| Baby Robot "YOTARO" | | BIBAK | Full-Text | 1-8 | |
| Hiroki Kunimura; Chiyoko Ono; Madoka Hirai; Masatada Muramoto; Wagner Tetsuya Matsuzaki; Toshiaki Uchiyama; Kazuhito Shiratori; Junichi Hoshino | |||
| YOTARO is a baby-type robot developed to create a new communication
perspective between robots and humans through interaction experience based on
the reproduction of a baby's behaviors and user actions. YOTARO exhibits
different emotions and reactions, such as smiling, crying, sleeping, sneezing,
and expressing anger. It is controlled by an emotion control program that
executes in response to inputs such as touching its soft and warm face,
touching its stomach, and shaking a rattle. The output is in the form of
interactive reactions such as emission of sounds, change of expressions, limb
movements, sniveling, and variation in skin color. In addition, we used
questionnaires to observe the impression on users before and after their
experience with YOTARO. Keywords: interaction; communication; virtual reality; physical contact | |||
| A Card Playing Humanoid for Understanding Socio-emotional Interaction | | BIBAK | Full-Text | 9-19 | |
| Min-Gyu Kim; Kenji Suzuki | |||
| This paper describes the groundwork for designing a social and emotional
interaction between a human and robot in game-playing. We considered that
understanding deception in terms of mind reading plays a key role in realistic
interactions for social robots. In order to understand the human mind, the
humanoid robot observes nonverbal deception cues through multimodal perception
during poker playing which is one of human social activities. Additionally, the
humanoid manipulates the real environment which includes not only the game but
also people to create a feeling of interacting with life-like machine and drive
affective responses in determining the reaction. Keywords: Human-robot social interaction; Mind reading; Deception; Humanoid playmate | |||
| DreamThrower: Creating, Throwing and Catching Dreams for Collaborative Dream Sharing | | BIBAK | Full-Text | 20-31 | |
| Noreen Kamal; Ling Tsou; Abir Al Hajri; Sidney Fels | |||
| The DreamThrower is a novel technology that explores virtually creating,
throwing and catching dreams. It detects users' dream state by measuring rapid
eye movement (REM). Once the dream state is detected, sound and light stimuli
is played to alter the dream. Users report on their dream, and they can send
the stimuli that they have used to another person via an on-line website. A
working prototype accurately detects REM sleep. Based on preliminary results,
the sound and light stimuli were found to have little influence on their
dreams. Our prototype's ability to detect REM effectively coupled to a social
network to share dream stimuli opens up a fun game environment even if the
stimuli itself does not have a significant impact. Instead, user engagement
with the social network may be sufficient to alter dreams. Further studies are
needed to determine whether stimulus during REM can be created to alter dreams
significantly. Keywords: Dream detection; dream creation; dream stimulus; Rapid Eye Movement | |||
| Everyone Can Do Magic: An Interactive Game with Speech and Gesture Recognition | | BIBAK | Full-Text | 32-42 | |
| Chris Wang; Zhiduo Liu; Sidney Fels | |||
| This paper presents a novel game design that allows players to learn how to
cast magic spells that combine hand gestures and speech. This game uses the
imperfect recognition performance in speech and gesture recognition systems to
its advantage to make the game challenging and interesting. Our game uses a Wii
remote encased in a wand and a microphone to track player's gestures and speech
which are then recognized to determine if they have performed the spell
correctly. Visual feedback then provides confirmation of success. Through the
game, players learn to adjust their speaking and movement patterns in order to
meet the requirements of the recognition systems. This effectively mimics the
characteristics of casting spells correctly such that players are trying to
adjust their performance so that an "oracle" recognizes their speech and
movement to have a magical outcome. A user study has confirmed the validity of
the idea and establishes the accuracy required to create an interesting game
based on the theory of channels of flow. Keywords: Interactive game; speech recognition; gesture tracking system; magic | |||
| Onomatopen: Painting Using Onomatopoeia | | BIBAK | Full-Text | 43-54 | |
| Keisuke Kambara; Koji Tsukada | |||
| We propose an interactive technique using onomatopoeia. Onomatopoeia are
imitative words such as "Zig-zag" and "Tick-tock". Some Asian languages,
especially Japanese and Korean, have many onomatopoeia words, which are
frequently used in ordinary conversation, as well as in the written language.
Almost all onomatopoeic words represent the texture of materials, the state of
things and emotions. We consider that onomatopoeia allows users to effectively
communicate sensory information to a computer. We developed a prototype
painting system called Onomatopen, which enables a user to switch brushes and
apply effects using onomatopoeia. For example, if the user draws a line while
saying "Zig-zag Zig-zag...", a jagged line is drawn. As a result of our user
test, we found that users can easily understand the usage and enjoy drawing
with this application more than with conventional painting software. Keywords: Onomatopoeia; Multimodal input; Pen-based interface; Voice-based interface | |||
| Helping Hands: Designing Video Games with Interpersonal Touch Interaction | | BIBAK | Full-Text | 55-66 | |
| Cody Watts; Ehud Sharlin; Peter Woytiuk | |||
| Increasingly, the movements of players' physical bodies are being used as a
method of controlling and playing video games. This trend is evidenced by the
recent development of interpersonal touch-based games; multiplayer games which
players control by physically touching their partners. Although a small number
of interpersonal touch-based games have recently been designed, the best
practices for creating video games based on this unconventional interaction
technique remain poorly explored and understood. In this paper, we provide an
overview of interpersonal touch interaction in video games and present a set of
design heuristics for the effective use of interpersonal touch interaction in
video games. We then use these heuristics to analyze three current
interpersonal touch-based games in order to show how these heuristics reflect
on the current state of the art. Finally, we present our vision for the future
of this interaction modality in video games. Keywords: Games; interpersonal; touch; interface; design; heuristics | |||
| Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience | | BIBAK | Full-Text | 67-78 | |
| Doyun Park; Ji-Hyun Lee | |||
| This study focuses on motion in user interfaces as a design element which
can contribute to an improved user experience of digital media entertainment.
