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ACE Tables of Contents: 0405060708091011121314

Proceedings of the 2012 International Conference on Advances in Computer Entertainment

Fullname:ACE 2012: 9th International Conference on Advances in Computer Entertainment
Editors:Anton Nijholt; Teresa Romão; Dennis Reidsma
Location:Kathmandu, Nepal
Dates:2012-Nov-03 to 2012-Nov-05
Publisher:Springer Berlin Heidelberg
Series:Lecture Notes in Computer Science 7624
Standard No:DOI: 10.1007/978-3-642-34292-9 hcibib: ACE12; ISBN: 978-3-642-34291-2 (print), 978-3-642-34292-9 (online)
Links:Online Proceedings
  1. Long Presentations
  2. Short Presentations
  3. Art and Culture Track
  4. Extended Abstracts

Long Presentations

Applaud Having Fun: A Mobile Game to Cheer Your Favourite Sports Team BIBAFull-Text 1-16
  Pedro Centieiro; Teresa Romão; A. Eduardo Dias
This paper describes the design, implementation and evaluation of a multiplayer mobile game that enhances the remote fans experience during a live sports event broadcast. This prototype, called WeApplaud, encourages users to participate in the applause happening in the stadium, increasing their levels of fun and immersion in the live event. To achieve these goals, we explored the use of persuasive technology, together with the second screen concept, in order to create a motivating and innovative experience for the users. To test the WeApplaud concept, guide the system's design and evaluate users reactions, we conducted preliminary user tests. Results helped to validate our approach, but also identified some important refinements to be considered in future developments.
Paranga: An Interactive Flipbook BIBAKFull-Text 17-30
  Kazuyuki Fujita; Hiroyuki Kidokoro; Yuichi Itoh
E-books, which have become increasingly popular, potentially offer users attractive and entertaining interaction beyond paper-based books. However, they have lost physical features such as paper-like texture and page-flipping sensation. We focus on flipbooks and propose a novel book-shaped device for flipbooks called Paranga that embodies both these physical features and e-book interactivity. Paranga detects how quickly a user is turning pages and provides the tactile feedback of turning pages on his/her thumb by employing a rotatable roller mechanism with pieces of real paper. Using this device, we created several interactive flipbook applications in which the story changes depending on page-turning speed. This paper details the implementation of this device, describes the users' reactions at a conference exhibition, and discusses Paranga's possible applications.
Keywords: Virtual reality; book-shaped device; page-turning interface; e-books; tactile feedback
Augmentation of Toothbrush by Modulating Sounds Resulting from Brushing BIBAKFull-Text 31-43
  Taku Hachisu; Hiroyuki Kajimoto
Brushing teeth is a daily habit to maintain oral hygiene, including the maintenance of oral cleanliness and prevention of caries and periodontal disease. However, tooth brushing is often not carried out correctly or forgotten because the task is boring. Although several works have contributed to improving brushing performance and motivation, the feedback seems to be very remote from the brushing itself, i.e., not intuitive. In this study, we establish two objectives to deal with these issues. The first is not to present information on a visual display, but to augment the ordinary tooth brushing experience consisting of haptic and auditory sensations, while the other is to design the modulation so that users feel as if their teeth are gradually becoming cleaner, thereby providing the necessary motivation. To achieve these aims, we propose a novel approach to augment the tooth brushing experience by modulating the brushing sounds to make tooth brushing entertaining in an intuitive manner. A microphone embedded in the toothbrush records the brushing sounds, which are presented to users after being modified by a PC. In the experiment, we demonstrate that increasing the sound gain and manipulating the frequency can control the overall impression of brushing by giving a sense of comfort and accomplishment.
Keywords: Augmented reality; sound effect; tooth brushing
Bathcratch: Touch and Sound-Based DJ Controller Implemented on a Bathtub BIBAKFull-Text 44-56
  Shigeyuki Hirai; Yoshinobu Sakakibara; Seiho Hayakawa
Bathcratch is a music entertainment system that converts a bathtub into a DJ controller, allowing an average person in a bathtub to play scratching music. The system detects the squeaks made by rubbing the bathtub and associates them with several preset scratching phrases. In addition, capacitive touch sensors embedded in the tub allow the selection of scratching phrases and background rhythm tracks. Here, we provide a system overview and explain the design, user interface, music controller implementation of this system along with the feedback received for it during a public exhibition.
Keywords: Interactive Music System; DJ Scratching; Rubbing Interface; Acoustic Sensing; Squeaking Sound Detection; Capacitive Touch Sensor; Bathtub; Daily Life
Airstic Drum: A Drumstick for Integration of Real and Virtual Drums BIBAKFull-Text 57-69
  Hiroyuki Kanke; Yoshinari Takegawa; Tsutomu Terada; Masahiko Tsukamoto
Drum kits consist of various kinds of percussion instruments. As all percussion instruments are large and heavy, they are inconvenient for drummers to carry and set up. Virtual drums, which include motion sensors and enable drummers to imitate playing drums by stroking a virtual drum, are highly portable. However, drummers, who are used to playing real drums, have difficulty in demonstrating their drum skills with virtual drums because of the lack of feedback from stroking, low sound quality, and so on. Our proposed Airstic Drum achieves high portability and performance quality by integrating real and virtual drums. Airstic Drum can distinguish the stroking of virtual drums from the stroking of real drums, and it outputs digital sound only when the drummer strokes virtual drums. We have developed a prototype system and evaluated its effectiveness by actual use.
