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ACE Tables of Contents: 0405060708091011121314

Proceedings of the 2014 International Conference on Advances in Computer Entertainment Technology

Fullname:ACE 2014: 11th International Conference on Advances in Computer Entertainment Technology
Editors:Yoram Chisik; Christian Geiger; Shoichi Hasegawa
Location:Funchal, Portugal
Dates:2014-Nov-11 to 2014-Nov-14
Publisher:ACM
Standard No:ISBN: 978-1-4503-2945-3; ACM DL: Table of Contents; hcibib: ACE14
Papers:68
Links:Conference Website
  1. Locative media
  2. Game design theory
  3. Performance support and audience participation
  4. Life design
  5. Content generation and gamification
  6. Entertainment environment
  7. Posters
  8. Creative showcase
  9. Game design challenge

Locative media

Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidance BIBAFull-Text 1
  Kai Kuikkaniemi; Andrés Lucero; Valeria Orso; Giulio Jacucci; Marko Turpeinen
This paper presents a pervasive adventure production called Lost Lab of Professor Millennium that experimented with different kinds of interaction techniques evaluating how they affected the adventure experience. The paper further reflects on the practical organization of the production targeted for schools and students between 12 and 15 years of age. Groups of up to four teenagers navigated through thirteen different kinds of pervasive computing experiences in checkpoints sharing a device providing augmented reality (AR) (MapLens) on a physical map and an adaptive marker-based AR guidance. Based on a Professor who lost her technologies, the story of the adventure provided a unifying narrative also through her fish Linus guiding groups through a variety of tasks in the checkpoints. The production was evaluated with direct observations, different kinds of video recordings, interviews and questionnaires. The evaluation revealed how groups shared the devices and performed collaborative interactions with the devices. The production received positive feedback from all stakeholders, but in terms of feasibility had some drawbacks. The evaluation indicated that the marker-based AR guidance techniques is practical, reliable and easy-to-use, and can be also used as a storytelling or story enhancing technique.
Gaming in the crucible of science: gamifying the science center visit BIBAFull-Text 2
  Karl Bergström; Annika Waern; Daniel Rosqvist; Lisa Månsson
Gamification can be done for many purposes. We describe an experiment with gamification that, while addressing an informal learning environment, was not done to directly support learning. In the design of an overarching game experience for a science center, the goals were to support a focused visit, and create incitement for families to engage together.
   We describe how the science center environment poses multiple challenges for game and interaction design, which differ from ordinary gamification projects. We explain how these were addressed by designing for group interactivity, supporting both open and challenge-based play, and a careful combination of physical and digital interaction.
Mobile technology to support coherent story telling across freely explored outdoor artworks BIBAFull-Text 3
  Annika Wolff; Paul Mulholland; Mark Maguire; Danielle O'Donovan
Museum professionals create exhibitions that tell stories about museum objects. The exhibits are usually arranged to reveal the relationships between them and to highlight the story being told. But sometimes objects are in fixed places and cannot be re-positioned. This paper presents a solution to the problem of how to tell conceptually coherent stories across a set of fixed artworks within the grounds of a museum and to reveal relationships between them. A study was conducted in which QR codes were used to provide access, through mobile devices, to online information about artworks. A notion of conceptual coherence and coverage of artworks was used to construct online story trails linking artworks to each other based on overlap of key story features such as setting, people and themes. Visitors were free at all times to follow their own path through the museum grounds and choose which objects they wanted to stop and engage with. The QR code trail was evaluated on an outdoor art trail at the Irish Museum of Modern Art (IMMA). Analytics of page access were used to identify how often visitors scanned QR codes and to what extent, once they had visited the online information about an artwork, they were likely to follow the story links.
Evaluating the effects of orchestrated, game-based learning in virtual environments for informal education BIBAFull-Text 4
  Panagiotis Apostolellis; Doug A. Bowman
In informal learning spaces employing digital content, such as museums, visitors often do not get adequate exposure to content, or they passively receive instruction offered by a museum docent to the whole group. This research aims to identify which elements of co-located group collaboration, virtual environments, and serious games can be leveraged for an enhanced museum learning and entertaining experience. We developed C-OLiVE, an interactive virtual environment supporting tripartite group collaboration, which we used to explore our hypothesis that synchronous, co-located, group collaboration will afford greater learning compared to conventional approaches. In an empirical study, we found some evidence supporting this hypothesis, taking into consideration other factors such as game experience and social presence. Students participating in the three-player condition demonstrated a better understanding of the collaborative tasks compared to their single-player counterparts. We discuss these results and outline future studies using the same virtual environment.
CountMeIn: evaluating social presence in a collaborative pervasive mobile game using NFC and touchscreen interaction BIBAFull-Text 5
  Michael Wolbert; Abdallah El Ali; Frank Nack
This paper presents the motivation, design and evaluation of CountMeIn, a mobile collaborative pervasive memory game to revive social interactions in public places (e.g. a train station or bus stop). Two versions of CountMeIn were tested; an NFC-based and a touchscreen version. In a 2×1 within-subject (NFC vs. Touch) experiment (N = 20), postexperiment group interviews and findings indicate the NFC version led to increased perception of social presence while participants were more aware of others' actions and intentions (mode of co-presence). However, we did not find quantitative evidence that attributes of social presence were higher from the Social Presence Game Questionnaire. Together, our findings suggest that placement of a physical NFC interface does not necessarily increase perceived social presence when users play collaboratively. However, social expansion in mobile collaborative pervasive games can greatly benefit from people's mutual awareness from such an interface. This mutual awareness has the potential to both attract users and spectators, and reduce anxiety of users to invite spectators, or accept an invite from users.
Natural Europe educational games suite: using structured museum-data for creating mobile educational games BIBAFull-Text 6
  Sarah Leon Rojas; Leif Oppermann; Lisa Blum; Martin Wolpers
This paper presents a suite for configuring and deploying mobile, location-based educational games for natural history museums. We propose a novel approach that uses structured museum-data as game-content and present an initial study thereof. The overall aim is to enable domain-experts, like teachers or museum educators, to create educational games for off-the-shelf mobile phones without requiring neither bespoke programming skills nor expensive setups. Our approach builds on the combination of two strands of work: 1.) structuring and providing museum-assets as linked data, and 2.) template-based content creation for mobiles games. This is thought to facilitate reuse of existing data and foster its maintenance on the one hand, as well as providing a timely and engaging mobile interface to museum content on the other hand. Our study is based on two rounds of user-tests with think-aloud observations and questionnaires, and on the developers' notes and reflections that stem from introductory workshops at four natural history museums from the Natural Europe project consortium. We found that both, the workflow for content-creation and the mobile end-user app have high hedonic as well as pragmatic qualities. Thus, the test results indicate that our approach might provide guidance for future work in this domain.

