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INTETAIN Tables of Contents: 050809111314

Proceedings of the 2014 International Conference on INtelligent TEchnologies for interactive enterTAINment

Fullname:INTETAIN 2014: 6th International Conference on Intelligent Technologies for Interactive Entertainment
Editors:Dennis Reidsma; Insook Choi; Robin Bargar
Location:Chicago, Illinois
Dates:2014-Jul-09 to 2014-Jul-11
Publisher:Springer International Publishing
Series:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 136
Standard No:DOI: 10.1007/978-3-319-08189-2 hcibib: INTETAIN14; ISBN: 978-3-319-08188-5 (print), 978-3-319-08189-2 (online)
Papers:22
Pages:156
Links:Online Proceedings | Conference Website
  1. Regular Papers
  2. Special Session on Humor in Intelligent Environments
  3. Panels
  4. Extended Abstracts

Regular Papers

A Research on Value Chain Structure of the Performing Arts Consumers' Social Media Usage -- Application of Means-End Chain Theory and Involvement BIBAKFull-Text 1-11
  Min-Kyung Cha; Sang-Hee Kweon; Yoon-Jung Choi; Young-A Won; Hyun Joo Kim
This paper aims to analyze the role of social media for the performing arts audience and search the potential of it as a new means of their cultural experience. In addition, it explored the differences between the value structure of current performing arts audience and that of potential audience by applying the concept of involvement. It also analyzed the correlation between the consuming of performances and social media usage. Means-end chain theory was applied to derive the value chain structure of social media.
   The results demonstrated that the low involvement group used the performing arts and social media for networking in the sense of social communication. By comparison, the high involvement group attempted to acquire large cultural capital through the establishment of extensive social capital. They sought the aesthetical pleasure in the process of utilizing social media and found a new meaningful way of enjoying culture.
Keywords: Performing arts consumers; social media; value chain; involvement
Predicting Shot Success for Table Tennis Using Video Analysis and Machine Learning BIBAKFull-Text 12-21
  Lukas Draschkowitz; Christoph Draschkowitz; Helmut Hlavacs
Coaching professional ball players has become more and more difficult and requires among other abilities also good tactical knowledge. This paper describes a program that can assist in tactical coaching for table tennis by extracting and analyzing video data of a table tennis game. The here described application automatically extracts essential information from a table tennis match, such as speed, length, height and others, by analyzing a video of that game. It then uses the well known machine learning library "Weka" to learn about the success of a shot. Generalization is tested by using a training and a test set. The program then is able to predict the outcome of shots with high accuracy. This makes it possible to develop and verify tactical suggestions for players as part of an automatic analyzing and coaching tool, completely independent of human interaction.
Keywords: machine learning; sports video analysis; ball tracking; video processing; video information retrieval; video mining; multimedia data mining
Interactive Assessment Tools for Computational Thinking in High School STEM Classrooms BIBAKFull-Text 22-25
  David Weintrop; Elham Beheshti; Michael S. Horn; Kai Orton; Laura Trouille; Kemi Jona; Uri Wilensky
This paper presents a pair of online, interactive assessments designed to measures students' computational thinking skills. The assessments are part of a larger project to bring computational thinking into high school STEM classrooms. Each assessment includes interactive tools that highlight the power of computation in the practice of scientific and mathematical inquiry. The computational tools used in our assessments enable students to analyze data with dynamic visualizations and explore concepts with computational models.
Keywords: Computational Thinking; Assessment; STEM
Affect and Semantic Interpretation of Virtual Drama BIBAKFull-Text 26-35
  Li Zhang; John Barnden
We have developed an intelligent agent to engage with users in virtual drama improvisation previously. The intelligent agent was able to perform sentence-level affect detection especially from user inputs with strong emotional indicators. However, we noticed that emotional expressions are diverse and many inputs with weak or no affect indicators also contain emotional indications but were regarded as neutral expressions by the previous processing. In this paper, we employ latent semantic analysis to perform topic theme detection and intended audience identification for such inputs. Then we also discuss how affect is detected for such inputs without strong emotional linguistic features with the consideration of emotions expressed by the most intended audiences and interpersonal relationships between speakers and audiences. Moreover, uncertainty-based active learning is also employed in this research in order to deal with more open-ended and imbalanced affect detection tasks within or going beyond the selected scenarios. Overall, the work presented here enables the intelligent agent to derive the underlying semantic structures embedded in emotional expressions and deal with challenging issues in affect detection tasks.