The design for user experience is necessary to deal with user emotion
especially in the entertainment domain. As a means to approach emotion, we
studied affective qualities which are the features of an artifact that can
influence emotion. In user interface design, motion has not been practically
dealt with in this perspective. Through empirical study, we verified that
motion plays a significant role in forming the affective quality of user
interfaces and found that content type and application type has influence on
this effect. Moreover, a preliminary investigation was made on the use of the
Effort system from Laban's theory for the design of motion in terms of
affective quality. Keywords: Motion; Affective quality; User interface; User experience | |||
| The MINWii Project: Renarcissization of Patients Suffering from Alzheimer's Disease Through Video Game-Based Music Therapy | | BIBAK | Full-Text | 79-90 | |
| Samuel Benveniste; Pierre Jouvelot; Renaud Péquignot | |||
| MINWii, a new serious video game targeting Alzheimer and demented patients,
is a simple Music Therapy tool usable by untrained care givers. Its objective
is to improve patients' self-image (renarcissization) to reduce behavioral
symptoms, which are an important cause of institutionalization. With MINWii,
elderly gamers use Wiimotes to improvise or play predefined songs on a virtual
keyboard. We detail our design process, which addresses the specific features
of dementia: this iterative refinement scheme, built upon qualitative, small
scale experiments in a therapeutic environment, led to a shift of MINWii's
original focus from creativity to reminiscence. A large majority of our
patients, with mild to moderate dementia, expressed a strong interest in our
system, which was confirmed by feedback from the care givers. A fully
controlled usability study of MINWii is currently under way, which should lead
to future research assessing its actual therapeutic impact. Keywords: Alzheimer; Dementia; Music Therapy; Wiimote; Renarcissization | |||
| Virtual Team Performance Depends on Distributed Leadership | | BIBAK | Full-Text | 91-102 | |
| Nico van Dijk; Joost Broekens | |||
| In this paper we present a detailed analysis of World of Warcraft virtual
team collaboration. A number of competitive synchronous virtual teams were
investigated in-situ and unobtrusively. We observed a large gap in team
performance between the various teams. An initial statistic study showed that,
in teams of this level, individual player performance was not the primary
driver for the large discrepancy in team performance. This led to the argument
that differences in intra-team collaboration and communication might be a
significant driver for the discrepancy in team performance. In total 16 hours
of audio recordings of gaming sessions of virtual teams were analyzed. The
analysis indicates that distributed leadership instead of authoritative
leadership is more common in successful synchronous virtual teams. Keywords: Virtual Teams; Collaboration; Communication; Distributed Leadership; MMORPG | |||
| Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions | | BIBAK | Full-Text | 103-114 | |
| Natalia Voynarovskaya; Roman Gorbunov; Emilia Barakova; Rene Ahn; Matthias Rauterberg | |||
| This paper presents a method for monitoring mental state of small isolated
crews during long-term missions (such as space mission, polar expeditions,
submarine crews, meteorological stations, and etc). It combines the records of
negotiation game with monitoring of the nonverbal behavior of the players. We
analyze the records of negotiation game that has taken place between the crew
members who were placed in isolated environment for 105 days during the
Mars-500 experiment. The outcomes of the analysis, differently from the
previously made conclusions, show that there was not a significant deviation of
the rational choice of the players. We propose an extension of the method that
includes monitoring of the nonverbal behavior of the players next to recording
the game records. The method is focused on those aspects of psychological and
sociological states that are crucial for the performance of the crew. In
particular, we focus on measuring of emotional stress, initial signs of
conflicts, trust, and ability to collaborate. Keywords: Colored Trails; social network analysis; nonverbal communication; emotions;
long-term missions; evolutionary game theory | |||
| Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks | | BIBAK | Full-Text | 115-126 | |
| Jeroen C. J. Brok; Emilia I. Barakova | |||
| In this paper game scenarios that aim to establish elements of cooperative
play such as imitation and turn taking between children with autism and a
caregiver are investigated. Multiagent system of interactive blocks is used to
facilitate the games. The training elements include verbal description followed
by imitation of video-modeled play episodes. By combining this method with the
tangible multiagent platform of interactive blocks (i-blocks) children with
autism could imitate play episodes that involved turn taking with a caregiver.
The experiment showed that most of the children managed to imitate the play
scenarios after video modeling, and repeat the behaviors with the tangible and
appealing block platform. When all the actions were well understood by the
autistic children, they performed willingly turn taking cooperative behaviors,
which they normally do not do. Keywords: Games; collaborative play; tangibles; i-blocks; autism; behavioral training;
turn taking; imitation | |||
| Multiple Page Recognition and Tracking for Augmented Books | | BIBAK | Full-Text | 127-138 | |
| Kyusung Cho; Jaesang Yoo; Jinki Jung; Hyun S. Yang | |||
| An augmented book is an application that augments virtual 3D objects to a
real book via AR technology. For augmented books, some markerless methods have
been proposed so far. However, they can only recognize one page at a time. This
leads to restrictions on the utilization of augmented books. In this paper, we
present a novel markerless tracking method capable of recognizing and tracking
multiple pages in real-time. The proposed method builds on our previous work
using the generic randomized forest (GRF). The previous work finds out one page
in the entire image using the GRF, whereas the proposed method detects multiple
pages by dividing an image into subregions, applying the GRF to each subregion
and discovering spatial locality from the GRF results. Keywords: Augmented Books; Multiple Page Tracking; Markerless Visual Tracking;
Augmented Reality | |||
| Online Scene Modeling for Interactive AR Applications | | BIBAK | Full-Text | 139-150 | |
| Jaesang Yoo; Kyusung Cho; Jinki Jung; Hyun S. Yang | |||
| Augmented reality applications require 3D model of environment to provide
even more realistic experience. Unfortunately, however, most of researches on
3D modeling have been restricted to an offline process up to now, which
conflicts with characteristics of AR such as realtime and online experience. In
addition, it is barely possible not only to generate 3D model of whole world in
advance but also transfer the burden of 3D model generation to a user, which
limits the usability of AR. Thus, it is required to draw the 3D model
generation to an online stage from an offline stage. In this paper, we propose
an online scene modeling method to generate 3D model of a scene, based on the
keyframe-based SLAM which supports AR experience even in an unknown scene by
generating a map of 3D points. The scene modeling process in this paper is a
little computationally expensive in terms of real-time but it doesn't restrict
real-time property of AR because it is executed on a background process.
Therefore, a user will be provided with an interactive AR applications that
support interactions between the real and virtual world even in an unknown
environment. Keywords: Keyframe-based SLAM; higher level structure; online modeling; augmented
reality | |||
| Unnecessary Image Pair Detection for a Large Scale Reconstruction | | BIBAK | Full-Text | 151-159 | |
| Jaekwang Lee; Chang-Joon Park | |||
| This paper proposes an algorithm to detect unnecessary image pairs for
efficient structure from motion. Since image pair with small baseline is
considered as a poor condition for reconstruction, we focus on computing
cameras closely located. We address a term, "remoteness" which indicates the
distance between two images in this paper. The remoteness is not affected by
image's intrinsic parameters because camera intrinsic matrix is applied to put
the extracted features in the normalized coordinate. The remoteness is computed
using feature disparity in normalized coordinate. Therefore, we can detect
redundant image pair captured at the near position without reconstruction. The
proposed algorithm is proved by experimental results with Notre Dame images. Keywords: web image collection; reconstruction; unnecessary image pair; remoteness | |||
| Online Gaming Traffic Generator for Reproducing Gamer Behavior | | BIBAK | Full-Text | 160-170 | |
| Kwangsik Shin; Jinhyuk Kim; Kangmin Sohn; Changjoon Park; Sangbang Choi | |||
| In this paper, we proposed an online gaming traffic generator reflecting
user behavior patterns. We analyzed the packet size and inter departure time
distributions of a popular FPS game (Left4Dead) and MMORPG (World of Warcraft)
for regenerating gaming traffic. The proposed traffic generator generates an
inter departure time and gaming packet-based on analytical model of the gamer
behaviors, then transmits the packet according to the inter departure time.
Packet generation results show that generated packets of World of Warcraft is
much different with analytical model, unlike Left4Dead. It is caused by Nagle
algorithm and Delayed Acknowledgments of TCP. Thus, we disabled the Nagle
algorithm in the proposed traffic generator. The generation results show that
the revised proposed traffic generator guarantees goodness of fit in the
generated traffic distribution. Keywords: Traffic generator; online gaming traffic; traffic analysis | |||
| Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression | | BIBAK | Full-Text | 171-182 | |
| André Melzer; Ingmar Derks; Jens Heydekorn; Georges Steffgen | |||
| The motion detection technology used in innovative game controlling devices
like the Nintendo Wii-Remote® provides experiences of realistic and
immersive game play. In the present study (N=62) it was tested whether this
technology may also provoke stronger aggression-related effects than standard
forms of interaction (i.e., keyboard and mouse). With the aid of a gesture
recognition algorithm, a violent action role-playing game was developed to
compare different modes of interaction within an otherwise identical game
environment. In the Embodied Gestures condition participants performed
realistic striking movements that caused the virtual character to attack and
kill other in-game characters with a club or sword. In the Standard Interaction
condition attacks resulted from simple mouse clicks. After the game session,
participants showed a similar increase in negative feelings in both groups.