Keywords: Virtual drum; Real drum; Motion recognition
Enhancing Level Difficulty and Additional Content in Platform Videogames through Graph Analysis BIBAFull-Text 70-84
  Fausto Mourato; Fernando Birra; Manuel Próspero dos Santos
In this article we present a system that enhances content in platform game levels. This is achieved by adding particular gaming entities and adjusting their arrangement, causing consequent changes in the inherent difficulty and in path related aspects. This idea follows our prior work for the automatic creation of level environments. Starting with a primal level structure and a corresponding graph that sketches the user path, the system detects mandatory and optional path sections and adapts them in order to create more elaborate challenges to the user, forcing detours to gather specific objects or trigger certain events. Alternatively, a designer can create that base level structure and use the algorithm to adapt it to a certain profile. Also, some adjustments can be made to enhance multiplayer cooperative gaming for uneven skilled players, where the path is adapted to force a difficult route to one player and an easier one for the other player. Our experiments showed interesting results on some popular games, where it is possible to observe the previous principles put into practise. The approach is generic and can be expanded to other similar games.
A System for Supporting Performers in Stuffed Suits BIBAKFull-Text 85-100
  Tatsuhiko Okazaki; Tsutomu Terada; Masahiko Tsukamoto
Stuffed suits have been widely used at various events. However, performances with stuffed suits present two main difficulties in that performers are not aware of their postures because of the difference in the shape and size of the stuffed suits and the physical human body, and it is difficult for them to communicate smoothly with others because of limited visibility. These problems lead performers to train excessively to acquire a high degree of skill in performances. The main goal of our study was to construct a system to support performers in stuffed suits, which would enable them to act like the characters they represented. From the results we obtained from evaluating our prototype system, we confirmed that our method could effectively support performers in stuffed suits.
Keywords: Stuffed suits; HMD; Support
Socially Present Board Game Opponents BIBAKFull-Text 101-116
  André Pereira; Rui Prada; Ana Paiva
The real challenge of creating believable and enjoyable board game artificial opponents lies no longer in analysing millions of moves per minute. Instead, it lies in creating opponents that are socially aware of their surroundings and that can interact socially with other players. In traditional board games, where face-to-face interactions, social actions and strategic reasoning are important components of the game, artificial opponents are still difficult to design. In this paper, we present an initial effort towards the design of board game opponents that are perceived as socially present and can socially interact with several human players. To accomplish this, we begin by an overview of board game artificial opponents. Then we describe design guidelines for developing empirically inspired social opponents for board games. These guidelines will be illustrated by concrete examples in a scenario where a digital table is used as a user interface, and an intelligent social robot plays Risk against three human opponents.
Keywords: Social Presence; Board Games; Artificial Opponents
Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context BIBAFull-Text 117-132
  Kiyoshi Shin; Kosuke Kaneko; Yu Matsui; Koji Mikami; Masaru Nagaku; Toshifumi Nakabayashi; Kenji Ono; Shinji R. Yamane
Making digital games can help people learn collaboratively. Recent advances in game education allow for experimental game development in a short time period with low cost. To examine the possibilities of game development and learning, we focus on the recent "game jam" approach in collaborative game development. The concept of game jam becomes well-known these days, however, its historical development, goals, and strategies have not yet been explored.
   To bring game jam into the education and learning, we first look at its historical development and key concept referencing Global Game Jam, the biggest annual game jam in the world, and then we discuss the recent case of "localized" Global Game Jam-style events embedded in the social context of a specific region.
Producing while Consuming: Social Interaction around Photos Shared within Private Group BIBAKFull-Text 133-150
  Dhaval Vyas; Yanqing Cui; Jarno Ojala; Guido Grassel
User-generated content plays a pivotal role in the current social media. The main focus, however, has been on the explicitly generated user content such as photos, videos and status updates on different social networking sites. In this paper, we explore the potential of implicitly generated user content, based on users' online consumption behaviors. It is technically feasible to record users' consumption behaviors on mobile devices and share that with relevant people. Mobile devices with such capabilities could enrich social interactions around the consumed content, but it may also threaten users' privacy. To understand the potentials of this design direction we created and evaluated a low-fidelity prototype intended for photo sharing within private groups. Our prototype incorporates two design concepts, namely, FingerPrint and MoodPhotos that leverage users' consumption history and emotional responses. In this paper, we report user values and user acceptance of this prototype from three participatory design workshops.
Keywords: Social networks; Photo Sharing; Consumption; Personal content

Short Presentations

Extensible Sound Description in COLLADA: A Unique File for a Rich Sound Design BIBAKFull-Text 151-166
  Shih-Han Chan; Stéphane Natkin; Guillaume Tiger; Alexandre Topol
Most standard scene description languages include a sound description and factorize common elements needed by the description of visual and auditory information. Both aspects are described with the same coordinate system for example. However, as soon as a dynamic description or external data are required, this benefit is lost and all the glue must be done by a programming solution that does not fit designers or authors usual skills. In this paper we address this problem and propose a solution to give back to designers the bigger role even when the scene is dynamic or based on procedural synthesizers. This solution is based on the COLLADA file format in which we have added sound support, scripting capabilities and external extensions. The use of this augmented COLLADA language is illustrated through the creation of a dynamic urban soundscape.