Keywords: Affect Detection; Semantic Interpretation and Drama Improvisation
Choreographing Digital Water for Interactive Water Performance BIBAKFull-Text 36-45
  Jusub Kim
This paper documents explorations into an alternative platform for creating live synesthetic imagery. Synesthetic imagery is created to help one embody the emotions that musical messages are intended to convey. The created imagery is typically abstract and generated according to some predefined rules. In this project, we explore the possibility of using virtual dancers for synesthesia and the piano as an interface for choreographing and performing/improvising the digitally created beings. In this case, digitally created water is explored as a metaphoric extension of the virtual dancers' arms and hands. The non-abstract physically-based digital water's movements are choreographed and performed/improvised by a human performer using the piano as the interface for directing the digital beings. This work suggests that the non-abstract representational visual elements directed by the musical instrument have potential to be used as an alternative live synesthetic imagery generative method.
Keywords: Digital water; synesthesia; visual music; interactive entertainment
Collaborative Choreography: A Critical Inquiry into Designing Creative Interactive Systems BIBAKFull-Text 46-56
  Kristin Carlson; Thecla Schiphorst; Steve DiPaola
In choreographic process, technology can participate as a collaborator rather than as a tool, by transforming and eliciting creative opportunities. We propose that techniques such as modality shifts and abstraction are useful design strategies for provoking creative compositional choices. Modality shifts are the translation of movement data from one representation to another. Abstraction refers to the resolution and aesthetics of movement data representation that can modulate between greater specificity and ambiguity as a compositional interpretive strategy. This paper presents a contextual inquiry for an interactive system used to provoke creativity in choreographic process. Contemporary choreographic process is often distributed, relying on interactions between the choreographer and dancers to develop and evaluate movement material through exploration on different bodies. Based on this interaction model we choreographed and analyzed a dance piece in order to design a set of features that support system collaboration and agency in an intelligent autonomous choreographic system.
Keywords: Collaboration; Creativity; Creative Process; Choreography
Perception and Manipulation of Game Control BIBAKFull-Text 57-66
  Danny Plass-Oude Bos; Bram van de Laar; Boris Reuderink; Mannes Poel; Anton Nijholt
Brain-computer interfaces do not provide perfect recognition of user input, for similar reasons as natural input modalities. How well can users assess the amount of control they have, and how much control do they need? We describe an experiment where we manipulated the control users had in a keyboard-controlled browser game. The data of 211 runs from 87 individuals indicates a significant linear correlation between users' sense of control and the amount of control they really had in terms of mutual information (not accuracy!). If users know what they put in, they can assess quite well how much control they have over the system. In our case, from an amount of control of above 0.68 bits in mutual information (a 5-class accuracy of 65%), this aspect of control no longer seems to be the critical factor for finishing the game. Deliberate manipulation of perception may offer a way to make imperfect, uncertain input modalities more acceptable, especially in combination with games.
Keywords: Human-computer interaction; brain-computer interfaces; manipulation of control; perception of control
Head Pose Estimation by Perspective-n-Point Solution Based on 2D Markerless Face Tracking BIBAKFull-Text 67-76
  François Rocca; Matei Mancas; Bernard Gosselin
In this paper, we present an optimized implementation of automatic head direction extraction for a person placed in front of his webcam. The aim is to compute the different rotation angles of the head with a non-invasive and continuous tracking. Our method is based on 2D features tracking of the face with a low cost webcam. This information is associated to a set of points from a 3D head model by perspective-n-point solution to obtain pitch, roll and yaw. These results are then compared with a reference acquired with faceLAB, a robust markerless head tracker and eye tracking system.
Keywords: Face tracking; head pose estimation; markerless; perspective-npoint solution; faceLAB

