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IE Tables of Contents: 0607080910121314

Proceedings of the 2008 Australasian Conference on Interactive Entertainment

Fullname:Proceedings of the 5th Australasian Conference on Interactive Entertainment
Note:Resonating Experiences
Editors:Ruth Christie; Gavin Sade; Yusuf Pisan
Location:Brisbane, Australia
Dates:2008-Dec-03 to 2008-Dec-05
Standard No:ISBN: 978-1-60558-424-9; ACM DL: Table of Contents; hcibib: IE08
Links:Conference Website
Experience evaluation of interactive art: study of GEO landscapes BIBAFull-Text 1
  Zafer Bilda; Chris Bowman; Ernest Edmonds
The cutting edge in the digital arts is a highly fertile ground for the investigation of engagement and the role of new technologies. The nature of audience interaction with artworks and the implication for the consequential nature of the interactive art system is itself important. This paper examines the process of experience evaluation of interactive art and its role in improving design of interactive art systems. The experience evaluation was based upon the case-study of an interactive artwork entitled GEO Landscapes .01 -- a gallery installation prototype which commenced development in 2006 and was exhibited in a public space in 2007. The experience evaluation study demonstrated how the novice versus expert profiles of interaction behaviours influenced the nature of the artwork experience. The research findings improved our understanding of how people experience artworks and also had an impact on the experience design of GEO Landscapes and the future direction of the project.
Detecting gesture force peaks for intuitive interaction BIBAFull-Text 2
  Zachary Fitz-Walter; Samuel Jones; Dian Tjondronegoro
With the release of the Nintendo Wii in 2006, the use of haptic force gestures has become a very popular form of input for interactive entertainment. However, current gesture recognition techniques utilised in Nintendo Wii games fall prey to a lack of control when it comes to recognising simple gestures. This paper presents a simple gesture recognition technique called Peak Testing which gives greater control over gesture interaction. This recognition technique locates force peaks in continuous force data (provided by a gesture device such as the Wiimote) and then cancels any peaks which are not meant for input. Peak Testing is therefore technically able to identify movements in any direction. This paper applies this recognition technique to control virtual instruments and investigates how users respond to this interaction. The technique is then explored as the basis for a robust way to navigate menus with a simple flick of the wrist. We propose that this flick-form of interaction could be a very intuitive way to navigate Nintendo Wii menus instead of the current pointer techniques implemented.
Towards a generic framework for situated collaborative storytelling BIBAFull-Text 3
  Damian Hills; Yusuf Pisan; Ernest Edmonds
How we assimilate stories into our common experiences and shape culture is the field of study known as narrative intelligence. By following these assumptions and investigating theories of conversation and rhetoric, this paper outlines a generic framework for a visual collaborative storytelling system that emphasises participatory narration and shared understanding in a situated context.
Online games-based child safety environment BIBAFull-Text 4
  Christian Jones
The Child Safety Awareness Project develops an online games-based educational resource to provide anti-abduction and sexual abuse prevention strategies for children aged 6 to 8. The key messages and strategies are based on global best practice and advice from the Queensland Police Service, the Crime and Misconduct Commission and Education Queensland, and designed to increase the child's awareness of situations which might impact upon their personal safety and to empower them with the ability to act appropriately. The online resources will be used as part of teacher supported activities within the classroom, as well as more widely accessible from a secure Internet site. The project evaluates the learning of children and usage of messages and strategies, and the affect of the resource on the child's self-esteem and confidence.
Terra ludus, terra paidia, terra prefab: spatialization of play in videogames & virtual worlds BIBAFull-Text 5
  Georgia Leigh McGregor
Videogames and virtual worlds are a rich source of spatial interaction. These digitally coded environments have been specifically constructed to host particular forms of activity. They range from single player games to vast social networks. But how is play spatialized in videogames and virtual worlds? Roger Caillois introduced the terms paidia and ludus in his seminal work, Man, Play and Games, to describe an axis of play between structured rule-driven games and freeform imaginative play. This paper examines how paidia and ludus are spatialized in videogames and virtual worlds through formal goals and spatial rules. This paper articulates the spatialization of play as terra ludus and terra paidia, where spatial goals, resources and player agency channel play. Yet other games appear to offer freeform play but instead constrain the player to pursue implicit goals and restrict play to a selection from a series of prefabricated choices. Situated between the control of a terra ludus and the spatial freedom of a terra paidia, this paper describes an intermediate construction of space, a terraprefab. As a conceptual tool terra ludus, terra paidia and terra prefab allow us to understand and compare how videogames and virtual worlds spatially manipulate and control play.
"Feed the Fish": an affect-aware game BIBAFull-Text 6
  Mohammad Obaid; Charles Han; Mark Billinghurst
In this paper we report on an affective gaming interface and a user study which evaluates user response to affective gaming. "Feed the Fish" is an affect-aware game system which takes a player's facial expressions as input and dynamically responds to the player by changing the game elements. The goal of this system is to use human expressions to build a communication channel between the game and players so playing the game can be more enjoyable. We describe the implementation of the game system and discuss the result of the user study we have conducted with 22 participants. Participants enjoyed the game with the affect-aware system more than a non affective version of the game, and they felt it was more exciting since the game was more challenging and dynamic.
A game theory approach to high-level strategic planning in first person shooters BIBAFull-Text 7
  Rune Rasmussen
As computer systems become more dependent on standalone devices such as graphics cards, video game developers can execute additional features on the CPU; high-level AI in video games is one such feature. The problem of developing high quality AI for video games is not simple, as human and computer interactions can be very complex. An exception can be found in the classical board game genre, which involves well defined games and players who apply rational policies to win. Many artificial board-game players can make moves within set time limits and are able to play at expert levels [10]. Given that high-quality AI technologies already exist for many board games, this paper explores the question: how can the technologies used in artificial board game players be applied to high-level strategic planning in First Person Shooters?
RoboCup as a spectator sport: simulating emotional response in the four-legged league BIBAFull-Text 8
  Matthew Willis
This paper presents a model for simulating emotion and personality in the Four-Legged League of the RoboCup Competition. This paper argues that by introducing simulated emotional responses and state dynamics to the robots competing in the competition, they will provide a more life-like display for spectators of the sport. Further, by simulating Emotional Intelligence a team may gain a competitive edge over the competition. For the RoboCup competition to be successful at achieving its goal of creating a soccer team that will be competitive with the number one human soccer team by the year 2050, all facets of soccer competition need to be considered, including the simulation of human-like behaviour for the competitors. Emotion theory and expression are explored, and a model is presented based upon emotional states. The capabilities of the Aibo ERS-7 robots are then presented, with the capabilities of the robots expressing emotional states considered. The paper concludes with a discussion of the implementation of this model on the Aibo robots, and future areas of research.