Keywords: sound design; scene description language; COLLADA
An Automatic Race Track Generating System BIBAKFull-Text 167-181
  Tai-Yun Chen; Hung-Wei Hsu; Wen-Kai Tai; Chin-Chen Chang
In this paper, we propose an automatic race track generating system based on difficulty evaluation and feature turns detection for providing users skill-matched contents. Given a start point, a goal point, and a difficulty expectation chart, our system ranks all candidate race tracks according to the similarity with respect to the given difficulty curve. Then, user can choose a satisfied track and export it into a racing car simulator to play.
   The system automatically creates the racing line for the input race track. Then, the line is used to segment turns in the race track, and the corresponding ideal maximum speed variation is exploited to evaluate the difficulty by our proposed Turnscore formula. Also, the corresponding curvature chart of the racing line is encoded as a string and the characterized regular expression for feature turns is being matched in the string for identifying feature turns.
   As the experimental results show, the feature turns detection is of high accuracy and the difficulty evaluation is reliable so that our system is effective to provide skill-matched race tracks for users.
Keywords: Difficulty Evaluation; Race Track Generation; Racing Line; String Searching; Procedural Content Generation; Feature Detection
Light Perfume: Designing a Wearable Lighting and Olfactory Accessory for Empathic Interactions BIBAKFull-Text 182-197
  Yongsoon Choi; Rahul Parsani; Xavier Roman; Anshul Vikram Pandey; Adrian David Cheok
In this paper we present Light Perfume, a wearable system that helps the users and their communication partner to mirror their nonverbal communication cues together using factors such as speed of blinking and color in lights and subtle perfume emission from a wearable accessory during a face-to-face conversation. This is based on the concept of mirroring, whereby each user is stimulated with the same visual and olfactory outputs to strengthen a user's psychological bond with the partner using the accessory. We initially explain the motivation and design of the prototype for the Light Perfume system. We evaluate the system using a semantic differential method and show how the system can be used to affect the impression formed of the user by others and explore the potential usage of the entertainment accessory.
Keywords: Empathy; mirroring; wearable media; lights; perfume; light perfume; synchronization; communication
A Survey of Players' Opinions on Interface Customization in World of Warcraft BIBAKFull-Text 198-213
  Chris Deaker; Masood Masoodian; Bill Rogers
Massively multiplayer online role-playing games, such as World of Warcraft, have become very popular in recent years. These types of games often provide the player with a wide range of game abilities, weapons, tools, options, stats, etc. which grow in number as the player progresses through the game. This in turn makes the user interface of the game more complex and difficult to interact with. Games such as World of Warcraft attempt to combat this by providing mechanisms (e.g. add-ons) for interface customization by the player. However, it is unclear which aspects of the game interface players prefer to customize, or what effects those customizations have on their gameplay experience. In this paper we present a survey of World of Warcraft players to identify their opinions on game interface customization preferences. The results of this survey are likely to apply to other massively multiplayer online role-playing games.
Keywords: Computer games; game interface customization; survey; player experience; massively multiplayer online games
53.090 Virtual Rusks = 510 Real Smiles Using a Fun Exergame Installation for Advertising Traditional Food Products BIBAKFull-Text 214-229
  Dimitris Grammenos; George Margetis; Panagiotis Koutlemanis; Xenophon Zabulis
This paper presents an innovative advergame installation for promoting the brand and products of a company producing Cretan rusks. The paper first presents some background and related work. Then, the requirements set towards creating the game are outlined, followed by concept creation and design decisions taken to meet these requirements, as well as a description of the user interface, gameplay and technical characteristics of the resulting game. The game has been installed with remarkable success in two different food exhibitions in key locations in Athens, Greece, where it has been played by more than 500 people of ages ranging from 2 to 76 years old. A large variety of qualitative and quantitative data were collected. The paper presents several findings stemming from these data. Additionally, changes made to the game as a result of the findings are presented, along with lessons learnt from the acquired experience.
Keywords: Advergames; marketing; game design; public interactive installation; experience design; casual games; serious games
Designing Playful Interactive Installations for Urban Environments -- The SwingScape Experience BIBAKFull-Text 230-245
  Kaj Grønbæk; Karen Johanne Kortbek; Claus Møller; Jesper Nielsen; Liselott Stenfeldt
This paper discusses design issues in the development of playful outdoor interactive installations featuring kinesthetic interaction and immersive music experiences. The research is based on the development and evaluation of the novel SwingScape installation, which is a permanent installation at an urban playground. The objectives of SwingScape are to encourage physical activity as well as creating a playful and social experience in an urban space. The interaction techniques include movement sensors built into swings, LED lights, and an ambient loudspeaker system covering approx. 180 square meters. The design issues include: creating playful and collective interaction, making a familiar swing interaction simulate the experience of a music mixing board, providing gentle integration of multimedia (light and sound) in the atmosphere of an urban space, and finally making installations robust and safe for an urban outdoor setting. The SwingScape installation has been developed in three phases for quite different urban settings, and the experiences from these are generalised to contribute to a foundation for design of interactive urban installations.
Keywords: Interactive light and sound installation; urban environments; outdoors settings; collective and playful activities; familiarity; user experience
Flashback in Interactive Storytelling BIBAKFull-Text 246-261
  Olivier Guy; Ronan Champagnat
We have a lot of literature on the static media but few on interactive ones. Many doubt [Costikyan, Juul...] that it is possible to use stylistic devices such as the ones that have pervaded the history of the 'one-way' storytelling. We have tried to imagine what it would be to have a flashback in IS. Stylistic devices, in classic media are not as immersive. They are immediately filtered by language -- especially books -- while IS has the major flaw of being sometimes incapable of telling a story by itself as it relies so much on intuition. The existence of the flashback in IS is possible to the condition of the narrative device called Uchronia, which leaves a chance of occurrence to potential futures that might have happened. The last part is made for designers who want to try to build Flashback IS application while taking back up on this paper. We have taken a lot of inspiration from movies, classics as well as modern and we have tried to set up a blueprint for an outline of a stylistic grammar in IS, starting with the device of flashback.