Special Session on Humor in Intelligent Environments

Towards Environments That Have a Sense of Humor BIBAKFull-Text 77-80
  Anton Nijholt
Humans have humorous conversations and interactions. Nowadays our real life existence is integrated with our life in social media, videogames, mixed reality and physical environments that sense our activities and that can adapt appearance and properties due to our activities. There are other inhabitants in these environments, not only human, but also virtual agents and social robots with which we interact and who decide about their participation in activities. In this paper we look at designing humor and humor opportunities in such environments, providing them with a sense of humor, and able to recognize opportunities to generate humorous interactions or events on the fly. Opportunities, made possible by introducing incongruities, can be exploited by the environment itself, or they can be communicated to its inhabitants.
Keywords: humor; intelligent environments; computational humor; sensors; actuators; virtual reality; videogames; virtual agents; social robots
Fools, Tricksters and Jokers: Categorization of Humor in Gameplay BIBAKFull-Text 81-90
  Claire Dormann
Humor in videogames is quite complex and rich. It pervades a range of games and can adopt many forms, from slapstick to parody to dark humor. This paper reviews and categorizes humor in the videogame space, suggesting that humor can be described through game-to-player, player-to-player, and player-to-game trajectories. Scripted humor (game-to-player) is contrasted with spontaneous humor (player-to-player) and emergent humor (player-to-game). The paper concludes by exploring how computational humor could sustain the design of humor in videogames.
Keywords: Humor; comical; videogames; players; tool; computational humor; laugher
Lost Voice Guy: Transcending Barriers of Disability through Technology in Live Comedy Performance BIBAKFull-Text 91-98
  Kirsty Fairclough-Isaacs
This paper will explore the intersection of live comedy and interactive technology through the work of UK stand-up comedian, Lost Voice Guy. Lost Voice Guy, real name Lee Ridley, has cerebral palsy and is unable to speak. Ridley delivers his comic material through an iPad using Speakit!, a text to voice app developed by John Stefanopoulos at Future Apps. The paper will consider Lost Voice Guy's live performance and his use of interactive voice technology as a tool to provide a mechanism through which he can perform live stand-up comedy illustrating that the technology has the ability to both allow individuals to transcend physical barriers and bring a new dimension to the form.
Keywords: audience; disability; space; standup comedy; technology; performance
Understanding the Foundations and Devices in Humour to Determine Practical Design Methods for Systems That Create and/or Detect Humour in Video Games, Robots and other Forms of Artificial Intelligence BIBAKFull-Text 99-108
  Christopher Molineux
There have been numerous attempts to understand humour's nature and meanings and a few attempts to formalize the sum of this knowledge but the practical aspects of humour recognition and creation have not been given the same level of attention. In a 14 year study of stand-up comedy, social humour, and other humourous forms I have attempted to isolate specific devices that can be utilized in the creation of humour in video games, avatars, robots, and other forms of artificial intelligence. The human experience of humour also involves the frequent repetition of previously experienced humour termed in this paper as "repeatables". A comprehensive use of devices and "repeatables" combined with an understanding of the role of humour in the evolution of human cognition, language, and social systems has the potential to yield an improved ability to entertain, educate, and communicate in digital formats.
Keywords: Humour; Jokes; HCI; Computational Humour; Natural Language Processing; Avatars; Robots; Video Games; Comedy

Panels

STEM Education: Creating Meaningful Experiences with Interaction Design BIBAKFull-Text 109-112
  Janell Baxter; Jennifer Collins
Science education needs better integration in school curricula, and into society as a whole; engagement with science education is relevant at any age. Over the past two decades interactive technological tools have become increasingly more accessible and easy to use. From simple websites to immersive simulations, a wide range of experiences have been crafted to better educate students and the public about science. What are some of the lessons learned, and what areas still need more research?
Keywords: Science Education; Interaction Design; STEM; Engagement; Participation
Immersive, Interactive, Real and Imagined Sonic Environments: Encountering the Aural Muse in Imagined, Implied Spaces BIBAKFull-Text 113-117
  Stephen Davismoon
Perhaps the most significant contributions that computer and digital technologies have brought to our experience of music and sound art are to be found in the transformative effect that it has had upon auditory space and performative practice. Of course, there is nothing new in the importance of complex listening spaces for the muse to unfold, our history provides many examples -- from Stonehenge in England, to St. Mark's in Venice Italy. However, now, the listener can experience and traverse an endlessly complex transformation in real-time of any number of virtual listening spaces. This has had the consequence of increased focus and importance in recent years being placed upon sonic spatial and immersive diffusion considerations in the compositional act. Bringing further dimensionality -- if you will -- to the idea spoken so eloquently by Luigi Nono during the period of his work at the Experimentalstudio in the 1980s of a 'dramaturgy of sound.'
Keywords: Auditory Spaces; Interactive Performative Practice; Immersive Audio; Multi-Layered Listening
RPGs as Knowledge Creating Chronotopes BIBAKFull-Text 118-122
  William Guschwan
This session will focus on serious games whose focal point is emotional and ethical knowledge creation. Bakhtin's notion of a chronotope serves as a metaphor focusing on the environment of knowledge creation, as opposed to the individual. A chronotope structures time and space to optimize a technology-mediated knowledge outcome. To extend this previously appropriated concept, we will propose the term "gamiform" as a way of distinguishing serious game chronotopes, that is, chronotopes that are games.
Keywords: Chronotope; gamiform; binding; serious games; roleplaying games; ethics; emotional intelligence; simulation; external memory fields
Radical Publishing: The Organization and Distribution of Art, Literature and Information in the 21st Century BIBAKFull-Text 123-127
  Stephen Woodall
This panel will present research and engagement, from two academic institutions and a literary foundation, in the current fundamental technological transformation and redefinition of publishing. Citing developments over the past 50 years that have first gradually, then more suddenly led to this radical change, with informed speculation on implications for the future, panelists will discuss issues of archival preservation, ownership, changing modes of authorship, and the cognitive role of touch in the creative process.
Keywords: Publishing; distribution; broadcast; cross-platform; preservation; authorship; property; multi-media