Game design theory

Defining second screen gaming: exploration of new design patterns BIBAFull-Text 7
  Katharina Emmerich; Stefan Liszio; Maic Masuch
New technologies have made the mobile phone to a multifunctional ally who accompanies many people in their everyday life. Smartphones and tablet PCs have also established new game settings. In this paper, we investigate a new trend utilizing smart devices as second screens that are added to gaming situations. We give a definition of Second Screen Gaming, and illuminate a special subcategory we call Smart Gaming. Further, we argue that there is a need for comprehensive design guidelines to integrate the second screen as a core part of the game design. Additionally, we have identified several challenges while designing such games and point out the opportunities for game designers in following this new trend. At the end of this work, three game prototypes are introduced as case studies, which demonstrate different aspects of Second Screen Gaming and thereby illustrate how innovative, engaging and highly social games can be created.
Memoing and lenses: two approaches for exploring player-generated game ideas in videos BIBAFull-Text 8
  Elke Beck; Christiane Moser; Manfred Tscheligi
In a child-centered game design process, game ideas collected from players are a valuable source for designers to inspire the creation of game concepts. A question that often arises is how to deal with large amounts of collected information, or more specifically, game ideas generated by children and offered via video snippets as inspirational source for game ideation. The challenge lies in not only working with the 'obvious' observations in the videos, but also thinking about underlying issues (such as cultural issues) or processing them in a more structured way. In a study with multimedia design and technology students (future game designers), we explored the application of and experiences with two approaches, i.e., memoing and lenses, for handling player-generated game ideas within a 2-hour game idea jam. The findings show that the two proposed approaches hold potential for different scopes of ideation (e.g., broadening or narrowing the scope of ideas).
Difficulty in action based challenges: success prediction, players' strategies and profiling BIBAFull-Text 9
  Fausto Mourato; Fernando Birra; Manuel Próspero dos Santos
In this paper we extend the existing metrics for estimating difficulty, directed to action games (in particular, platform videogames) and taking into account different types of challenges. Specifically, we analyse how challenges are represented in time and space and observe the players' behaviour when facing such challenges. Accordingly, we propose a set of models to predict the probability of failure and success in different situations. This type of assessment can serve as a validation mechanism for automatic level generation algorithms and also to perform adaptive difficulty techniques. As a final point, we analyse multiple gameplay information retrieved from gaming sessions, in which 40 users performed over 10000 trials in different types of challenges. We have verified that the main hypotheses behind the proposed metrics are applicable and the estimators are valid approximations to the players' behaviour.
Towards understanding balancing in exertion games BIBAFull-Text 10
  David Altimira; Florian 'Floyd' Mueller; Gun Lee; Jenny Clarke; Mark Billinghurst
Playing exertion games with others can be engaging. However, players with different physical skill levels competing against each other can experience reduced engagement because they are either not challenged enough, or challenged too much. Balancing methods can address this; however, there is only limited understanding of balancing in exertion games. In this paper, we identify two distinct dimensional balancing techniques: "internal adjustment" and "external adjustment". We report results from a study where we measured player engagement after applying these adjustments to a digital table tennis game and the traditional table tennis game, finding two disengagement factors: "unexpected physical challenges" and "unacceptable competitive advantage". Based on these factors we derived a set of exertion game design considerations. We conclude that applying digital technology to a physical game can change the required skill level to play the game, and this can affect the impact of these adjustments on player engagement. These results enhances our understanding of balancing in exertion games, supporting the benefits of playing exertion games with others.

Performance support and audience participation

Head-worn mixed reality projection display application BIBAFull-Text 11
  Kaan Aksit; Daniel Kade; Oguzhan Özcan; Hakan Ürey
The main goal of this research is to develop a mixed reality (MR) application to support motion capture actors. This application allows seeing and exploring a digital environment without occluding the actor's visual field. A prototype is built by combining a retro-reflective screen covering surrounding walls and a headband consisting of a laser scanning projector with a smartphone. Built-in sensors of a smartphone provide navigation capabilities in the digital world. The integrated system has some unique advantages, which are collectively demonstrated for the first time: (i) providing fixed field-of-view (50° in diagonal), fixed retinal images at full-resolution, and distortion-free images that are independent of the screen distance and shape; (ii) presenting different perspectives to the users as they move around or tilt their heads, (iii) allowing a focus-free and calibration-free display even on non-flat surfaces using laser scanning technology, (iv) enabling multiple users to share the same screen without crosstalk due to the use of retro-reflectors, and (v) producing high brightness pictures with a projector of only 15 lm; due to a high-gain retro-reflective screen. We demonstrated a lightweight, comfortable to wear and low cost head-mounted projection display (HMPD) which acts as a stand-a-lone mobile system. Initial informal functionality tests have been successfully performed. The prototype can also be used as a 3D stereo system using the same hardware by additionally mounting polarized glasses and an active polarization rotator, while maintaining all of the advantages listed above.
SpiderFeedback: visual feedback for orientation in virtual TV studios BIBAFull-Text 12
  Jonathan Simsch; Jens Herder
A visual and spatial feedback system for orientation in virtual sets of virtual TV studios was developed and evaluated. It is based on a green proxy object, which moves around in the acting space by way of four transparent wires. A separate unit controls four winches and is connected to an engine, which renders the virtual set. A new developed plugin registers a virtual object's position with the proxy object which imitates the virtual object's movement on stage. This will allow actors to establish important eye contact with a virtual object and feel more comfortable in a virtual set. Furthermore, interaction with the virtual object and its proxy can be realised through a markerless actor tracking system. Several possible scenarios for user application were recorded and presented to experts in the broadcast industry, who evaluated the potential of SpiderFeedback in interviews and by questionnaires.
Aibiki: supporting Shamisen practice with adaptive automatic score scroll BIBAFull-Text 13
  Takahito Hamanaka; Daisuke Sakamoto; Takeo Igarashi
We present a system called Aibiki, which can support users in practicing the shamisen, a three-stringed Japanese musical instrument, via an automatic and adaptive score scroll. We chose Nagauta, as an example of a type of shamisen music. Each piece typically lasts 10-40 min; furthermore, both hands are required to play the shamisen, and it is not desirable to turn pages manually during a performance. In addition, there are some characteristic issues that are particular to the shamisen, including the variable tempo of the music and the unique timbre of the instrument, which makes pitch detection difficult using standard techniques. In this work, we describe an application that automatically scrolls through a musical score, initially at a predefined tempo. Because there is often a difference between the predefined tempo and tempo with which the musician plays the piece, the application adjusts speed of the score scroll based on the input from a microphone. We evaluated the performance of the application via a user study. We find that the system was able to scroll the score in time to the actual performance, and that the system was useful for practicing and playing the shamisen.
From the lab to the world: studying real-time second screen interaction with live sports BIBAFull-Text 14
  Pedro Centieiro; Teresa Romão; A. Eduardo Dias
This paper describes the design and evaluation of a new feature included on a second screen application for real-time interaction during live sports TV broadcasts. This feature allows remote users to bet if a goal is about to happen during a soccer match, increasing their interest, engagement and excitement towards the broadcasted event. To achieve these objectives, we used an eyes-free interaction method so users would not need to constantly shift their attention from the TV screen to the mobile device every time a goal might happen. We conducted an evaluation study, with the real users of the application, which is available on the market, to gather the users' feedback regarding their experience and the use of the interaction method. Results may give a considerable contribution to future researchers in this field, regarding the challenges involved when deploying real-time interactions during live broadcasted events.
If you can feel it, you can share it!: a system for sharing emotions during live sports broadcasts BIBAFull-Text 15
  Pedro Centieiro; Bruno Cardoso; Teresa Romão; A. Eduardo Dias
The exchange of opinions through chat-based services or social networks while watching TV shows has become a common practice. However, the use of these platforms requires users to shift their attention from the TV to whatever device they are accessing them with. This may be a problem in the case of live sports broadcasts, since it can cause users/viewers to miss important events. Addressing this issue, we introduce WeFeel, a system that enhances the experience of remote spectators of broadcasted sports events, by allowing them to share their opinions and emotions with friends through the TV screen using a mobile device. Results from user tests were highly positive, with participants manifesting great interest in using WeFeel.
Powers live: a global interactive opera simulcast BIBAFull-Text 16
  Peter A. Torpey; Benjamin Bloomberg
The live global interactive simulcast of the final February 2014 performance of Death and the Powers in Dallas, Texas made innovative use of satellite broadcast and Internet technologies to expand the boundaries of second-screen experiences and interactivity during a live remote performance. In the opera, the character of Simon Powers uploads his mind, memories, and emotions into The System, represented onstage through reactive robotic, visual, and sonic elements. Remote audiences, via simulcast, were treated as part of The System alongside Powers and the robots. Audiences had an omniscient view of the action of the opera, as presented through surround sound and augmented, multi-camera video. Multimedia content delivered to mobile devices, through the Powers Live app, privileged remote audiences with perspectives from within The System. Mobile devices also allowed audiences to influence The System by affecting the illumination of the Winspear Opera House's Moody Foundation Chandelier.