   On the one hand we have decided to use the theory of language as it is the material of imagination -- the one that makes stories -- to try to find out if flashback was compatible with emergence and game engineering. On the other hand, we wanted to provide the basis for experimentation of interactive flashbacks -- as we have tried to demonstrate exists under certain conditions -- and we hope for other multimedia and stylistic devices in IS.
Keywords: Serious games; interactive storytelling; design narration pilot; stylistic devices; language theory; intelligent agents; video game aesthetics; communication between artists & engineers; game design; playability
SanjigenJiten: Computer Assisted Language Learning System within a 3D Game Environment BIBAKFull-Text 262-273
  Robert Howland; Sachi Urano; Junichi Hoshino
Imagine being able to approach any object in the real world and instantly learn how to read and pronounce the name of the object in any other language. This paper proposes the use of a system that simulates this idea by utilizing the video game medium in a way that makes learning a new language simple and fun. The system was designed specifically for the new technologically-inclined generation that might benefit greatly from learning within a game environment. The process of learning a new language with this system strays from previous and conventional methods in that it employs a more visual-spatial approach to learning. Additionally, this system engages the player through the use of industry-standard video game elements such as a 3D environment, controllable main character, item collection system, scoring system, and complex rewards system. By keeping in line with what people expect from standard video games, this game is capable of holding the player's attention for longer periods of time than when compared classes, textbooks, or tutors.
Keywords: Language Learning; Educational Games; Serious Games; Edutainment; Visual-Spatial; Auditory-Sequential; Immersion
A Caption Presentation System for the Hearing Impaired People Attending Theatrical Performances BIBAFull-Text 274-286
  Yuko Konya; Itiro Siio
This study addresses information support for hearing impaired people who attend theatrical performances. In present Japan, there are a few theaters that employ programs providing captions for hearing impaired people. The few programs that provide captions only show dialogues and sounds (musical note icons). We propose, implement, and evaluate a caption presentation method for hearing impaired people, which includes support for dialogues, sound effects, and audience responses.
Emergent Gait Evolution of Quadruped Artificial Life BIBAKFull-Text 287-296
  Kinyo Kou; Yoichiro Kawaguchi
We developed a simulation model and generated a gait pattern for quadruped artificial life. The model is based on three dimensional physical simulation using a physics engine. Neural networks are used to control each leg, and the genetic algorithm is used to evolve the gait. The generated gait pattern is similar to the gait called "walk" in real-world animals. An analysis is conducted of the developing gait pattern, in addition to the final result. The emergent walk-like gait is similar to a newborn baby crawling on the floor, and it would appear that the artificial life struggles to go straight ahead on the midway of evolution.
Keywords: Quadruped artificial life; emergent movement; genetic algorithm; neural networks
Enjoying Text Input with Image-Enabled IME BIBAKFull-Text 297-308
  Toshiyuki Masui
Tremendous amount of images are used on modern Web pages, but images are rarely used in everyday communication via e-mail, SMS, SNS, etc., although many communication systems allow the use of images in the message. We believe that images can greatly enhance the quality of communication if they are appropriately used with alphabetical texts, and we created a text input system with which users can handle images on HTML editors and word processors just like they can handle words in East-Asian languages. In this paper, we show how images are useful in everyday communication, and show how we can handle images with existing popular dictionary-based text input systems for East-Asian languages. Images are not only useful for rich communication, but they are fun to use and useful for conveying emotions.
Keywords: Text Input Systems; Image Input; Input Method Editor; IME; Dictionary-based Text Input
Train Window of Container: Visual and Auditory Representation of Train Movement BIBAKFull-Text 309-319
  Kunihiro Nishimura; Yasuhiro Suzuki; Munehiko Sato; Oribe Hayashi; Yang LiWei; Kentaro Kimura; Shinya Nishizaka; Yusuke Onojima; Yuki Ban; Yuma Muroya; Shigeo Yoshida; Michitaka Hirose
A container for cargo use travels various countries with a lot of kinds of goods. It arrives at a place with some goods, and then it leaves to a different place with different goods. A container itself is a kind of transportation in the viewpoint from goods. We imagined if the goods were we, a container would be a train. We have proposed a new experience-based artwork using a container to resemble to a train, named Train Window of Container. In this paper, we discuss the system implemented in a container that provides us to feel a sense as if we were in a train. When you enter the container, you can see various kinds of scenes through train windows and can also hear a sound of train movement. You can see scenes of Japan, Korea, France, and so on. Inside of the container is dark which provides you a new sense of moving with visual and auditory information. For the implementation of the artwork, we used 10 displays as windows of train and 10 speakers for the sound, and showed video of landscapes. We exhibited the artwork for five days and had about 13,000 audiences.
