-97
  Suchul Shin; Yangwoo Ahn; Jaesung Choi; Soonhung Han
In this paper, we propose a framework for authoring and controlling motion effects of 4D theaters. Regular and newly released movies are presented with some special effects such as motion, vibration, wind, fog, and scent at some theaters in South Korea. We define a neutral motion data with human-centered motion parameters based on human's sensory physiology and motion psychophysics. As a result, we can be sure that all theaters can be interoperable with different kinds of motion platforms.
Performance evaluation of remote control system with haptic media and video: position-force versus position-position BIBAFull-Text 98-99
  Tatsuya Watanabe; Yutaka Ishibashi; Norishige Fukushima; Shinji Sugawara
This paper evaluates the performance of a remote control system with haptic media and video. In the system, we can do various kinds of work by controlling a haptic interface device at a remote place with another haptic interface device while watching video. We also make a comparison between the position-force and position-position control schemes. Furthermore, we investigate the influences of the network latency for both control schemes on the system.
How does Facebook browsing affect self-awareness and social well-being: the role of narcissism BIBAFull-Text 100-101
  Lin Qiu; Han Lin; Angela Ka-yee Leung
Social networking sites such as Facebook have become extremely popular recently. In this research, we studied how Facebook browsing affects self-awareness and social well-being. Our results show that after Facebook browsing, individuals high in narcissism raised their public self-awareness while those low in narcissism reduced their public self-awareness. We also found that individuals low in narcissism perceived their friends' lives to be better than their own and consequently experienced negative social well-being and emotion. However, this effect did not occur for individuals high in narcissism.
Supporting immersive location-based games on resource-constrained platforms BIBAFull-Text 102-103
  Katsiaryna Naliuka; Tara Carrigy; Natasa Paterson; Roisin Cotton; Søren K. Jensen; Mads Haahr
This paper is concerned with challenges and solutions related to the use of smartphones as a location-based mobile gaming (LBMG) platform. We present here a summary of our experiences from building a feature-rich story-driven LBMG for the Android platform. The game uses location, handset orientation and marker-less augmented reality to support its core mechanics, which in turn support a strong story line.
Pervasive play for everyone using the weather BIBAFull-Text 104-105
  Sofia Reis; Teresa Romão; Nuno Correia
Casual and pervasive games are difficult to merge. It would be interesting to bring the advantages of pervasive play to the mass market to which casual games are designed for. In this article, a merge of pervasive and casual is proposed through the influence of real weather in the games. A framework that integrates a Weather Module, which retrieves and processes weather data, will be tested with two games: Weather Wizards and Real Farming.
Playing with iCat: investigating children's appreciation of game plays with a social robot BIBAFull-Text 106-107
  Suleman Shahid; Emiel Krahmer; Marc Swerts
In this paper we investigate how children of different age groups (8 and 12 years old) interact with a social robot (iCat) during a collaborative game play. We also analyze how these children subjectively experience a social relationship with the iCat. A simple number guessing game was used as a tool for inducing social interaction. Children either played the game alone or together with the iCat where iCat was the game partner. Results show that 8 year old children rated their subjective gaming experience significantly more positively than 12 years old. Furthermore, children who played the game with iCat reported having more fun than those who played the same game alone.
Concert viewing headphones BIBAFull-Text 108-109
  Sawako Miyashita; Masatoshi Hamanaka; Seunghee Lee
Concert Viewing Headphones, which are equipped with a projector, an inclination sensor, and a distance sensor for zoom control, have been developed. These headphones enable a user to view and listen selectively to specific performers in a group performance recorded on film, and they have both image and sound processing functions. The image processing extracts a portion of the image indicated by the user and projects it free of distortion on the front and side walls. The sound processing generates virtual microphones that allow a listener to focus on select performers even in the absence of individual, physical microphones.