Life design

NotifEye: using interactive glasses to deal with notifications while walking in public BIBAFull-Text 17
  Andrés Lucero; Akos Vetek
In this paper we explore the use of interactive eyewear in public. We introduce NotifEye, an application that allows a person to receive social network notifications on interactive glasses while walking on a busy street. The prototype uses a minimalistic user interface (UI) for interactive glasses to help people focus their attention on their surroundings and supports discreet interaction by using a finger rub pad to take action on incoming notifications. We studied pragmatic and hedonic aspects of the prototype during a pedestrian navigation task in a city center. We found that, despite the potential risk of overwhelming people with information, participants were able to keep track of their surroundings as they dealt with incoming notifications. Participants also positively valued the use of a discreet device to provide input for interactive glasses. Finally, participants reflected on their (evolving) perception of interactive glasses, indicating that glasses should become smaller, more comfortable to wear, and somewhat of a fashion accessory.
Using adaptive avatars for visualizing recent music listening history and supporting music discovery BIBAFull-Text 18
  Arto Lehtiniemi; Jarno Ojala
This paper studies the idea of using adaptive avatars for visualizing recent music listening, supporting music discovery, and encouraging social interaction. In the evaluated prototype the avatar responds to the user's music listening by changing its appearance by gaining new clothing and accessories to parts of the avatar. The gained items and parts match to the listened songs. The parts can be played as playlists and be sent to other users as visual recommendations. In a user study with 22 participants, the concept was found fun, interesting and said to provide new music listening experiences. Users were highly interested in the evolving avatar and seeing/listening to others' avatars. Users had several different avatar creation strategies that are very interesting for new music discovery. Users also listened to new types of music broadly using the avatars. Based on the results, the paper proposes design implications for using avatars in music discovery services.
Affecting tumbler: affecting our flavor perception with thermal feedback BIBAFull-Text 19
  Chie Suzuki; Takuji Narumi; Tomohiro Tanikawa; Michitaka Hirose
The main objective of this study is to create a method that can affect flavor perception, without changing the food itself, by applying thermal sensations to the skin around the nose to simulate skin temperature changes associated with pleasant and unpleasant feelings. Recent physiological research has demonstrated that skin temperature changes affect flavor perception. Based on the James -- Lange theory, which claims that changes in bodily responses unconsciously evoke emotions and change our perception related to an emotional state, we hypothesized that flavor perception can be modified by affecting the skin temperature properly. To test this theory, we developed an "Affecting Tumbler," which presents thermal sensations to the skin around the nose for simulating the skin's temperature response during drinking. Our user study suggested that flavor richness and aftertaste strength were significantly improved by heating up the skin in the nasal region. These results indicate that flavor perception can be controlled with the proposed method.
iMake: eye makeup design generator BIBAFull-Text 20
  Ayano Nishimura; Itiro Siio
Many women enjoy applying makeup. Eye makeup is especially important for face makeup, because eyeshadow color and eyeline shape can dramatically change a person's impression on others. In addition to standard eye makeup, there is "artistic eye makeup," which tends to have a greater variety of designs and is more ostentatious than standard eye makeup. Artistic eye makeup often has a motif of characters or symbols, such as a butterfly, heart or rose. Needless to say, it is often difficult for non-artistic people to apply this type of eye makeup. Artistic eye makeup requires a special technique; therefore, we propose and implement a computer-aided eye makeup design system called "iMake." This system generates artistic eye makeup designs from the colors and shapes of a favorite character selected by a user. Once the user has selected the desired eye makeup pattern, an ink-jet color printer prints it on a transfer sheet that the user can apply to his/her eyelids. The user can design any type of eye makeup with a simple operation, and then apply the transfer sheet makeup without any special techniques. The usability evaluation provided by eight participants has shown that our system is sufficiently useful for practical eye makeup.
A design method to surface of Japanese lacquer by UV projection for diy fabrication BIBAFull-Text 21
  Naoya Koizumi; Yuki Hashimoto; Takeshi Naemura
We propose design methods that process the surface of Urushi, a Japanese traditional coating material, with computer technology and ultraviolet (UV) light control. Urushi changes their physical condition by absorbing UV light energy. Our research introduces design method with this physical feature for Personal Fabrication by utilizing UV laser and galvanometer mirror or UV lamp and paper.
   Our contribution is to introduce the principle of the new fabrication method. This method is able to add a pattern onto the Urushi coated surface by controlling the UV light direction. We use two methods to control of the light. One method uses laser and galvanomirror. Another one uses a lamp and mask pattern. We introduce and compare these methods, and describe future of Urushi design.
Intention expression in stuffed-toy robots based on force control BIBAFull-Text 22
  Yuanyuan Li; Nutnaree Kleawsirikul; Yutaka Takase; Hironori Mitake; Shoichi Hasegawa
A novel stuffed-toy robot that expresses its intentions through the sense of force and touch is proposed. The robot is so soft that one might wish to embrace it. Compliance of the robot can also be determined by holding its hands, similar to newborn babies or small animals.
   Core technologies of our robot design include a distributed process multi-rate data-driven force control for the robot's arms and a new force sensor mechanism for detecting external forces acting on the arms. The robot can change its mobility by changing the stiffness of the force control to realize its intention expression.