Keywords: Virtual Reality; User Interface; Simulation; Visualization; Media Art; Entertainment; Video
Pinch: An Interface That Relates Applications on Multiple Touch-Screen by 'Pinching' Gesture BIBAKFull-Text 320-335
  Takashi Ohta; Jun Tanaka
We devised a new user interface that relates applications running on multiple mobile devices when the surfaces of juxtaposed screens are merely pinched. The multiple-screen layout can be changed dynamically and instantly even while applications are running in each device. This interface can introduce a new kind of interaction: rearrangement of devices triggers a certain reaction of contents. We expect this interface to show great potential to inspire various application designs, and we expect to enrich the contents by offering interaction that a single display or a static multi-display environment cannot provide. To prove and demonstrate that the interface is functional, we implemented a framework for using the interface and developed several applications using it. Although these applications are simple prototypes, they received favorable responses from audiences at several exhibitions.
Keywords: User Interface; Multi-Display; Interaction; Mobile Device; Touch Screen; Dynamic Reconfiguration; Face-to-Face
Exploring Playability of Social Network Games BIBAKFull-Text 336-351
  Janne Paavilainen; Kati Alha; Hannu Korhonen
Social network games in Facebook are played by millions of players on daily basis. Due to their design characteristics, new challenges for game design and playability evaluations arise. We present a study where 18 novice inspectors evaluated a social game using playability heuristics. The objective is to explore possible domain-specific playability problems and to examine how the established heuristics suit for evaluating social games. The results from this study show that some implementations of the social games design characteristics can cause playability problems and that the established heuristics are suitable for evaluating social games. The study also revealed that inspectors had problems in interpreting cause and effect of the found problems.
Keywords: Social Games; Free-to-Play; Playability; Heuristics; Evaluation; Facebook
A Gesture Interface Game for Energy Consumption Awareness BIBAKFull-Text 352-367
  Ricardo Salvador; Teresa Romão; Pedro Centieiro
Decreasing the energy consumption is an important goal for environmental sustainability. This paper describes MAID (Motion-based Ambient Interactive Display), an interactive public ambient display system, driven to motivate behavior changes regarding domestic energy consumption, through a persuasive game interface based on gesture recognition technology. The developed prototype guides players through the different rooms of a house, where they have to find out what is wrong and practice the correct actions to save energy, using similar gestures to the ones they would use in the real world to achieve the same goals. The system provides feedback regarding the consequences of each action. The paper also describes and presents the results of a user evaluation study performed during an open day event, attended by 6000 high school students, at our University Campus.
Keywords: Persuasion; Behavior change; Public Ambient Displays; Kinect; gesture interfaces
UBI, The Guardian Dragon: Your Virtual Sidekick BIBAKFull-Text 368-383
  Rossana Santos; Nuno Correia
This paper presents a form of interaction with virtual characters. A virtual character can play the role of a user's sidekick. Sidekicks interact with real and fictional characters helping them to overcome challenges. UBI, the Guardian Dragon, is a virtual sidekick that can help a user explore a space. UBI is part of vuSpot. With vuSpot we aim to design and develop an infrastructure, adaptable to a space that uses existing video cameras networks to provide means for augmenting spaces and supporting interactive experiences. vuSpot has several components, being the interaction with virtual characters one of the most important. With this component we intend to explore new forms of interaction using Augmented Reality and mobile devices. The interaction consists of performing physical actions that are captured on video and are recognized. The reaction of the characters to those actions is superimposed on the video stream that the user will visualize on the mobile device. This action-reaction environment allows a more interesting space exploration and provides means for gaming.
Keywords: Mobile Applications; Augmented Reality; Interaction; Virtual Characters
Construction of a Prototyping Support System for Painted Musical Instruments BIBAFull-Text 384-397
  Yoshinari Takegawa; Kenichiro Fukushi; Tod Machover; Tsutomu Terada; Masahiko Tsukamoto
Recently there have been many works of research and products which make use of electronic and information technology to equip a piece of paper with interactive functions. Examples include picture books which output animal noises, and the use of electric circuits drawn on paper, in conductive ink, to facilitate the output of light and sound. However, these technologies do not have a function that enables customization of the output that is linked to an input interface. The instrument's sound is composed of various kinds of tone and pitch and the effect of a single note is different from that of chords and melody. When users are designing a painted musical instrument they find out problems with the instrument and then discuss and test the design using the customize function, which selects and outputs the sound of the instrument. Therefore, the goal of our study is to construct a prototyping support system for painted musical instruments. By drawing shapes on the paper with conductive ink users create input interfaces to which they can then assign different sounds flexibly and intuitively.
Reflex-Based Navigation by Inducing Self-motion Perception with Head-Mounted Vection Display BIBAKFull-Text 398-405
  Tomohiro Tanikawa; Yuma Muroya; Takuji Narumi; Michitaka Hirose
Currently, many AR/MR researches and applications are based on visual information presentation with narrow field of view HMD. For example, some AR/MR systems navigate users by showing visual information signs or notification messages as needed. However, these information presentations occlude user's limited field of view with HMD and bother user's primary activities. In this study, we proposed a novel approach to navigate users by using user's inconscientious reflex motion with novel type of HMD. First, we construct Head-mounted Vection Display (HMVD) to induce self-motion perception (Vection) by presenting optical flow on peripheral vision. Next, we evaluate this effect of induced self-motion perception by observing user's walking behaviour with HMVD. The results indicate the proposed approach have possibility of automatic navigation without user's awareness and recognition.