When provided with ambiguous scenarios, however, participants in the Embodied
Gestures condition tended to show more hostile cognitions (i.e., anger) than
the Standard Interaction group. Results further corroborate the complexity of
aggression-related effects in violent video games, especially with respect to
situational factors like realistic game controls. Keywords: Wii-Remote®; motion detection technology; gesture recognition; realistic
interaction; violent video games; aggression; experiment | |||
| Logos, Pathos, and Entertainment | | BIBA | Full-Text | 183-192 | |
| Ryohei Nakatsu | |||
| Various new forms of entertainment using information and media technologies have emerged and been accepted among people all over the world. Casual and serious games, as well as communication using mobile phones, blogs, and Twitter, are such kinds of new entertainment. It is important to discuss the basic characteristics of such entertainment and to understand the direction to which these new forms are leading human societies. This paper provides a comparative study of entertainment between developing countries and developed countries, and between ancient times and the present day. The future relationship between entertainment and society is also described. | |||
| The Video Cube Puzzle: On Investigating Temporal Coordination | | BIBAK | Full-Text | 193-204 | |
| Eric Yim; William Joseph Gaudet; Sid Fels | |||
| We have created a novel computer-based 3D puzzle, named Video Cube Puzzle to
investigate human beings' temporal coordination abilities. Ten adult
participants were studied solving ten cubic video puzzles of varying
difficulties using a within-subject design. The ten puzzles have two
segmentation variations, 2x2x2 and 3x3x3, and five texture variations, solid
colours and four videos of drastically different contents. Only 60% of the
subjects were able to complete the entire problem set. The results indicate
that random imagery and "active" videos make for easier Video Cube Puzzles.
Similarly, a geometric increase in difficulty was noted as the number of
segments in the puzzle increased. The challenging nature of temporal video cube
puzzles appears to be partly due to people's poor ability to process temporal
information when using a spatial representation of the timeline using a three
dimensional volume. Additional studies are suggested to explore this further.
As a new type of game however, the Video Cube Puzzle allows the complexity of
the puzzle to be easily varied from simple to extremely complex providing a way
to have a continuous pathway to skill and control leading to a satisfying
experience when the puzzle is solved. Keywords: Multimedia; Video Game; Video Cubism; tx-transform; Slit-scan; Puzzle;
ePuzzle | |||
| Emotions: The Voice of the Unconscious | | BIBAK | Full-Text | 205-215 | |
| Matthias Rauterberg | |||
| In the paper the idea is presented that emotions are the result of a high
dimensional optimization process happening in the unconscious mapped onto the
low dimensional conscious. Instead of framing emotions as a separate
subcomponent of our cognitive architecture, we argue for emotions as the main
characteristic of the communication between the unconscious and the conscious.
We see emotions as the conscious experiences of affect based on complex
internal states. Based on this holistic view we recommend a different design
and architecture for entertainment robots and other entertainment products with
'emotional' behavior. Intuition is the powerful information processing function
of the unconscious while emotion is the result of this process communicated to
the conscious. Emotions are the perception of the mapping from the high
dimensional problem solving space of the unconscious to the low dimensional
space of the conscious. Keywords: emotion; intuition; unconscious; conscious; mapping | |||
| Analyzing the Parameters of Prey-Predator Models for Simulation Games | | BIBAK | Full-Text | 216-223 | |
| Seongdong Kim; Christoph Hoffmann; Varun Ramachandran | |||
| We describe and analyze emergent behavior and its effect for a class of
prey-predators' simulation models. The simulation uses rule-based agent
behavior and follows a prey-predator structure modulated by a number of
user-assigned parameters. As part of our analysis, we present key parameter
estimations for mapping the prey-predators' simulation parameters to a
functional relationship with the LV (Lotka-Volterra) model, and how the
parameters interact and drive the evolution of the simulation. Keywords: prey-predator systems; Lotka-Volterra model; agent-based simulation;
emergent behavior; simulation games; parameter estimation | |||
| Analyzing Computer Game Narratives | | BIBAK | Full-Text | 224-231 | |
| Clark Verbrugge; Peng Zhang | |||
| In many computer games narrative is a core component with the game centering
on an unfolding, interactive storyline which both motivates and is driven by
the game-play. Analyzing narratives to ensure good properties is thus
important, but scalability remains a barrier to practical use. Here we develop
a formal analysis system for interactive fiction narratives. Our approach is
based on a relatively high-level game language, and borrows analysis techniques
from compiler optimization to improve performance. We demonstrate our system on
a variety of non-trivial narratives analyzing a basic reachability problem, the
path to win the game. We are able to analyze narratives orders of magnitude
larger than the previous state-of-the-art based on lower-level representations.
This level of performance allows for verification of narrative properties at
practical scales. Keywords: game narrative; verification; optimization; performance analysis | |||
| Cultural Computing -- How Can Technology Contribute the Spiritual Aspect of Our Communication? | | BIBAK | Full-Text | 232-239 | |
| Naoko Tosa | |||
| The author is carrying out technology studies to explore and expand human
emotions, sensibility, and consciousness by making innovative use of artistic
creativity. We develop interfaces for experiencing and expressing the "essence
of culture" such as human feelings, ethnicity, and story. History has shown
that human cultures have common and unique forms such as behavior and grammar.
We suggest a computer model for that process and a method of interactive
expression and experiencing cultural understanding using IT called "cultural
computing". We particularly examine Japanese culture, although it is only a
small subject of computing. Keywords: Communication; Software; Information System; Cultural Computing; Interactive
Art | |||
| System and Context -- On a Discernable Source of Emergent Game Play and the Process-Oriented Method | | BIBAK | Full-Text | 240-247 | |
| Barbara Grüter; Miriam Oks; Andreas Lochwitz | |||
| Mobile games are based on the physical movement of players in a game world,
combining real world with virtual dimensions. As the real world defies control,
the magic circle, the border of the game world, becomes permeable for
influences of everyday life. Neither the players nor the designers nor the
researchers are able to foresee and fully control the consequences of players'
actions in this world. In our paper we introduce a case study. Within this
empirical study the difference between the game as a system on the one hand and
the context of play on the other hand becomes discernable as a source of
emergent game play. We then elaborate on its meaning for the process-oriented
method. Keywords: mobile games; system; context; process-oriented method; emergent game play;
quantitative method; qualitative method | |||
| Re-envisioning the Museum Experience: Combining New Technology with Social-Networking | | BIBAK | Full-Text | 248-253 | |
| Madhuri Koushik; Eun Jung Lee; Laura Pieroni; Emily Sun; Chun-Wei Yeh | |||
| The goal of the project was to design an integrated system for the
California Academy of Sciences that combined new technology with a
social-networking based website to promote educational learning. Five
mini-games were developed for the iPad and connected to a series of websites
through a database. The use of new technology drew in users that would not have
otherwise engaged in the experience. Connecting with a social-networking
website opens up many future possible implications for expanding edutainment. Keywords: edutainment; new genres of entertainment technology; social-networking;
enhanced museum experience | |||
| Interactive Environments: A Multi-disciplinary Approach towards Developing Real-Time Performative Spaces | | BIBAK | Full-Text | 254-261 | |
| Nimish Biloria | |||
| The research paper exemplifies upon a series of real-time information
exchange driven design-research experiments conducted by the Hyperbody research