Content generation and gamification

Automated choreography synthesis using a Gaussian process leveraging consumer-generated dance motions BIBAFull-Text 23
  Satoru Fukayama; Masataka Goto
We propose a novel method of automatically generating dance choreography using machine learning. In a typical approach to automatic choreography, a dance is constructed by concatenating segments of existing dances which are maximally correlated to the target audio features with connectivity constraints. However, researchers using this approach are unable to produce dances with much variety, since the set of examples used in these experiments (usually motion-capture of existing choreographies) is limited and costly to produce. To solve this issue, we propose a probabilistic model which maps beat structures to dance movements using a Gaussian process, trained with a large amount of consumer-generated dance motion obtained from the web. The main contribution of our work is the combination of two approaches: the previously mentioned correlation based approach which seeks for relationships between music and dance, and a machine learning approach which is based on human motion modeling. Inspection of the generated dances proves that our method can generate choreographies with different characters by switching the training dataset, and highlights opportunities in training with further dance motions on the web to generate more expressive dance choreography.
Hierarchical generation of dynamic and nondeterministic quests in games BIBAFull-Text 24
  Edirlei Soares de Lima; Bruno Feijó; Antonio L. Furtado
Quests are a fundamental storytelling mechanism used by computer role-playing games to engage players in the game's narrative. Although role-playing games have evolved in many different ways in the last years, their basic narrative structure is still based on static plots manually created by game designers. In this paper, we present a method for the generation of dynamic quests based on hierarchical task decomposition and planning under non-determinism. The proposed approach combines planning, execution, and monitoring to efficiently handle nondeterministic events and support quests with multiple endings that affect the game's narrative and create interactive and dynamic story plots. These plots are directly or indirectly affected by player's actions and decisions. Furthermore, this paper presents the concept of hierarchical quests.
Generating levels for physics-based puzzle games with estimation of distribution algorithms BIBAFull-Text 25
  Lucas Ferreira; Claudio Toledo
This paper presents an estimation of distribution algorithm (EDA) to generate levels for physics-based puzzle games with the Angry Birds mechanics. The proposed EDA keeps three probability tables during its evolutionary process to sample new individuals that encode informations about the amount and placement of game objects inside the level. Sampled individuals are evaluated by a simulation-based fitness function, which considers the stability and the amount of the game objects inserted in a level. The best individual sampled from the probability tables is used to update them. Experiments indicated that the proposed EDA was capable of creating stable structures related to the Angry Bird gameplay.
RehabCity: design and validation of a cognitive assessment and rehabilitation tool through gamified simulations of activities of daily living BIBAFull-Text 26
  Athanasios Vourvopoulos; Ana Lúcia Faria; Kushal Ponnam; Sergi Bermudez i Badia
Worldwide, more than one in three adults suffers from a cardiovascular disease. According to the World Health Organization, 15 million people experience a stroke each year and, of these, 5 million stay permanently disabled. The current limitations of traditional rehabilitation methods push towards the design of personalized tools that can be used intensively by patients and therapists in clinical or at-home environments. In this paper we present the design, implementation and validation of RehabCity, an online game designed for the rehabilitation of cognitive deficits through a gamified approach on activities of daily living (ADLs). Among other findings, our results show a strong correlation between the RehabCity scoring system and the Mini Mental State Examination test for clinical assessment of cognitive function in several domains. These findings suggest that RehabCity is a valid tool for the quantitative assessment of patients with cognitive deficits derived from a brain lesion.
Beyond gamification: sociometric technologies that encourage reflection before behavior change BIBAFull-Text 27
  Vítor Belim; Olga Lyra; Pedro Teixeira; Ana Caraban; Maria José Ferreira; Rúben Gouveia; Andrés Lucero; Evangelos Karapanos
Gamification, the use of game design elements, such as points, levels, badges and achievements, in non-game contexts is a promising approach for encouraging desired behaviors. In this paper we describe our design process and early evaluation of a prototype that sensed children's social interactions (i.e., physical proximity) in the playground, and attempted to encourage pro-social behaviors through motivational feedback on a public display. We illustrate how we came to realize the potentially detrimental effect of gamification on children's intrinsic motivation and depth of reflection, and how we attempted to circumvent this through encouraging empathic understanding on children regarding the consequences of their behaviors on others.
Towards serendipitous urban encounters with SoundtrackOfYourLife BIBAFull-Text 28
  Alina Huldtgren; Christian Mayer; Oliver Kierepka; Chris Geiger
Our perception of the environment becomes more limited through, (1) an acceleration of everyday life through technology and, (2) restricted access to information resulting from online filtering. As a result, exploring unknown environments and making surprising discoveries (physical or digital) have become rare. However, it is exactly these experiences that extend our perspectives. In this paper we describe a mobile service to create and experience music channels motivating users to explore their urban surroundings. The SoundtrackOfYourLife app allows a user to place songs in urban spaces, linked to GPS coordinates, in order to create a digital sound channel. Other users can find these channels and follow them to explore the music placed by the first user and possibly walk a new path in the city. We elaborate on the design and implementation of the app as well as results from a first exploratory user study.