Keywords: Vection; Self-motion Perception; Reflex movement; Head-mounted Display
POPAPY: Instant Paper Craft Made Up in a Microwave Oven BIBAKFull-Text 406-420
  Kentaro Yasu; Masahiko Inami
This research proposes a postcard that transforms into a paper craft model after being heated by a microwave oven, named "POPAPY". POPAPY is made from a combination of paper, heat shrink sheet, and very thin aluminum sheet. The aluminum sheet can provide heat to the heat shrink sheet effectively, and the heated heat shrink sheet will shrink and the paper will bend, then, the paper model will stand. In this paper, POPAPY, along with an application that allows the designing of the shape of the paper figure and a simulator of the transformation are implemented. Users can make their own original POPAPY easily using the application and the simulator helps to design the bending angle of the figure by the combination of the size of the heat shrink sheet and the aluminum sheet. "POPAPY" can provide a surprising feeling to the receiver as well as amusement of sending a card to the sender.
Keywords: Paper; microwave oven; heat shrink tube; aluminum sheet; postcard; paper craft; paper figure; user interface; simulation

Art and Culture Track

Games Bridging Cultural Communications BIBAKFull-Text 421-428
  Adrian David Cheok; Narisa N. Y. Chu; Yongsoon Choi; Jun Wei
This paper presents Phase I development and Phase II enhancement of a Game platform for inter-generation cultural communication. The first application is demonstrated in a game called Confucius Chat which teaches family responsibility in conjunction with Singapore's government policy. Phase I has been tested with positive and encouraging acceptance from parents and children. The purpose of Phase II development is to engage social media picture exchange and to build database learning into the system for catering to younger generations.
Keywords: user interface; intergeneration communication; database system learning; cultural promotion via social networking
Existential Waters: On Employing a Game Engine for Artistic Expression within a Theater Play, and on the Implications of This towards Existential Games BIBAKFull-Text 429-436
  Ido Aharon Iurgel; Mário Pinto
Water possesses an extraordinary expressive power, which has already been extensively exploited in the arts and in common sense thinking. Water can evoke deep feelings of purity, unity, and happiness, but also of dirt, drowning, and despair. We have explored this expressive power for a theater play, with an interactive simulation of water that was set into motion by the actor, and that expressed the inner feelings of his soul. We have employed the Ogre game engine for the simulation. We also believe that virtual reality technologies possess yet uncovered expressive potentials, among others for creating "existential games", which means games where only main existential vectors such as life, beauty, death, love are represented.
Keywords: Computer Graphics in Theater; Computer Art; Interactive Storytelling; Games as Philosophy; Emotional Computing
Reframing Haute Couture Handcraftship: How to Preserve Artisans' Abilities with Gesture Recognition BIBAKFull-Text 437-444
  Gustavo Marfia; Marco Roccetti; Andrea Marcomini; Cristian Bertuccioli; Giovanni Matteucci
Computer gaming has often represented a fertile ground for the implementation and testing of novel and engaging human-computer interactions systems. Such phenomenon has occurred first with mice and joysticks and keeps on going, increasing in complexity and realism, with body-based interfaces (e.g., Wii, Kinect). Now, many fields and applications could benefit from these advances, starting with those where interactions, rather than physical objects, play a key role. Relevant exemplars can be found within many specimen of intangible cultural heritage (e.g., music, drama, skills, craft, etc.), whose preservation is possible only thanks to those tradition bearers that patiently bestow their knowledge upon new generations. Italian luxury crafts, which range from sports cars to high-end clothing, for example, often obtain their high quality and consequent reputation from a mix of intangible artistic and technological skills. The preservation of such skills and the persistent creation of such handcrafts has been possible, in time, thanks to those "master-apprentice" relations that have retained the quality standards that stand behind them. Nowadays such type of relations remain no longer easy to implement, as creation and production paradigms have undergone radical changes in the past two decades (i.e., globalization of production processes), making the transfer and preservation of skills challenging. Inspired by the advances made in human-computer interaction schemes for gaming, in this work we propose a non-invasive encoding of artisans manual skills, which, based on a set of vision algorithms, is able to capture and recognize the gestures performed by one or both hands, without needing the use of any specific hardware but a simple video camera. Our system has been tested on a real-world scenario: we here present the preliminary results obtained when encoding the gestures performed by an artisan while working at the creation of haute couture shoes.
Keywords: Algorithms; Design; Performance; Experimentation
PURE FLOW: Gallery Installation / Mobile Application BIBAKFull-Text 445-452
  Duncan Rowland; Katy Connor
This paper describes the two phase development of the digital art piece PURE FLOW. The first deployment of this work was as a gallery based exhibit in which digital noise sampled from the Global Positioning System was exposed as dynamic sound and projected visual displays. The second piece extended these initial themes onto a handheld platform (iPhone) whereby the user could continually sample digital noise from positioning systems at their surrounding environment and generate an audio and visual experience specifically created for their immediate location. Aesthetic considerations are described along with implementation details leading to general reflections relating to collaborations between artists and technical specialists.
Keywords: Visual Arts; Sound and Music Design; Aesthetics; Mobile and Ubiquitous Entertainment; Cultural Computing
Juke Cylinder: Sound Image Augmentation to Metamorphose Hands into a Musical Instrument BIBAKFull-Text 453-460
  Masamichi Ueta; Osamu Hoshuyama; Takuji Narumi; Sho Sakurai; Tomohiro Tanikawa; Michitaka Hirose
This paper proposes a piece of interactive art installation named the "Juke Cylinder" to augment sound images through hand interaction and to metamorphose hands into a musical instrument. To augment a sound image onto users' hands, we used a parametric loudspeaker because it can localize a sound image on a reflecting surface. When users interact with our system, they perceive that their hands are metamorphosed into various musical instruments such as a guitar, a piano, or a synthesizer. Users can control the pitches of the sounds depending on their hand interactions such as with real musical instruments. In a demonstration at a media art exhibition, this system provided visitors with extraordinary sound experiences, and we received positive feedback from them.