CookKing: a king of healthy, fun and social cooking BIBAFull-Text 110-111
  Eelco van de Wiel; Martin Meijering; Suleman Shahid
In this paper we present a mobile application 'CookKing' that aims at making cooking easy, healthy, fun and social. CookKing targets at young male professionals with a busy lifestyle and stimulates cooking for maintaining a healthy lifestyle. The early results from the evaluation show that users are willing to espouse CookKing because it certainly makes cooking easier, enjoyable and particularly social.
Procedural modeling of urban environments for digital games development BIBAFull-Text 112-113
  Pedro Brandão Silva; António Coelho
This paper describes a procedural modeling methodology for urban environments, capable of reproducing real-world structures based on geographical information, operating on a spatial database engine, with applications in the field of digital gaming.
Snail light projector: interaction with virtual projection light in hyper-slow propagation speed BIBAFull-Text 114-115
  Keisuke Matsuzaki; Daisuke Iwai; Kosuke Sato
We propose a novel video projection system, the Snail Light Projector, where light emitted from a video projector travels at virtual hyper-slow speed. We define hyper-slow light as the light that creates a number of spatio-temporal video containing images with emitting time that differ between the video projector lens and the projection screen. As a result, the user can browse the images by moving a projection screen, and control the emitted light by moving a handheld projector. We believe the Snail Light Projector can be an innovative entertainment system, achieving interaction by using hyper-slow speed light, which enables the user to experience virtual physical phenomena directly.
Investigation of software patterns of user experience BIBAFull-Text 116-117
  Yih-Lun Huang; Tim Marsh; Adrian David Cheok
Traditionally, work in user experience focuses primarily on designers. However, in small and medium sized enterprises, software developers tend to take on a number of important roles, including designers, user experience engineers and analysts and so have influence over the user experience for end-users.
   We argue that in order to inform design and development to improve user experience for end-users, greater attention on software developers, especially in the HCI field, is vital. We believe pragmatic measures, in addition to user experience theories, frameworks, levels and guidelines are essential for aiding software developers. To this end, we propose the concept of software patterns of user experience and explain why it will serve the purpose.
Exploiting MMORPG log data toward efficient RMT player detection BIBAFull-Text 118-119
  Hiroshi Itsuki; Asuka Takeuchi; Atsushi Fujita; Hitoshi Matsubara
To detect players who are engaged in real-money trading (RMT) in massively multi-player online role-playing games (MMORPGs), behavior of players was analyzed using log data of a commercial MMORPG. A closed test evaluated the effectiveness of several player-wise statistics derived from the log data in detecting RMT players.
Enhancement of stage performances with projected CG and Noh motions BIBAFull-Text 120-121
  Masahito Shiba; Asako Soga; Jonah Salz
Our goal is to provide a support system for creating rich and flexible presentations in live performances using motion data. We created a live stage performance and a projection system which is for enhancing the performance with videos and CG animations. We choreographed and captured Noh motions, and created animation of CG characters to project. The CG characters were deployed in a responsive manner during a dance performance and integrated with live actors. In this paper, we describe the CG creation using Noh motion data, and our experience using the projection system and the CG in the live stage performance.
Facilitating high school campus learning with e-book readers BIBAFull-Text 122-123
  Wen-Hung Liao; Chien-Pao Chueh
In this paper, we exploit the potential of employing e-book reading devices in facilitating learning in a high school campus. We have custom-designed the user interface as well as the textbook content to suit the needs of this particular user group. The unique opportunity of having access to the hardware device, software design and potential users creates an ideal experimental platform for us to unbiasedly investigate the role of this new technology through a long-term user behavior collection and analysis process.
Spaced repetition tool for improving long-term memory retention and recall of collected personal experiences BIBAFull-Text 124-125
  Norbert Gyorbíró; Henry Larkin; Michael Cohen
A variety of electronic displays available for home use creates opportunities for intelligent applications. This paper presents a semi-passive photo reviewing tool for consolidating memories of experiences utilizing personal picture libraries. A form of spaced repetition algorithm is used to create visual journeys which link photos together around a user-chosen central theme. Systematically reviewing images from positive personal experiences can be useful to remember significant events, as well as to balance out stressful events in our lives. The design exploits existing digital home displays and aims to improve usage of media collections.