Entertainment environment

Analysing engaging experiences with a tangible 3D tabletop BIBAFull-Text 29
  Kim Halskov; Peter Dalsgaard; Louise Bak Stolze
Tangible 3D tabletops are a novel type of interface, which combines tangible tabletop interaction with 3D projection in such a way that the tangible objects can be augmented with visual content corresponding to their physical shapes, positions and orientations on the tabletop. We present a specific tangible 3D tabletop installation, Projected Play, which was developed for and deployed at LEGO World, a four-day event at which visitors immerse themselves in the world of LEGO. The use of Projected Play was documented through observations, interviews and video recordings. We propose an analytical approach to understanding the perception and use of this type of installation building upon existing research into interaction in public spaces. We apply this approach to analyse how people interacted with and experienced the installation. The focal points of the analytical approach include social, cultural and physical aspects of experience, interaction patterns and forms of engagement. Moreover, we critically discuss the potentials and limitations of both the analytical approach and the installation.
VRMixer: mixing video and real world with video segmentation BIBAFull-Text 30
  Tatsunori Hirai; Satoshi Nakamura; Tsubasa Yumura; Shigeo Morishima
This paper presents VRMixer, a system that mixes real world and a video clip letting a user enter the video clip and realize a virtual co-starring role with people appearing in the clip. Our system constructs a simple virtual space by allocating video frames and the people appearing in the clip within the user's 3D space. By measuring the user's 3D depth in real time, the time space of the video clip and the user's 3D space become mixed. VRMixer automatically extracts human images from a video clip by using a video segmentation technique based on 3D graph cut segmentation that employs face detection to detach the human area from the background. A virtual 3D space (i.e., 2.5D space) is constructed by positioning the background in the back and the people in the front. In the video clip, the user can stand in front of or behind the people by using a depth camera. Real objects that are closer than the distance of the clip's background will become part of the constructed virtual 3D space. This synthesis creates a new image in which the user appears to be a part of the video clip, or in which people in the clip appear to enter the real world. We aim to realize "video reality," i.e., a mixture of reality and video clips using VRMixer.
Web browser as platform for audiovisual performances BIBAFull-Text 31
  Nuno N. Correia; Jari Kleimola
The present study aims to address the following research question: how to create a tool for audiovisual performance, allowing for real-time usage of shared online visual resources, which can be customizable, and used across a variety of different hardware platforms? To address this issue, we have developed AVVX (AudioVisual Vector eXchange), a novel application for audiovisual performances, based on open web technologies such as HTML5, JavaScript and SVG (Scalable Vector Graphics). This paper contextualizes AVVX with related work and technologies, and then presents the design and development of the software. Taking as a starting point a workshop conducted with AVVX, the project has been evaluated by means of a questionnaire and user tests. The results of the tests indicate that the web browser, together with open web technologies, can provide a foundation for a customizable, content-sharing and multi-platform approach to audiovisual performance.
The real augmented reality: real-time game editor in a spatial augmented environment BIBAFull-Text 32
  Patrick Oswald; Jordi Tost; Reto Wettach
Video games are conventionally screen-bound, restricted to predefined character movements and have a limited amount of interaction possibilities depending on the controller and the level architecture. Although the ways in which we can interact with games have improved over recent years, the digital world we are interacting with is still normally confined to the screen and restricted by predefined scenarios.
   In this paper, we introduce the i.Ge engine, a real-time video game level editor that allows users to interact with their own environment to create game content with real everyday objects, making them part of the level design. Thus, our engine reduces the gap between playing and creating by making both possible at the same time in a spatial augmented reality, thereby introducing new concepts in the field of game interaction and game design.
Development of a wrist-twisting haptic display using the hanger reflex BIBAFull-Text 33
  Takuto Nakamura; Narihiro Nishimura; Michi Sato; Hiroyuki Kajimoto
The hanger reflex is a strong force illusion that was previously known to occur in the human head. We applied the hanger reflex to the wrist and had expected that "sweet spots" would exist for the hanger reflex at the wrist, similar to the properties of the hanger reflex at the head. By measuring the pressure distribution and the rotation angle when the hanger reflex device was attached to the wrist, we found "sweet spots" that efficiently generate the hanger reflex at the wrist. Based on the pressure distribution obtained, we developed a device to control hanger reflex generation at the wrist. This device reproduces the pressure distribution by pressing on the hanger reflex "sweet spots" using four linear actuators, and thus generates the hanger reflex at the wrist. The results of user testing indicated that the device can produce rotational forces efficiently.
lapillus bug: creature-like behaving particles based on interactive mid-air acoustic manipulation BIBAFull-Text 34
  Michinari Kono; Takayuki Hoshi; Yasuaki Kakehi
Modern technology development has made the border between life and matter more ambiguous. Studies that find creature-like behavior from inorganic materials are carried out in the field of art and entertainment. On the other hand, it is an important issue to manipulate objects without implanting any actuators directly inside.
   In this research, we aim to extract and express creature-like behavior from inanimate objects by usage of external force. By generating a standing wave with focused ultrasound, a phenomenon known as acoustic levitation enables a physical particle to float in mid-air. The particle is trapped in the ultrasonic focal point and follows its position. We have developed a system so that users can interact with the floating particle that looks and behaves as though it is a small hovering bug. We have received many reactions and opinions from attendees at exhibitions. In this paper, we describe the system overview, concept, design, implementation, and feedback from the exhibitions.