Keywords: Sound image localization; Parametric loudspeaker; Musical instrument; Media art

Extended Abstracts

Puppet Theater System for Normal-Hearing and Hearing-Impaired People BIBAKFull-Text 461-464
  Takayuki Adachi; Masafumi Goseki; Hiroshi Mizoguchi; Miki Namatame; Fusako Kusunoki; Ryohei Egusa; Shigenori Inagaki
We are developing Puppet Theater system which enables both the hearing impaired and the normal hearing to enjoy a puppet show. This system projects puppet's lines in balloon on the background. In addition, the system has a function that presents branches of the story to audience and allows them to select. We performed the system to elementary school pupils with hearing impairment and found that the pupils enjoyed it. Effects of the function were investigated with questionnaire. This paper describes the function and the result of questionnaire.
Keywords: word balloon; interactive content; Kinect sensor; body movement
Creative Design: Exploring Value Propositions with Urban Nepalese Children BIBAKFull-Text 465-468
  Alissa N. Antle; Allen Bevans
Interactive technologies are being introduced into urban children's lives in developing countries. It is critical that these children have an active voice in the process of developing such technologies. Towards these aims we describe the research goals, process and outcomes for an action research project. The overarching goal of the research is to investigate and better understand how edutainment-based interactive technologies might change or improve the lives of urban Nepalese children, their families and their communities. In this paper, we describe the preliminary phase of the research in which in which we design and run a creative design workshop with Nepalese children.
Keywords: action research; empathic design; design for developing countries; participatory design for children
DriveRS: An In-Car Persuasive System for Making Driving Safe and Fun BIBAKFull-Text 469-472
  Anne Bergmans; Suleman Shahid
This paper presents a solution to the growing problems connected with bad driving specially with over-speeding. This paper outlines a persuasive mobile solution 'DriveRS' that is designed to change the speeding behavior of male novice drivers in a persuasive manner. The 'DriveRS' application targets both weak and strong habit young male drivers between the age of 18 and 26 by giving them various incentives to change their speeding behavior. Results show an overall acceptance of the application, mainly due to its unique rewarding mechanism, and its ability to demonstrate the actual speeding behavior with major impact on safety, fuel cost and possible fines. Results also indicate behavior change for weak habit users and attitude change for strong habit users.
Keywords: Speeding behavior; persuasive technology; mobile persuasion
When Away Applaud Anyway BIBAFull-Text 473-476
  Pedro Centieiro; Teresa Romão; A. Eduardo Dias
WeApplaud is a multiplayer mobile game that takes remote users to participate in the applauses happening in a sport event venue, increasing their levels of fun and immersion while remotely watching a live event. Through the use of persuasive technology concepts, WeApplaud encourages fans to applaud their favourite sports team during specific key moments of a match.
Making a Toy Educative Using Electronics BIBAFull-Text 477-480
  Edwin Dertien; Jelle Dijkstra; Angelika Mader; Dennis Reidsma
We present building blocks equipped with electronics for educational purposes. The blocks have changeable colors, a simple LED screen, and a mechanism for decentralized communication between blocks that touch each other. Using these simple elements, we introduced functionality to implicitly support the development of prenumerical skills of preschool children without detracting from the primary value of the toys: building towers and structures of blocks.
Enhancing Tactile Imagination through Sound and Light BIBAKFull-Text 481-484
  Hideyuki Endo; Hideki Yoshioka
Drive Mind is a unique electro-acoustic system, which offers an audience a new sonic experience produced by the refraction of light. The main feature of this system is to visualize abstract figures of sound using a ray of LED light and to manipulate the system using acrylic objects. By this manipulation, the system creates a refraction of light and attendant positional data. This positional data is used to produce sound. The complexity of refraction of the light and the frame rate of the camera cause subtle fluctuations and produce distinctive sounds. The object is to enhance an audience's imagination by enabling them to identify with the performer's action visually, and help understanding of complex digital expression, using not only physical material but also physical phenomena when operating the system. This system helps the audience to become familiar with complex digital expression and experience the new possibilities of sound art.
Keywords: sound art; tangible bits; Max/MSP/Jitter; electro-acoustic; sonification; sound sculpture; media art
Streaming DirectX-Based Games on Windows BIBAKFull-Text 485-489
  Alexander Franiak; Yohann Pitrey; Christoph Czepa; Helmut Hlavacs
We present a framework that allows for simulating a cloud gaming architecture with any DirectX-based video game. The gamer's screen is captured and compressed as a video stream using the VP8 codec and sent over the network using UDP. We use this framework to evaluate the influence of frame-rate and encoding bit-rate on the Quality of Experience, as perceived by a panel of human test subjects.
Keywords: Cloud gaming; Quality of Experience; Video coding; VP8
Autonomously Acquiring a Video Game Agent's Behavior: Letting Players Feel Like Playing with a Human Player BIBAKFull-Text 490-493
  Nobuto Fujii; Yuichi Sato; Hironori Wakama; Haruhiro Katayose
Designing behavior patterns of video game agents (COM players) is a crucial aspect of video game development. While various systems aiming to automatically acquire behavior patterns has been proposed and some have successfully obtained stronger patterns than human players, the obtained behavior patterns looks mechanical. We present herein an autonomous acquisition of video game agent behavior, which emulates the behavior of a human player. Instead of implementing straightforward heuristics, the behavior is acquired using Q-learning, a reinforcement learning, where, biological constraints are imposed. In the experiments using Infinite Mario Bros., we observe that behaviors that imply human behaviors are obtained by imposing sensory error, perceptual and motion delay, and fatigue as biological constraints.