group (HRG), Faculty of Architecture, TU Delft. These interactive spatial
prototypes, while successfully integrating the digital with the physical
domains, foster multiple usability of space and are appropriately termed as
'The Muscle Projects' based on the pneumatic muscle driven actuation
technologies used per project. The interactive nature of the projects is
realized through harnessing a synergistic merger between the fields of ambient
sensing, control systems, architectural design, pneumatic systems and
computation (real-time game design techniques). The prototypes are thus
visualized as complex adaptive systems, continually engaged in activities of
data-exchange and optimal augmentation of their morphologies in accordance with
contextual variations. Keywords: Interaction design; Multi-disciplinary; Real-time data exchange; Control
systems; Dynamic structures | |||
| Explorations in Player Motivations: Virtual Agents | | BIBAK | Full-Text | 262-269 | |
| Barbaros Bostan | |||
| Creating believable agents with personality is a popular research area in
game studies but academic research in this area usually focuses on one facet of
personality -- for example, only on moods or character traits. The present
study proposes a motivational framework to predict goal-directed behaviour of
virtual agents in a computer game and explores the opportunities of using
personality inventories based on the same motivational framework to design
virtual agents with personality. This article claims that motivation to reach a
goal is influenced by psychological needs which are represented with an
equation that determines the strength of a character's motivational force. The
framework represented by this study takes into account psychological needs and
their interrelations for analyzing choices of virtual agents in a computer
game. Keywords: Personality; motivations; virtual agents; behavioural architecture | |||
| Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360 | | BIBA | Full-Text | 270-277 | |
| Marc Herrlich; Henrik Holle; Rainer Malaka | |||
| Computer games and serious geographic information systems (GIS) share many requirements with regard to storage, exchange, and visualization of geographic data. Furthermore, there is a demand for high-fidelity photo-realistic and non-photo-realistic visualization. This poses at least two questions: Is there a single data format standard suitable for serious GIS-based applications and computer games that supports state-of-the-art visual quality? How can computer games and serious applications benefit from each other, especially platform-wise? In this paper we will investigate both questions by taking a closer look at the CityGML standard in comparison to COLLADA and we will report on our findings in integrating CityGML with mainstream game technology. The main contribution of this paper to the field is a suggested way of integrating an important features of CityGML and Collada for high-quality visualization, i.e. programmable shader effects, and demonstrating the feasibility of employing a game console as a cheap and widely available device for geodata visualization and possibly other geodata-centric applications. | |||
| Virtual Blowgun System for Breathing Movement Exercise | | BIBAK | Full-Text | 278-285 | |
| Peichao Yu; Kazuhito Shiratori; Jun'ichi Hoshino | |||
| Breathing is the most basic requirement for having good health. However,
unhealthy breathing like over-breathing and hyperventilation will happened
easily without any awareness. We propose an experimental breathing movement
exercise system -- Virtual Blowgun System (VBS), offering an easy way of
breathing exercise, for people of different physical strength, without space
and safety limitations. Keywords: breathing movement exercise; view-dependent virtual reality; versatile
training field; blowgun interface | |||
| Development of a Virtual Electric Wheelchair -- Simulation and Assessment of Physical Fidelity Using the Unreal Engine 3 | | BIBAK | Full-Text | 286-293 | |
| Marc Herrlich; Ronald Meyer; Rainer Malaka; Helmut Heck | |||
| This paper demonstrates how an existing game technology as a component
off-the-shelf can be used as a basis to build a serious game for assistive
technology for disabled people. Using the example of a virtual electric
wheelchair simulator, we present how to use a computer game physics engine to
achieve a realistic simulation of driving an electric wheelchair in a virtual
environment. Focus of the paper is the conversion of driving characteristics of
prevalently used electric wheelchairs into the virtual physics system of the
used computer game engine. The used parameters are systematically balanced
between the virtual and the real world to evaluate the realism of the driving
characteristics of an electric wheelchair using the integrated physics
simulation of the Unreal Engine 3. Keywords: serious games; virtual electric wheelchair; COTS; physics simulation | |||
| Event-Based Data Collection Engine for Serious Games | | BIBAK | Full-Text | 294-301 | |
| Amith Tudur Raghavendra | |||
| Games with a purpose other than entertainment can be called Serious Games.
In this paper, we describe a generic event-based Data Collection Engine (DCE)
that has been developed for Serious Games on the Unity Game Engine. Further, we
describe a framework that allows for the manipulation and feedback of the
collected data back into the game in real-time. The player experiences the
visuals, sounds and the game itself that is streamed over the web. The player
engages with an enriching, multimedia experience allowing him/her to be
immersed in the game. By suitably designing the serious game we could determine
the behavior of the player in real world under the given scenario or other
scenarios. The DCE is optimized to collect relevant data streamed online
without affecting the performance of the game. Also, the DCE is highly flexible
and can be setup to collect data for any game developed on the Unity Engine. Keywords: Unity Game Engine; Serious Games; Data Collection Engine | |||
| Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game | | BIBAK | Full-Text | 302-307 | |
| Junia C. Anacleto; Johana M. R. Villena; Marcos A. R. Silva; Sidney Fels | |||
| We describe a computer-supported game authoring system for educators to
co-author a game to help teaching sensitive content, specifically sex
education. Our approach provides educators the ability to co-author the game to
tailor it to the class based on a computer-supported interface that draws upon
a large, cultural database. By targeting the game to the culture of the
students, they feel their values, beliefs and vocabulary are being considered
in the game, providing better comprehension of the content, leading to stronger
learning engagement that is helpful for highly charged, sometimes uncomfortable
and sensitive material such as sex. We studied our design in the classroom and
observed that giving educators co-authorship of the game helps them adopt using
online games. Keywords: Cultural Context; Common Sense; Game; Education | |||
| Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights | | BIBAK | Full-Text | 308-316 | |
| Budianto Tandianus; Henry Johan; Hock Soon Seah | |||
| We present a real-time GPU caustics rendering technique in dynamic scenes
under multiple directional lights taking into account light occlusion. Our
technique renders caustics cast on receiver objects as well as volumetric
caustics. We precompute caustic patterns of caustic objects for several
directional lights and store them in caustic images. During the rendering, we
interpolate the precomputed caustic patterns based on a given light direction.
One of the applications of our technique is to render approximate caustics
under environment illumination. To achieve this, we propose an environment cube
map segmentation technique which divides cube maps into several light regions
with each region is represented using one directional light. Keywords: Caustics; Real-Time Rendering; Environment Illumination; GPU | |||
| An Extraction Method of Lip Movement Images from Successive Image Frames in the Speech Activity Extraction Process | | BIBAK | Full-Text | 317-325 | |
| Eung-Kyeu Kim; Soo-Jong Lee; Nohpill Park | |||
| In this paper, we propose an extraction method of lip movement images from
successive image frames and present the possibility to utilize lip movement
images in the speech activity extraction process of speech recognition phase.
The image frames are acquired from the PC image camera with the assumption that
facial movement is limited during talking. First of all, one new lip movement
image frame is generated with comparing two successive image frames each other.