Posters

A hash table construction algorithm for spatial hashing based on linear memory BIBAFull-Text 35
  Cesar Tadeu Pozzer; Cícero A. de Lara Pahins; Ilona Heldal
Spatial hashing is an efficient technique to speed up proximity queries on moving objects in the space domain, suitable for computer entertainment applications and simulations. This paper presents an efficient three-step algorithm for building a 1D hash table for spatial hashing needed to perform fast queries on objects for location and proximity detection. In contrast to existing solutions, this algorithm uses fixed-size vectors and pivots instead of dynamic data structures to deal with collisions in the hash table. This also enables iterating through entities and performing proximity queries in a linear memory. Experiments conducted shows that the proposed algorithm is, on average, at least 3 times faster than existing solutions based on dynamic data structures. This contributes to realizing interactive frame rates with massive number of moving entities.
An interactive toolset for speech therapy BIBAFull-Text 36
  André Grossinho; Sofia Cavaco; João Magalhães
This paper proposes a novel approach to include biofeedback in speech and language therapy by providing the patient with a visual self-monitoring of his/her performance combined with a reward mechanism in an entertainment environment. We propose a toolset that includes an in-session interactive environment to be used during the therapy sessions. This insession environment provides instantaneous biofeedback and assists the therapist during the session with rewards for the patient's good performance. It also allows to make audio-visual recordings and annotations of the session for later analysis. The toolset also provides an off-line multimedia application for post-session analysis where the session audio-visual recordings can be examined through browsing, searching, and visualization techniques to plan the future session.
An orientation game with 3D spatialized audio for visually impaired children BIBAFull-Text 37
  Diogo Simões; Sofia Cavaco
In this article, we propose an educational mobile game designed to help visually impaired children to develop orientation skills. These skills are usually trained at orientation and mobility classes for special needs children. The proposed game can be played on touch screen mobile devices and can be used in class or after classes. It uses a child appropriate theme and it aims at training children to perform accurate sound localization, while distinguishing concepts like front/back, left/right, close/far, etc.
   We have had very promising results from a preliminary test with blind and low vision students. Training these concepts on an entertaining environment can have very positive outcomes as it motivates children to spend more time training and at the same time allows children to forget that they need to train due to their special needs.
ARgo: animate everyday object in augmented reality BIBAFull-Text 38
  Byung-Hwa Park; Se-Young Oh
We present ARgo (Augmented Reality tamaGOchi), a system for animating an everyday object on a smart device. We focus to interact with every everyday object on the smart device augmented reality (AR) through animating them with animating and gaming contents. We developed a Single-Point-Tap gesture event based object tracking algorithm using a GrabCut, TLD and CamShift tracking hybrid system for a markerless mobile AR application. To make the object seem to have an inherent facial expression, we use Poisson image edit, which is a seamless blending approach. To instill 'life' to an everyday object, we adopted the Tamagotchi storytelling concept. For multi-platform game application purposes and computer vision programming, the AR programming environment was built using the Cocos2d-x game engine and OpenCV. We show the use of our system to animate the everyday object in real environment.
Breathing clothes: artworks using the hairlytop interface BIBAFull-Text 39
  Masaru Ohkubo; Miki Yamamura; Hiroko Uchiyama; Takuya Nojima
Breathing clothes are media artworks formed as an application of the hairlytop interface. The hairlytop interface is an assembly of fine, soft and deformable actuators. Each actuator is composed of a shape memory alloy (SMA) and drive circuits. Various types of sensors can be connected to the driving circuits. The actuators can then deform in reaction to surrounding stimuli, including light, sound, and human activity. The high flexibility of this configuration and its unique motion enables us to compose various interface types, such as furry decorated interfaces and new deformable textiles. In this paper, we describe in detail several types of clothes composed of this unique fabric combined with the hairlytop interface. The clothes act based on the wearer's breathing action, which acts as an indicator of the emotional state of the wearer.
Collaborative storyboarding through democratization of content production BIBAFull-Text 40
  Benjamin Tag; JoonYoung Hur; Naohisa Ohta; Kazunori Sugiura
Pervasive computing allows immediate image and sound capturing, interaction with content, participation in content productions, and thus virtually anyone can become a multimedia content producer on the spot. With our research focus on collaborative content production, we designed a platform called "Poligatari" which aims at bringing professional content producers and amateur filmmakers together.
   After a brief introduction of the background and related work, we will discuss the development of the core features that distinguish our system from other collaborative content production platforms. By altering the traditional video production workflow, we have created an environment that supports the active participation of amateur video producers not only in the capturing and furnishing of footage, but also in the actual storyboarding process. Extremely low hurdles for user involvement make the "Poligatari" concept a unique collaborative crowdsourcing platform for multimedia content creation.
Designing a serious game for community-based disease prevention in the Amazon BIBAFull-Text 41
  Saturnino Luz; Masood Masoodian; Manuel Cesario; Raquel Rangel Cesario; Bill Rogers
Many developing regions around the world rely on community-based healthcare strategies and practices to deal with prevention and control of often neglected diseases, by educating the local population and healthcare professionals, on the mechanisms by which such diseases spread and how they can be controlled. In this paper we describe a multiplayer serious game designed to raise awareness, and foster adoption of preventive measures among local citizens and community-health professionals about Leishmaniosis. We also discuss how the underlying concept for this game and its mechanics have been iteratively designed and developed in collaboration with a group of people with relevant medical and research expertise as well as practical knowledge resulting from working with our target population.
Did you see that?: in-game advertising retention in players and onlookers BIBAFull-Text 42
  Lindsay Grace; Dirk P. Janssen; James R. Coyle
The effects of embedding advertising in digital games has been explored in only a few controlled studies. This research provides results of an efficacy analysis of in-game advertising within the controlled environment of a racing car game, an environment in which advertising blends in naturally. The experiment was designed to understand the effectiveness of in-game advertising for both players and onlookers. Examining players in both Europe and the United States, this study measured how in-game advertising works on those who participate in electronic entertainment and those who watch it. The results indicate that such advertising is more effective for onlookers than for players. Implications for designers and researchers is discussed.
Digital book reader based on leading text BIBAFull-Text 43
  Mitsuru Minakuchi; Fuyuki Okamoto
Although digital books are becoming increasingly popular, digital typography technologies are yet in their infancy. For example, many current digital books follow the patterns of conventional paper books, where the content is displayed in pages and the users have to turn a page using buttons or touch operations. The look and feel is similar to paper books, which is a significant factor that has promoted the acceptance of digital books. However, from the viewpoint of content representation, this familiar pattern does not fully exploit the merits and potentialities of digital content. To address this, we propose a digital book reader based on leading text that aims to mitigate interruption of reader concentration experienced in conventional methods. Moreover, we investigate the readability of the proposed method through quantitative evaluations.
emoPuppet: low-cost interactive digital-physical puppets with emotional expression BIBAFull-Text 44
  Jesús Ibáñez Martínez
In this paper we present a novel kind of interactive digital-physical puppet that includes emotional expression. By adding emotional expression to puppets, we aim to foster reflexion and learning about emotions in kids. Our model consists of both a physical part and a digital one. The physical part is pretty similar to conventional puppets. We minimize the cost of the digital part of the puppets by reusing the smartphones the parents already have. One smartphone, integrated into the physical part, is used for showing the facial expression of the puppet. A second smartphone is used as a remote control for controlling the puppet's emotional expression. Both smartphones are coupled through a Bluetooth connection. Emotions are modelled in terms of the arousal and valence dimensions and they are visually expressed in a simple way through the mouth curvature, the eye opening and the eyebrow shape. By moving the finger across the remote control screen, the puppeteer controls the emotional expression. Both horizontal and vertical axes of the screen are mapped onto the valence and arousal emotional dimensions respectively.