Extended Abstracts

The Nostalgia Project BIBAKFull-Text 128-131
  Peter Ferry; Joe Geigel; Susan Lakin
The Nostalgia Project is a live musical performance that connects music, photography, and video in a collaborative work between musicians, artists, computer scientists, and the general public. It draws upon web-based photo sharing, mobile communication, and musical performance to explore the notion of nostalgia, merging the visual image with music both responding to and affecting the other.
Keywords: Nostalgia; multimedia performance; audience interaction; photo sharing
Bass Impact DJ Studio -- A Music Mixing Software with Gesture Controls BIBAFull-Text 132-135
  Walter Kumbeiz; Helmut Hlavacs
Everyone can be a music DJ nowadays. However, most DJs forget about the interaction with the audience while performing their mixing tasks. A new way of interacting with the music and the audience is presented in this paper. Our solution is a software which allows perfect beat matched mixing and interaction with the software and the audience at the same time by using gesture controls. The interaction with the software works well and is entertaining, however, finding the appropriate gestures is not trivial. In addition new ideas regarding interaction with music are presented.
Creativity in the CPND BIBAKFull-Text 136-139
  Sang-Hee Kweon; HeaJi Kweon; HeaLin Kweon; Min Kyung Cha
This paper explores creativity types of C (Content)-P (Platform)-N (Network)-D (Device)/T (Terminal). This paper adopted collection and classification of cases, and introduces a new type of creativity. The new ICT ecology requires new economy system called creative industry. The digital media has created various types of creative industries: content-centric industry, platform-centric industry, and device-based businesses. This new creative economy requires creativity such as socio-cultural creativity, technology based creativity, state driven based creativity, and creativity of convergence.
Keywords: CPND; Creativity; Convergence; Smartphone
Interactive Network Installation BIBAKFull-Text 140-143
  Ludovic Laffineur; Alexandra Degeest; Christian Frisson; Rudi Giot
The work discussed is this paper deals with a interactive installation to monitor the network flow in a artistic way. The system is developed in C++ grabs packets using LibPCap, analyses them at low level (e.g. packet length) and also provides high-level information (e.g. port number). This new approach is based more on the network flow analysis than on network services analysis. The software communicates with ©Resolume Avenue and ©Reaktor through OSC protocol. ©Resolume Avenue is a software for Video Jockey (VJ) purposes and ©Reaktor is a modular software music studio developed by Native Instrument. Users can actively take part to an interactive audiovisual exhibition system using their mobile device to send e-mails, listen to a web radio, surf on a website, read RSS feeds, in short, the experience begins once visitors exchange data with the network.
Keywords: Sonification; visualisation; installation; network
Using Drones for Virtual Tourism BIBAKFull-Text 144-147
  David Mirk; Helmut Hlavacs
Tourism always involves physical movement between places, an activity that may be cumbersome, expensive, or even dangerous. Limited time and budget furthermore represent serious limitations to this popular past time. Virtual tourism is a new paradigm that aims at reducing limitations by recreating real touristic venues in computers as 3D models. In our virtual tourism approach, we make use of available technology in order to result in a fully dynamic way of visiting touristic locations. We use UAVs to fly around at the target venues, and send a video they record live to a tourist that may be sitting at home, or walk along a treadmill. The video is presented in a VR visor, and head movements steer the orientation of the drone.
Keywords: Tourism; UAVs; live streaming
A Mathematical Model of Game Refinement BIBAKFull-Text 148-151
  Arie Pratama Sutiono; Ayu Purwarianti; Hiroyuki Iida
This paper explores a mathematical model of game progress and game refinement. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. This is because acceleration of game progress should be related to the emotional impact in our minds, as thrill or engagement in games. We support the effectiveness of the proposed theory while showing some data from well-known games.
Keywords: Game-refinement theory; engagement assessment; sports games; board games