Second, the fine image noises are removed. Each fitness rate is calculated by
comparing the lip feature data as objectly separated images. It is analyzed
whether or not there is the lip movement image through verification to the
objects and three images which have higher rates in their fitnesses. As a
result of linking the speech & image processing system, the interworking
rate shows 99.3% even in the various illumination environments. It was visually
confirmed that lip movement images are tracked and can be utilized in speech
activity extraction process. Keywords: Lip Movement image; Image Frames; Acoustic Noises; Speech & Image
processing system | |||
| Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log | | BIBA | Full-Text | 326-333 | |
| Ruck Thawonmas; Ko Oda; Tomonori Shuda | |||
| We propose a rule-based camerawork controller for a recently proposed a comic generation system. Five camerawork rules are derived through an analysis of online-game webcomics about Lineage 2, one rule for each of the five event types: chatting, fighting, moving, approaching, and special. Each rule consists of three parts relating to the three camera parameters: camera angle, camera position, and zoom position. Each camera-parameter part contains multiples shot types whose value indicates the frequency of their usages in the analyzed webcomics. In this paper, comic frames generated with the proposed camerawork controller are shown and compared with those generated with our previous controller based on heuristic rules, confirming the effectiveness of the proposed camerawork controller. | |||
| A Framework for Constructing Entertainment Contents Using Flash and Wearable Sensors | | BIBAK | Full-Text | 334-341 | |
| Tsutomu Terada; Kohei Tanaka | |||
| Multimedia interactive contents that can be controlled by user's motion
attract a great deal of attention especially in entertainment such as
gesture-based games. A system that provides such interactive contents detects
the human motions using several body-worn sensors. To develop such a system,
the contents creator must have enough knowledge about various sensors. In
addition, since sensors and contents are deeply associated in contents, it is
difficult to change/add sensors for such contents. In this paper, we propose a
framework that helps contents creators who do not have enough knowledge on
sensors. In our framework, an interactive content is divided into two layers;
sensor management layer and content layer. We confirmed that creators can
create interactive contents easier with our framework. Keywords: Wearable Computing; Flash; Development Environments | |||
| Research on Eclipse Based Media Art Authoring Tool for the Media Artist | | BIBAK | Full-Text | 342-349 | |
| Songlin Piao; Jae-Ho Kwak; Whoi-Yul Kim | |||
| A media art contents authoring tool based on Eclipse called Exhibition
Contents Authoring System (ECAS) is presented in this paper. Visual editor of
ECAS is implemented using Graphical Modeling Framework which is composed of
Eclipse Modeling Framework and Graphical Editing Framework. The rest of the
system were implemented using Eclipse Rich Client Platform framework. With this
tool, artists could present their works easily by drag-and-dropping icons
without programming skills. Keywords: Media Art; Authoring; GMF; Eclipse; RCP | |||
| BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters | | BIBAK | Full-Text | 350-357 | |
| Ling Li; Gengdai Liu; Mingmin Zhang; Zhigeng Pan; Edwin Song | |||
| Emotion, as an important aspect of human intelligence, has been playing a
significant role in virtual characters. We propose an improved three-level
structure of affective model as "personality-emotion-mood" for intelligent and
emotional virtual characters. We also present the emotion state space, as well
as the emotion updating functions, to generate authentic and expressive
emotions. In order to achieve the complexity and variety of behaviors, we bring
forward a behavior organizing structure as the behavior tree, which defines
four kinds of behavior organizations as well as the behavior tag and behavior
message, to manage virtual characters' behaviors. At the end, we achieve an
experimental platform BAAP, which prove our emotion model and behavior
organizing structure to be effective and practical in generating intelligent
and emotional behavioral animations. Keywords: virtual character; affective computing; behavior tree; behavioral animation;
authoring platform | |||
| Choshi Design System from 2D Images | | BIBAK | Full-Text | 358-365 | |
| Natsuki Takayama; Shubing Meng; Takahashi Hiroki | |||
| This paper proposes a Choshi design system. Choshi is a new method for
carving of paper, which is uneven 3D shape and unique colors of papers. Choshi,
derived from carving overlaid colored papers, has the following three features:
1. Each layer consists of a single piece of paper of one color.
2. The color must be selected from a number of existing colors.
3. Choshi has an overlaid structure where carved papers are overlaid on other
carved papers. The goal of the proposed Choshi design system has two issues: to enable a wider variety of people to easily successfully create Choshi art to reduce the difficulty and tedium of creating a Choshi art piece. Keywords: Choshi; Segmentation; Selecting colored paper; Overlaid structure | |||
| Player's Model: Criteria for a Gameplay Profile Measure | | BIBAK | Full-Text | 366-371 | |
| Emmanuel Guardiola; Stephane Natkin | |||
| Game designers empirically use psychological and sociological player's model
to create the gameplay of their video games. These models are generally
implicit and always informal. A formal analysis of the player's model leads to
define efficient player behavior profile. It can have numerous applications,
for instance adaptation of the content to the player's ability and interest.
Our work tries to find a rational way to assess Players Styles, concept
suggested by Bartle [1] in 1996. The first step, state of the art of the player
model, shows already some interesting criteria that can be used to classify
player's styles. Keywords: Video games; player's model; player's profile; gameplay; game design | |||
| A Laban-Based Approach to Emotional Motion Rendering for Human-Robot Interaction | | BIBA | Full-Text | 372-380 | |
| Megumi Masuda; Shohei Kato; Hidenori Itoh | |||
| A motion-rendering system that adds target emotion to basic movements of human form robot (HFR) by modifying the movements was created. Pleasure, anger, sadness or relaxation is considered as target emotion. This method not only keeps the user interested, but it also makes the user perceive the robot's emotions and form an attachment to the robot more easily. An experiment was conducted using a real HFR to test how well our system adds target emotion to basic movements. The average of the success rates for adding the target emotion to basic motions were over 60%. This suggests that our method succeeded in adding the target emotions to arbitrary movements. | |||
| A Biofeedback Game with Physical Actions | | BIBAK | Full-Text | 381-388 | |
| Nagisa Munekata; Teruhisa Nakamura; Rei Tanaka; Yusuke Domon; Fumihiko Nakamura; Hitoshi Matsubara | |||
| We developed a biofeedback game in which players can take other physical
actions besides simply "relaxing". We used the skin conductance response for
sensing a player's surge of excitement and penalized players when they did not
attack enemies in situations because they were not calm enough to meet the
biofeedback threshold. We conducted a subjective experiment to see whether
people found the game enjoyable. Most participants felt the game was enjoyable. Keywords: biofeedback; physical actions; skin conductance response | |||
| Dial-Based Game Interface with Multi-modal Feedback | | BIBAK | Full-Text | 389-396 | |
| Wanjoo Park; Laehyun Kim; Hyunchul Cho; Sehyung Park | |||
| This paper introduces a dial-based haptic interface for a brickout game.
Conventionally brickout games are played through a mouse or a keyboard.
However, these input devices cannot provide sufficient intuitive interface to
move the game paddle or provide multi-modal feedback for the user. We developed
a haptic game device that gives the user haptic feedback during the game as
well as visual and sound feedback. The user can move the position of the paddle
by spinning the dial knob and feels various multi-modal effects according to
the game context. Basic haptic effects include detent, vibration, friction and
barrier. We can generate any combinations of these effects by adjusting the
amount, frequency, and direction of torque along the rotational path. The
result of a user-study showed that the proposed haptic dial interface made a
simple brickout game more fun and more interesting. Additionally, the users
were able to focus on the game more easily than when they played using a mouse. Keywords: haptic interface; brickout game; dial knob; tactile feedback | |||
| Tangible Interactive Art Using Marker Tracking in Front Projection Environment: The Face Cube | | BIBAK | Full-Text | 397-404 | |
| Chan-young Bang; Jin Lee; Hye-won Jung; Ok-young Choi; Jong-Il Park | |||
| The Face Cube is a work of interactive art which is targeted to children. To
implement this art work, we use a camera-projector system. Instead of rear
projection and edge detection method, we choose front projection approach and
histogram-based detection method for interaction. This paper describes how to