Game user telemetry in practice: a case study BIBAFull-Text 45
  Günter Wallner; Simone Kriglstein; Florian Gnadlinger; Michael Heiml; Jochen Kranzer
User research has become an important aspect in game development. Especially, user telemetry, i.e., the remote tracking of in-game behavioral data and its subsequent analysis has attracted increased attention in game development and research in the last years. Unfortunately, case studies of game industry-academic relationships concerning the application of user telemetry methods in practice are still sparse. In this case study we report our experiences from employing gameplay visualizations during the development of a commercial mobile game. In particular, we describe the process of the collaboration and discuss developer feedback regarding the visualization itself as well as issues regarding user telemetry integration into the development process.
Immersive observation support system toward realization of "interactive museum": observing "live" extinct animals while walking in a virtual paleontological environment BIBAFull-Text 46
  Tomohiro Nakayama; Ryuichi Yoshida; Takahiro Nakadai; Takeki Ogitsu; Hiroshi Mizoguchi; Kaori Izuishi; Fusako Kusunoki; Keita Muratsu; Shigenori Inagaki
The authors developed a computer-animated "interactive museum" to improve observers' levels of interest and immersion during the exploration of virtual paleontological environments. In the system, animals on the screen move in synchronization with the observer's actions, and hence, the observer feels as though he/she has entered a real-life paleontological environment. In this paper, in order to enhance the immersive experience, we upgraded the system based on the results of past preliminary evaluation. In the upgraded system, animals on the screen animate whenever an observer walks across the screen, and the animal under observation changes in response to the observer walking backward or forward towards the screen. In this way, the observer becomes part of the virtual paleontological environment. Then, in order to verify the upgrade's effectiveness, we conducted an evaluation. The results indicated that the upgrade of the system was effective in immersing observers because of the fidelity of the simulation and the enjoyment afforded by moving one's own body.
Haptic bed: bed-style haptic display for providing weight sensation BIBAFull-Text 47
  Masahiro Koge; Daichi Ogawa; Seiya Takei; Yuriko Nakai; Taira Nakamura; Takuto Nakamura; Ryuta Okazaki; Taku Hachisu; Michi Sato; Hiroyuki Kajimoto
We developed a bed-style haptic display "Haptic Bed" that provides weight sensation to wide area of the user's body. This system comprises motors, belts, a cushion and a comforter to press and swing the user lying on the bed. Haptic Bed is a type of whole-body haptic interface, characterized by the presentation of low-frequency force with multiple degrees of freedom. The prototype system with two motors can present a weight sensation to approximately five regions of the abdomen. Although a sensation is only presented to the abdomen in this study, Haptic Bed can present a weight sensation to a wider area by increasing the number of motors. The system has the potential to enrich the audio visual experience in several ways, such as by expressing the sensation of a horrific ghost sitting on the user as part of entertainment content, or by presenting the existence of a remote relative as a telecommunication tool. Overall, the system changes a bed into a new medium through which immersive contents are presented in an immersive manner.
Interactive art to go BIBAFull-Text 48
  Ichiroh Kanaya; Masataka Imura; Mayuko Kanazawa
Traditional artworks like paintings, photographs, or films can be reproduced by conventional media like printing or video. This makes visitors of museums possible to purchase postcards, posters, books, and DVDs of pictures and/or movies shown at the exhibition. However, newly developing arts so called interactive art, or new media art, has not been able to be reproduced due to limitation of functionalities of the conventional media. In this article, the authors report a novel approach of sharing such interactive art outside the exhibition, so that the visitors of the museum can take a copy to home, and even share it with non-visitors. The authors build up their new projector-and-camera (ProCam) based interactive artwork for exhibition at Museum of Contemporary Art Tokyo (MOT) by using Apple's iPhone. The exactly same software driving this artwork was downloadable from Apple's App Store -- thus all visitors or even non-visitors could enjoy the same experiment at home or wherever they like.
Ketsuro-Graffiti: water condensation display BIBAFull-Text 49
  Yohei Miyazaki; Yuichi Itoh; Yuki Tsujimoto; Masahiro Ando; Takao Onoye
We propose a novel interactive display called Ketsuro-Graffiti, which allows users to write or apply graffiti to the surface of water-condensed mirror-like displays. Ketsuro-Graffiti controls the temperature of arbitrary points on its surface by moving heat conductive actuators up and down to control the condensation's generation and evaporation. We describe the details of its implementation and preliminary evaluation results.
Participatory design methods to define educational goals for full-body interaction BIBAFull-Text 50
  Marie-Monique Schaper; Laura Malinverni; Narcis Pares
The paper presents an exploratory study aimed toward including children in the design of an Interactive Learning Environment based on Full-Body Interaction. The study proposes a method based on using Participatory Design techniques to analyze core meanings and misconceptions of children. The aim is to identify appropriate learning goals and to define concepts capable of bridging between children's knowledge and novel contents. Furthermore, it explores a novel approach aimed at fostering design methods suitable for a Full-Body Interaction experience. The results show the benefits of the method in defining guidelines for a first design proposal of a Learning Environment based on environmental education.
PhotoPrompter: a framework of photography encouragement in a strolling trip using ambiguous information BIBAFull-Text 51
  Shota Koide; Yuichiro Kinoshita; Kentaro Go
This paper introduces a smartphone-based system that encourages photography by enhancing a user's awareness of the surrounding environment during a stroll in a city. When a user approaches a pre-registered location for photography, the system notifies the user by vibrating the smartphone. The system only displays the distance to the location and a photograph of the location on the smartphone screen; it does not provide detailed information, such as that given by a map. A user study performed during a stroll in a city confirmed the application of this system. The results demonstrate that ambiguous information provided by the system increased the opportunity for photography and fortuitous discovery.
Ready...action!: a performative authoring system for children to create animated stories BIBAFull-Text 52
  Sharon Lynn Chu; Francis Quek; Kumar Sridharamurthy
Animated stories are challenging to produce for the novice adult, let alone for children. Research into how to facilitate the creation of animations for children is an ongoing effort. In this paper, we propose the concept of performative authoring which taps into the power of children's pretend play to allow them to create animations through body enactments. We review the literature on animation authoring systems focusing on children, propose the new concept of performative authoring that uses enactment as a mode of story authoring, and describe the design of DiME, an exemplar system embodying performative authoring. We report on a pilot study that was conducted with the system.
Super-Fon: mobile entertainment to combat phonological disorders in children BIBAFull-Text 53
  Rui Neves Madeira; Patrícia Macedo; Sofia Reis; João Ferreira
Therapies based on serious games are gaining a lot of interest by the healthcare community. The efficiency of this approach is demonstrated by several studies and many projects. This paper presents the project Super-Fon, which is focused on a serious game developed as a mobile application to support speech therapeutic intervention in the phonological development area. The game design follows the metaphon therapy approach, implementing its phases and levels, and it intends to motivate children between three and eight years old to execute activities to improve phonological competencies while having a fun experience. A first prototype was developed for Android-based tablets.
Towards an olfactory computer-dream interface BIBAFull-Text 54
  Marius H. Braun; Adrian D. Cheok
Memory and emotion are an ever-important aspect of Human Computer Interaction. While we are researching new interfaces for emotional and experience communication through multisensory communication, there is one aspect of our emotional perception that has been largely ignored in the process: dreaming. We propose to take a new direction by studying the perception of emotions during sleep and how they can be affected through external stimuli via novel user interfaces. In this position poster we take results from studies that have shown that smell and emotions are closely interlinked as a basis for an olfactory computer-dream interface.