design the Face Cube and marker design for robust interaction, efficient way to
remove projection lights from the front projection system for marker
recognition, histogram-based marker detection, marker information management. Keywords: the Face Cube; Interactive art; Marker tracking | |||
| Entertaining Education: User Friendly Cutting Interface for Digital Textbooks | | BIBAK | Full-Text | 405-412 | |
| Gahee Kim; Hyun-Roc Yang; Kyung-Kyu Kang; Dongho Kim | |||
| Nowadays, the new paradigm demands digital textbooks which contain
interactive contents. Our goal is to design the digital textbook providing
effective multimedia and cutting interface for interactive education. To
achieve this purpose, we propose the user friendly cutting interface and
interactive animation for digital textbook. This interface complemented current
digital textbook interface which is mostly in text based. We will discuss
effectiveness of our interface for elementary students and how much our
interface gives positive effect in learning. Keywords: Digital Textbook; 3D Object Cutting; E-learning; Edutainment; Interface | |||
| Affective Interacting Art | | BIBAK | Full-Text | 413-415 | |
| Youngmi Kim; Jongsoo Choi | |||
| This paper to study the potential of expressing ink-and-wash painting
through interaction, and present a direction that can coincide with modern
paintings by developing ink-and-wash painting from a traditional aspect through
analyzing the theories and techniques instilled in my works. This work is an
interactive visualization of an oriental cymbidium using modern technology
which our oriental ancestors painted for mental training. During the old days
in the orient, people used to wipe cymbidium leaves or painted cymbidium for
mental training by having a cymbidium always by their side. Through the act of
wiping cymbidium leaves with utmost care, a cymbidium instilled with ancient
philosophical ideas is visualized. Keywords: Ethnographic Design; mental training; Interactive art; oriental digital art;
ink-and-wash painting; haptic | |||
| Flexible Harmonic Temporal Structure for Modeling Musical Instrument | | BIBA | Full-Text | 416-418 | |
| Jun Wu; Yu Kitano; Takuya Nishimoto; Nobutaka Ono; Shigeki Sagayama | |||
| Multipitch estimation is an important and difficult problem in entertainment computing. In this paper a flexible harmonic temporal structure for modeling musical instrument was proposed for estimating pitch in real music. Unlike the previous research, the proposed model does multipitch estimation according to the specific characteristics of specific musical instrument and uses EM algorithm to estimate the parameters in the model. Through choosing parameters suitable for its own characters for specific instrument, the proposed model preponderated over the common model. | |||
| Towards a Service-Oriented Architecture for Interactive Ubiquitous Entertainment Systems | | BIBAK | Full-Text | 419-421 | |
| Giovanni Cagalaban; Seoksoo Kim | |||
| Ubiquitous computing is not only applied to doing daily activities and
integrated into everyday objects but for entertainment, and gaming as well. In
this research, we explore the relevance of ubiquitous computing to
entertainment systems using devices such as mobile devices. We introduce a
service-oriented architecture for ubiquitous entertainment systems to establish
collaborative relationships between heterogeneous devices to provide users an
interactive and ubiquitous entertainment and fun. Keywords: ubiquitous entertainment; service-oriented architecture; mobile device | |||
| Narrative Entertainment System with Tabletop Interface | | BIBAK | Full-Text | 422-424 | |
| Takashi Mori; Katsutoki Hamana; Chencheng Feng; Jun'ichi Hoshino | |||
| We propose the Narrative Entertainment System with Tabletop Interface. This
system is using a miniature-shaped interface called Physical Character. By
recognizing the operation of Physical Character, virtual actor's behavior is
under control, and that offers a method to create a story while playing with
miniatures in a familiar way since our childhood. In the form of intuitive
operation with this interface, you are not only an observer, but also a
creator. Keywords: narrative entertainment; tabletop; interface; tangible; interactive
storytelling; edutainment | |||
| Automated Composing System for Sub-melody Using HMM: A Support System for Composing Music | | BIBAK | Full-Text | 425-427 | |
| Ryosuke Yamanishi; Keisuke Akita; Shohei Kato | |||
| We propose an automated composing system for sub-melodies focusing
especially on pitch and rhythm. We constructed the system using a Hidden Markov
Model (HMM). In a composing experiment, we obtained various melodies depending
on the song set used for learning, and the results suggest that this system can
learn the features of song sets that are selected while considering music
genres, music culture, or nuances of composers. Keywords: automated composing; HMM; machine learning; music | |||
| A Study on the Development of Mobile Based SNS-UCC Writing Tool | | BIBAK | Full-Text | 428-430 | |
| Hae Sun No; Dae Woong Rhee | |||
| Driven by the development of wireless services with the advent of smart
phone along with iPhone, wireless services are drawing attentions rather than
PC internet based wired services. Since this technique is a mobile device
judged as being in an environment suitable to provide SNS, there also need be
researches. This research proposed mobile based SNS-UCC design through mobile
based SNS-UCC writing tool development cases. Keywords: SNS; UCC; Mobile; Writing Tool; Development | |||
| Project Sonology: An Experimental Project Exploring the Possibilities of Sound and Audio as the Primary Element of Interactive Entertainment | | BIBAK | Full-Text | 431-433 | |
| Shih-Han Chan; Dae Hong Kim; Eugene Massey; Katelyn Mueller; Fadzuli Said | |||
| The goal of the project is to show that audio can successfully be the
primary element of interactive entertainment by delivering pure audio
experiences that demonstrate both the creative potential and emotional power of
an audio experience. We develop two proofs of concept with the technical
foundation supported by prototypes. The core technology is a combination of a
3D game engine and an audio engine used to build sound environments. The
interactions are based on 3D trackers and surround sound headphones. Keywords: Interactive Audio; Virtual Environment; 3D Sound | |||
| Multipresence-Enabled Mobile Spatial Audio Interfaces | | BIBA | Full-Text | 434-436 | |
| Owen Noel Newton Fernando; Michael Cohen; Adrian David Cheok | |||
| Mobile telephony offers an interesting platform for building multipresence-enabled applications that utilize the phone as a social or commercial assistant. The main objective of this research is to develop multipresence-enabled audio windowing systems for visualization, attention, and privacy awareness of narrowcasting (selection) functions in collaborative virtual environments (CVEs) for mobile devices such as 3rd- and 4th-generation mobile phones. Mobile audio windowing system enhances auditory information on mobile phones and encourages modernization of office- and mobile-based conferencing. | |||
| Fluxion: An Innovative Fluid Dynamics Game on Multi-touch Handheld Device | | BIBA | Full-Text | 437-439 | |
| Chun-Ta Chen; Jy-Huey Lin; Wen-Chun Lin; Fei Wang; Bing-Huan Wu | |||
| We explore the possibility of implementing real-time fluid simulation on iPhone to create an innovative game experience. Using fluid dynamics and water tri-states as game mechanics, players can manipulate fluid and solve puzzles through the unique input controls of iPhone, such as accelerometer and multi-touch. We implement particle-based fluid simulation and integrate our particle system with a physics engine, Box2D, to realize the interactions between particles and rigid body. The playtest showed that Fluxion is not only a fun game, but also educational since it provides players the basic concepts of how fluid behaves in the real world. | |||
| Robotic Event Extension Experience | | BIBAK | Full-Text | 440-442 | |
| David Obdrzalek | |||
| In this paper we present our experiences from extending the Eurobot contest
for students of the age up to 30 by a category for pupils up to 18. We show two
different models of the extension and present our experiences acquired after
implementing them in 2008 and 2009. Keywords: Autonomous robot contest; Education; Edutainment; Entertainment robotics | |||
| A Sound Engine for Virtual Cities | | BIBAK | Full-Text | 443-445 | |
| Shih-Han Chan; Cécile Le Prado; Stéphane Natkin; Guillaume Tiger | |||
| This paper is a position paper to specify and implement a general-purpose
sound engine for virtual cities. The work is motivated by the project Terra
Dynamica funded by the French government. We present a state of the art of the
virtual urban sound spaces emphasizing various types of virtual cities and
their relationships to auditory space. We then discuss the choice of a sound
engine, sound spatialization and scene description languages as ongoing works. Keywords: Virtual City; Virtual World; Sound Engine; Soundscape | |||
| NetPot: Easy Meal Enjoyment for Distant Diners | | BIBAK | Full-Text | 446-448 | |
| Zoltan Foley-Fisher; Vincent Tsao; Johnty Wang; Sid Fels | |||
| We capture key factors of a group meal with communication and interface
technologies to make a meal more enjoyable for diners who cannot be collocated.