Creative showcase

An audio-visual music installation with dichotomous user interactions BIBAFull-Text 55
  Christian Mayer; Patrick Pogscheba; Dionysios Marinos; Björn Wöldecke; Christian Geiger
This paper summarizes the results of the design and implementation of an audio-visual installation, which focuses on the interaction of two casual players with complementary designed musical sphere interfaces. While one user interacts with a small dome touchscreen and controls the harmonic sound space, the other user stands inside a larger dome creating melodies by continuous gestures in mid-air. Similar to a theremin notes are played without touch using an invisible two-dimensional melodic table of notes with a dedicated layout that allows creating harmonic expressions by continuous gestures. The generation of musical expressions is visualized on both instruments with several visualization techniques. For prototyping purposes and to illustrate the idea of the installation without the need to set up the complex installation we also provide an immersion user experience by simulating the system using an Oculus Rift head-mounted display. The goal of this project is to provide and explore new methods of musical interaction and to exploit the complementary character of the installation to create a harmonic sound environment based on cooperative play.
GoonQuad: an emotive quadruped for exploring human-robot interaction BIBAFull-Text 56
  Lauren Abramsky; Antonio Gomes; Paul Strohmeier; Roel Vertegaal
We present GoonQuad, an emotive quadruped capable of expressing emotional behaviours as a response to human touch. GoonQuad comprises five prerecorded states: angry, cheerful, sleepy, confused and a baseline breathing state. Each state is triggered by human touch in areas specified by the eyebrows and a tattoo, painted with conductive ink. Moreover, GoonQuad is capable of recording and replaying movements via direct user manipulation. To enable the robot to record and replay new motions, analog feedback servos were embedded in the 3D printed structure. Our aim was to develop a system where users can interact with a robot naturally and the robot can adapt to this natural interaction.
Interactive training chopsticks to improve fine motor skills BIBAFull-Text 57
  Foong-Yi Chia; Daniel Saakes
Handling chopsticks requires fine motor skills that are challenging to master. We present interactive training chopsticks that help children develop the skills of eating with chopsticks. We discuss the design and implementation of two games that use the chopsticks as a controller for an augmented mirror application.
Meet the Frumbles: a post-digital toy orchestra BIBAFull-Text 58
  Luís Fraga; António Coelho; Pedro Branco
"Meet the Frumbles" is a group of felt robotic characters that talk amongst themselves and interact with the audience. Empathy, cuteness and gags are explored as communicational facilitators and ludic interaction between a felt robot creature's orchestra and its human conductor. Creative coding using computer vision, electronic prototyping and physical actuators was used to implement the autonomous physical existence, sensing and behavior of creatures.
Merry go round: a physical, virtual, physical... toy BIBAFull-Text 59
  Ana Carina Figueiredo; Cristina Sylla; Pedro Branco; Nelson Zagalo
We present a mixed-reality interface, in which a carrousel-like platform carries a set of wooden figures from the physical world into a game running inside a tablet, bringing them back to the physical world again by further rotating the platform. The wooden figurines allow young children to manipulate and play with them, working at the same time as characters of a game. Along the interaction, users are confronted with different problem solving situations that they can solve with the help of the wooden characters.
Mood fern: exploring shape transformations in reactive environments BIBAFull-Text 60
  Bernard Cheng; Antonio Gomes; Paul Strohmeier; Roel Vertegaal
We present Mood Fern: digital flora which responds to touch. Depending on the length and intensity of the touch a subset of leaves physically react. The leaves respond on a spectrum of slight oscillation, imitating the effects of swaying in a slight breeze, to complete deformation, as if they were physically trying to respond in a similar manner. Mood Fern's reference to nature highlights its appeal to calm computing. Painted capacitive sensors mimic the appearance of leaf veins and Flexinol SMA wire is used to actuate The Mood Fern's paper structures.
Plink blink: collaborative music production via blinking eyes BIBAFull-Text 61
  Ozge Samanci; Blacki Li Rudi Migliozzi; Daniel Sabio
Plink Blink, an interactive art installation, allows three participants to make collaborative music by blinking their eyes. Human beings can blink voluntarily and involuntarily but generally they do not think about blinking. Blinking goes unnoticed because it is a silent action. In contrast to its quiet nature, blinking is rhythmic. As a result, blinking is a resourceful input for sound generation. We wanted to link two sensory organs, eyes and ears, creating a playful and surprising environment.
Resonate: an interactive light- and sound-installation using a spatial tangible interface BIBAFull-Text 62
  Benjamin Knichel; Holger Reckter
Light-art festivals around the world are places where people come together to experience moments of joint fascination. Using an interdisciplinary development process we realized an interactive sound and light installation. We used an old container boat to build a huge multi-user instrument, which offered a playful and enchanting experience to the visitors.
Ring*U: a wearable system for intimate communication using tactile lighting expressions BIBAFull-Text 63
  Yongsoon Choi; Jordan Tewell; Yukihiro Morisawa; Gilang A. Pradana; Adrian David Cheok
In this paper we describe Ring*U which is a ring-shaped, wearable system for sharing intimate, interpersonal interactions remotely through subtle colored lighting and tactile expressions. We present an overview of the Ring*U system. We also describe our next objectives for future work.
Search behind the scenes BIBAFull-Text 64
  Catalina Cortázar
Today, we have access to information delivered over the Internet from the most remote parts of the world. As the use of the Internet increases, so does the use of search engines as the tool to access on-line information. We are becoming informed, constructing meaning, and understanding the world based on the results retrieved by search engines. SEARCH Behind the Scenes is an interactive-installation, which invites the participant to think from a critical perspective about how this technology influences our lives and its implication in our understanding of today's world.
TipTapTrays: co-creating music through rhythm to avoid boredom while queuing in cafeterias BIBAFull-Text 65
  Kohei Nonami; Keiko Yamamoto; Itaru Kuramoto; Yoshihiro Tsujino
Usually we have to queue in cafeterias until our turn. In such situations, we often feel bored because we cannot do anything to pass time while queuing. In order to solve this problem, we are introducing entertainment system using music co-creation for situations comparable to queuing in cafeterias. In this paper, we propose a rhythmic music co-creation system using cafeteria trays, named "TipTapTrays." In a cafeteria, it is natural for people to hold a tray. Users can naturally and easily make sounds to co-create music by shaking or tapping each tray while queuing. Having evaluated TipTapTrays, we found that the boredom of having to queue could be avoided by using TipTapTrays to play music.
You: a poetic game about meaning making and absence BIBAFull-Text 66
  Lindsay D. Grace
You is a game about play and the illusive pursuit of meaningful play. Each level of the game is about problem solving a space for You to meet objectives while making sense of the in-game content. Using the player character You, the player is both making meaning out of nonsense and finding meaning where it is absent. The game is designed as a light-hearted critical reflection on the intersection of narratology and ludology. Players must play with You, I and Them in the immutable structure of meaning making that forms the challenge of the game.

Game design challenge

Application of hybrid BCI and exergames for balance rehabilitation after stroke BIBAFull-Text 67
  John E. Muñoz; Ricardo Chavarriaga; David S. Lopez
This paper proposes the hybridization between two types of videogames (VG) that can be complementary in motor restoration tasks: the VG based on motion capture systems and the VG based on brain computer interfaces. This hybrid system allow the interaction inside of a VG created for the rehabilitation of standing balance in hemiparetic stroke patients through of movements and modulated mental intentions. The Brain Kinect Interface (BKI) is shown as a tool not only for improve the immersivity in serious VG for health, but as an instrumental arrangement for recording and analyzing of motion capture signals and electro-encephalographic (EEG) signals recorded from the low cost sensors in order to improve the objectivity in analyzing motor recovery process.
The Royal Corgi: a game of social gaze BIBAFull-Text 68
  Mélodie Vidal; Rémi Bismuth
The Royal Corgi adds social gaze to the gameplay. In this game of networking, players will need to find ways to convince characters that they are the ideal candidate to become the next Royal Corgi Instructor -- but choosing dialogs wisely is not sufficient. Players have to pay attention to the way they look at characters, and find what makes them click. Do they want respect and the player's full attention? Are they sensitive to what the player seems to be interested in? This game draws players in the game with the characters and demonstrates the potential of gaze to create extremely immersive experiences.