We determined three factors of a popular group meal, Chinese hotpot, that are
essential for a group meal experience: interacting as a group with food, a
central shared hotpot, and a feeling that others are nearby. We developed a
prototype system to maintain these factors for an online meal with remote
friends. Our technique is of interest to designers creating technology for
isolated diners. Keywords: Augmented Reality; Hotpot; Online Meals; Social Networking | |||
| Glasses-Free 3D Display System Using Grating Film for Viewing Angle Control | | BIBAK | Full-Text | 449-451 | |
| Masahide Kuwata; Kunio Sakamoto | |||
| We developed a glasses-free 3D stereoscopic display using an LCD display
panel and a special grating film for stereoscopic viewing. The display screen
is divided in half in order that left and right regions provide the
stereoscopic images for left and right eyes. Because both stereoscopic images
are not in the same position, it is difficult for the observer to view the 3D
image by the stereoviewing. The grating film can solve this problem because it
shifts both left and right images to the same position. Moreover this grating
film can give us glasses-free 3D viewing because of its view control effect. As
the result, the each eye can perceive separated stereoscopic images for left
and right eyes without special glasses such as polarized glasses. Keywords: optical film sheet; grating film; viewing angle control; stereoscopic 3D
imaging; display | |||
| Omni-Directional Display System for Group Activity on Life Review Therapy | | BIBAK | Full-Text | 452-455 | |
| Tomoyuki Honda; Kunio Sakamoto | |||
| The authors have researched support system of the reminiscence and life
review activity. This support system consists of an interactive tabletop
display and interface system. On the reminiscence and life review activity, a
therapist puts pictures on the table so as to trigger a talk. However some
observers may perceive upside down images if they sit down opposite the
therapist. To overcome this problem, we have developed the display system which
can be viewed from any direction. In this paper, we propose a 4-views tabletop
flat display system for cooperative activity on a round table. Keywords: all around viewing; group work; viewing angle control film; table-top
display | |||
| Light-Weight Monocular 3D Display Unit Using Polypyrrole Linear Actuator | | BIBAK | Full-Text | 456-459 | |
| Yuuki Kodama; Kunio Sakamoto | |||
| The human vision system has visual functions for viewing 3D images with a
correct depth. These functions are called accommodation, vergence and binocular
stereopsis. Most 3D display system utilizes binocular stereopsis. We have
developed a monocular 3D vision system with accommodation mechanism, which is
useful function for perceiving depth. This vision unit needs an image shift
optics for generating monocular parallax images. But conventional image shift
mechanism is heavy because of its linear actuator. To improve this problem, we
developed a light-weight 3D vision unit for presenting monocular stereoscopic
images using a polypyrrole linear actuator. Keywords: head mounted display; monocular stereoscopic display; real-time stereogram;
3-D display | |||
| Easy Robot Programming for Beginners and Kids Using Command and Instruction Marker Card | | BIBAK | Full-Text | 460-463 | |
| Masahiro Nishiguchi; Kunio Sakamoto | |||
| Robots usually have multiple components, such as motors, sensors,
microcontrollers and embedded computers. A robot programming to control motors
and measure the output of sensors is complicated. Therefore it is troublesome
for beginners to write the program of a robot control. To solve this problem,
this paper describes a card programming for controlling a robot. Keywords: card programming; mobile robot control; structured programming | |||
| Automatic Mobile Robot Control and Indication Method Using Augmented Reality Technology | | BIBAK | Full-Text | 464-467 | |
| Koji Ohmori; Kunio Sakamoto | |||
| A mobile robot is an automatic machine that is capable of movement in a
given environment. Many techniques of automatic control are proposed. A line
tracer is one of the most popular robots. The line tracer goes along a white
line on the floor. The authors developed a mobile robot which moves to
indicated point automatically. All you have to do is to indicate a goal point.
In this paper, we propose an automatic mobile robot system controlled by a
marker and remote indication using the augmented reality technology. Keywords: mobile robot; automatic control; marker and remote indication | |||
| Eye Contact Communication System between Mobile Robots Using Invisible Code Display | | BIBAK | Full-Text | 468-471 | |
| Takeru Furukawa; Kunio Sakamoto | |||
| The authors have been developing the mobile robots which can cooperation
between robots. The robots should communicate with each other in order to
cooperate together. Therefore, the inter communication between robots is very
important problem to be solved. These robots generally utilize wireless
transmission system. The transmission sets send and receive on the same
frequency or channel to establish the radio communication. This is called
working simplex. The robots cannot start communication if both sets use
different frequency channels. It is important to perform an initial
configuration for establishing the radio signal transmission at a first contact
among strange mobile robots. To solve this problem, this paper describes an
information transmission system using an invisible code on displays which show
an expression of robot's eyes. Keywords: 2D code; polarized invisible code; polarized light control; LCD display | |||
| The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience | | BIBAK | Full-Text | 472-475 | |
| Barbaros Bostan; Tim Marsh | |||
| In this article, we define interactive storytelling as a gaming experience
where the form and content of the game is customized in real time and tailored
to the preferences and needs of the player to maximixe enjoyment. The primary
focus of interactive storytelling should not be on the attributes of the
technology or characteristics of the medium, such as the AI techniques,
planning formalisms, story representations, etc. but on different interaction
levels provided by computer games and basic components of player enjoyment such
as difficulty levels and gaming rewards. In conducting an analysis of
interactive storytelling systems, we propose a user-centered approach to
interactive storytelling by defining different customization levels for an
optimum gaming experience. Keywords: Computer games; interactivity; interactive storytelling; gaming experience;
user-centered design | |||
| Remote Context Monitoring of Actions and Behaviors in a Location through the Usage of 3D Visualization in Real-Time | | BIBAK | Full-Text | 476-478 | |
| John Conomikes; Zachary Pacheco; Salvador Barrera; Juan Antonio Cantu; Lucy Beatriz Gomez; Christian de los Reyes; Juan Manuel Mendez Villarreal; Takao Shime; Yuki Kamiya; Hideki Kawai; Kazuo Kunieda; Keiji Yamada | |||
| "Remote Context Monitoring of Actions and Behavior in a Location Through the
Usage of a 3D Visualization in Real-time" is a software application designed to
read large amounts of data from a database and use that data to recreate the
context that events occurred to improve understanding of the data. Keywords: Multi3D; Visualization; Remote; Monitoring; Panda3D; Real-Time | |||
| Wave Touch: Educational Game on Interactive Tabletop with Water Simulation | | BIBAK | Full-Text | 479-481 | |
| JoongHo Lee; Won Moon; Kiwon Yeom; DongWook Yoon; Dong-young Kim; JungHyun Han; Ji-Hyung Park | |||
| In this paper, we present an underwater exploration game called Wave Touch,
designed specifically for a category of devices known as, interactive
tabletops. The game provides users with a fun way to learn about important
historical artifacts. An emphasis is placed on making Wave Touch entertaining
to the user, a goal which is satisfied through the use of interactive tabletops
and realistic water simulation. We also present the techniques we used to
enable real-time water simulation effects in the game. Keywords: tabletop; water simulation; educational entertainment; multi-touch | |||
| Healthy Super Mario: Tap Your Stomach and Shout for Active Healthcare | | BIBAK | Full-Text | 482-483 | |
| Jaewook Jung; Shin Kang; Hanbit Park; Minsoo Hahn | |||
| The purpose of game provides fun and enjoyment to users. Most of the game,
however, has physical dysfunction with providing fun experience. As a solution
about this problem, the body movement based game like Nintendo Wii was
presented. However, it just prevents the physical dysfunction by adopting body
movement as game input and requires the special controller to play a game. In
this research, we suggest a new game input style which is tapping stomach and
shouting. It is not only preventing the dysfunction but also promoting health. Keywords: Game interface; Interaction style; Active healthcare | |||
| Interactive Manipulation Model of Group of Individual Bodies for VR Cooking System | | BIBAK | Full-Text | 484-486 | |
| Atsushi Morii; Daisuke Yamamoto; Kenji Funahashi | |||
| A new high-speed manipulation model for a group of individual bodies (GIB)
such as sand and lava is proposed in this paper. One of the goals of this
research is to use it for applications such as home VR cooking systems for
representing eg. a mass of fried rice. In this model, GIB is represented as a
height field. Variation in the height field represents movement of the GIB.
Transformation of GIB in wide spaces which is beyond adjacent grids is
considered. GIB is treated as one object, which means that calculation is done
efficiently on one object. Transformation of GIB is calculated quickly.
Interactivity has a priority over correct movement of GIB in this model. Keywords: a group of individual bodies; VR cooking system; home use | |||
| Smile Like Hollywood Star: Face Components as Game Input | | BIBAK | Full-Text | 487-489 | |
| Jaewook Jung; Hanbit Park; Shin Kang; Minsoo Hahn | |||
| Most of the commercialized games have used controller by manipulated hands
or foots. Recently, some studies tried to facial expressions or emotion as game
input, but it didn't directly manipulate a game. It adjusted the difficulty of
game. In this study, we suggest a new type of game input interface using face
components as input, directly, and present one offline game and two online
games by using this method. Keywords: Game interface; Face components; Smile | |||
| Study on an Information Processing Model with Psychological Memory for a Kansei Robot | | BIBAK | Full-Text | 490-492 | |
| Yuta Kita; Masataka Tokumaru; Noriaki Muranaka | |||
| In this paper, we propose an information processing model for a kansei
robot. This model handles memory based on human psychology. We expect that on
incorporating the model, a robot can exhibit human characteristics because of
using psychological memory. To verify the model, we first perform a comparison
between the results of the experiment performed using this model and that of an
actual psychological experiment. The results of the comparison suggest that the
memory functions of the model are similar to the human memory functions.
Second, we conduct the process of learning movement actions to verify that the
robot on which the model was implemented learned movement for moving to many
places and decreasing its curiosity. Keywords: kansei; robot; memory; neural network; psychology | |||
| Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children | | BIBAK | Full-Text | 493-495 | |
| Akiko Deguchi; Shigenori Inagaki; Fusako Kusunoki; Etsuji Yamaguchi; Yoshiaki Takeda; Masanori Sugimoto | |||
| In this study, we redesign and develop a new digital sugoroku game based on
the phenomenon of vegetation succession. A practical evaluation in an
elementary school that consisted of game play and fieldwork activity was
conducted. The results of the evaluation showed that the game was effective in
stimulating the interest of the students who participated in the game, and was
able to support their learning in a joyful way. Keywords: Digital interaction game; vegetation succession | |||
| Penmanship Learning Support System: Feature Extraction for Online Handwritten Characters | | BIBAK | Full-Text | 496-498 | |
| Tatsuya Yamaguchi; Noriaki Muranaka; Masataka Tokumaru | |||
| This paper proposes a feature extraction method for online handwritten
characters for a penmanship learning support system. This system has a database
of model characters. It evaluates the characters a learner writes by comparing
them with the model characters. However, if we prepare feature information for
every character, information must be input every time a model character is
added. Therefore, we propose a method of automatically extracting features from
handwritten characters. In this paper, we examine whether it correctly
identifies the turns in strokes as features. The resulting extraction rate is
80% and in the remaining 20% of cases, it extracted an area near a turn. Keywords: Penmanship; Evaluation of characters; Features; Turns | |||
| Development of Wall Amusements Utilizing Gesture Input | | BIBAK | Full-Text | 499-501 | |
| Takahisa Iwamoto; Atsushi Karino; Masayuki Hida; Atsushi Nishizaki; Tomoyuki Takami | |||
| Focusing on an infrared camera and a near-infrared radar, we have developed
a system for new amusements which we can operate by gesture input toward a
screen or moving our bodies in front of a screen projected on a wall. The
infrared camera is used for operations performed by means of gestures, and the
near-infrared radar is used for operations performed by larger movement of a
human body by detecting the position of the person or the state of his feet
near the floor surface. A screen is projected on a wall by an ultra-short throw
projector. This system can be set up anywhere if there is a certain sized wall. Keywords: Multi-touch; Digital game; Infrared camera; Infrared radar | |||
| Study on an Emotion Generation Model for a Robot Using a Chaotic Neural Network | | BIBAK | Full-Text | 502-504 | |
| Hiroyuki Sumitomo; Masataka Tokumaru; Noriaki Muranaka | |||
| This paper proposes an emotion-generation model for complex change using a
chaotic neural network (CNN). Using a CNN, the proposed model will solve the
problem of past studies that have indicated that robotic emotion changes are
simplistic. The model uses the principle of an adaptation level, which is used
in Russell's emotion model to generate emotion. This paper considers the
effectiveness of this approach using simulation, and shows that the model can
express a change of "adaptation". In addition, through the chaos of CNN, the
proposed model can express different changes, even if the values of CNN's input
values remain the same. Keywords: Partner Robot; Chaos Neural Network; Emotion | |||
| Interactive Tabu Search vs. Interactive Genetic Algorithm | | BIBAK | Full-Text | 505-507 | |
| Tatsuya Hirokata; Masataka Tokumaru; Noriaki Muranaka | |||
| We propose an interactive tabu search (ITS) to be used for the development
support of a product that fits a human's feeling. Interactive evolutionary
computation (IEC) is one of the technologies used in the development support of
products that fit a human's feeling using a computer and person undergoing a
communication. The interactive generic algorithm (IGA) is generally used in the
IEC. A major problem with the use of the IEC is the increased burden on the IEC
user to evaluate multiple solution candidates. Using the ITS instead of the IGA
may reduce this burden, because the ITS user chooses only his most favorite
solution candidate among multiple solution candidates. We performed a
comparison of the search performance using simulations with the ITS and IGA. As
a result of this simulation, the search performance of the ITS exceeded that of
the IGA by a range from 2% to 10%. Keywords: Tabu search; Interactive evolutionary computation | |||
| Instant First-Person Posture Estimation | | BIBAK | Full-Text | 508-510 | |
| Takafumi Serizawa; Yasuyuki Yanagida | |||
| We propose an instant posture estimation technique, which can operate only
by a stereo image with small (6 cm) baseline. It does not require a priori
information of the target user, background information, and markers. This
system allows cameras to move freely, because it operates only with a small
stereo camera unit. Moreover, if the input image is replaced with a movie or
real-time video, this system can be used as a real-time motion tracker. With
our proposed technique, robots and computers will be able to non-verbally
communicate with unspecified people as well as pre-registered people. Moreover,
this system can output not only the posture but also the body size and clothes.
Therefore, proposed technique can also be used as a calibration procedure for
other motion tracking algorithms. Keywords: posture estimation; motion tracking; Marker-less; Calibration-free | |||
| Monitoring User's Brain Activity for a Virtual Coach | | BIBAK | Full-Text | 511-513 | |
| Bram van de Laar; Anton Nijholt; Job Zwiers | |||
| The system described in this paper is an attempt at developing a coach for
sports using a virtual world and multimodal interaction, including brain
activity. Users can ride a bicycle through a virtual world while the coach
monitors the user's performance. The system incorporates the user's brain
activity, heart rate and respiration rate. These data are analyzed and the
features are sent through to give the virtual coach the instructions for
movements and dialogues to coach the user. The Electroencephalogram (EEG)
provides ample possibilities to research the brain activity of the user and to
provide for an extra modality in the interaction. Keywords: BCI; Coaching; 3D Avatar; Multimodal Interaction; Sports; Extreme EEG | |||
| Developing Educational and Entertaining Virtual Humans Using Elckerlyc | | BIBA | Full-Text | 514-517 | |
| Dennis Reidsma; Herwin van Welbergen; Ronald C. Paul; Bram van de Laar; Anton Nijholt | |||
| Virtual humans (VHs) are used in many educational and entertainment settings: training and serious gaming, interactive information kiosks, tour guides, tutoring, interactive virtual dancers, and much more. Building a complete VH from scratch is a daunting task, and it makes sense to rely on existing platforms. However, when one builds a novel interactive VH application, one needs to be able to adapt and extend the means to control the VH offered by the platform, without reprogramming parts of the platform. This paper describes Elckerlyc, a novel platform for controlling a VH. The focus is on how to easily extend and adapt the system to the needs of a particular application, without programming. | |||