Keywords: Strategy acquisition; Biological constraints; Video game
Chop Chop: A Sound Augmented Kitchen Prototype BIBAKFull-Text 494-497
  Veronica Halupka; Ali Almahr; Yupeng Pan; Adrian David Cheok
In our fast evolving, highly technological world, sometimes we don't spend quality time cooking or eating together because our attention is split. How can we find a way to bring fun back into the kitchen, re-engaging people with cooking?
   The aim of this research is to use Media Design to engage people with food experiences by bringing fun into cooking and eating. Through the design and implementation of a sound augmented kitchen prototype, we have attempted to address this question.
   Chop Chop is a sound augmented kitchen prototype system. It consists of very simple commercially available hardware; A computer or mobile device, headphones, a cutting board and knife. As a user performs a simple everyday cooking task, chopping food, the sound is enhanced with filters and combo events, allowing the user to experience the act of chopping in a novel and exciting way.
   Through demonstrations, surveys and user experience analysis, we have tested our prototype and shown that using our Augmented Reality system in a kitchen setting has no detriment over traditional tools and techniques, and enhances user experience and positive affect.
Keywords: Augmented Reality; Multi-Sensory; Food Media; Sound; Kitchen
Time Telescopic Replay of Tactile Sensations BIBAKFull-Text 498-501
  Yuki Hashimoto
We daily enjoy the visual effects of slow and fast motion content. Time telescopic techniques are useful in scientific research and provide new possibilities in art and entertainment. We suggest that tactile sensations can also benefit from the effect of time telescopic replay because of knowledge that we can generally recognize texture regardless of the stroking speed. We confirmed which resembles the visual during slow motion in previous research. In this paper, we report a new system design to measure and present tactile phenomena accurately. We also describe some application ideas to enjoy immersion in the time telescopic world.
Keywords: Tactile Sensation; Time Telescopic Replay; Collision
Compact Ultrasound Device for Noncontact Interaction BIBAKFull-Text 502-505
  Takayuki Hoshi
This paper introduces a compact device for noncontact interaction. It can push objects from a distance by utilizing focused ultrasound. The maximum output force at the focal point is 16 mN. The position of the focal point can be moved quickly and precisely. The device is small (19×19×5 cm³), light (0.6 kg), and compact so that one can pick it up with one hand and install it at various places. This easy-to-use device would lead to a wide variety of applications.
Keywords: Noncontact interaction; Ultrasound; Acoustic radiation pressure
Pillow Fight 2.0: A Creative Use of Technology for Physical Interaction BIBAKFull-Text 506-512
  Anne Sofie Juul Sørensen
This paper describes Pillow Fight 2.0, a physical game made as a suggestion on how to use technology to encourage physical human to human interaction in entertainment.
   Firstly the theoretical and social background and motivation for creating the game is introduced. Then follows a presentation of the implemented technological system and the final design. Hereafter comes an analysis of user behavior observed during the implementation of the game along with technological observations. Finally comes a brief description, evaluation and reflection upon the observed interaction and possible solutions and suggestions for the future development of the game are put presented.
Keywords: Interaction Design; First Hand and Second Hand Experiences; User Centered Design; Creative Use of Technology; Entertainment
Immobile Haptic Interface Using Tendon Electrical Stimulation BIBAKFull-Text 513-516
  Hiroyuki Kajimoto
For whole-body interaction for computer entertainment, I propose applying electrical stimulations to tendons to create an illusory motion of the limbs so that real motion becomes unnecessary. Strong vibrations to joints induce the well-known kinesthetic illusion, but electrically inducing this illusion has been rarely explored. An experiment is described showing that this illusion can be generated by electrical stimulation of the tendon, and suggesting a role of the Golgi tendon organ in the illusion.
Keywords: Golgi Tendon Organ; Haptic Display; Kinesthetic Illusion; Muscle Spindle; Tendon Electrical Stimulation; Virtual Reality
STRAVIGATION: A Vibrotactile Mobile Navigation for Exploration-Like Sightseeing BIBAKFull-Text 517-520
  Hiroki Kawaguchi; Takuya Nojima
Exploration-like sightseeing is wandering around an unfamiliar place, and is a way of seeing sights and enjoying novel experiences that are not mentioned in guidebooks. However, the fear of getting lost prevents tourists from engaging in exploration-like sightseeing. Current navigation devices are capable of providing effective routes to specific places, which is not compatible for this mode of sightseeing. This is because tourists tend to focus on the recommended route displayed on the device and follow it faithfully. This prevents tourists from seeing surrounding sights. Here, we propose a new navigation method called stravigation. Stravigation is a vibrotactile mobile navigation for the tourist to be able to enjoy exploration-like sightseeing. We describe its basic concept and the results of evaluation experiments. These results show that stravigation is capable of guiding tourists to specific places correctly without the need to watch navigation devices. Furthermore, the results also show that stravigation enhances the sense of delight while wandering.
Keywords: Navigation; Exploration; Vibrotactile; Mobile Device; Sightseeing
Earth Girl: A Multi-cultural Game about Natural Disaster Prevention and Resilience BIBAKFull-Text 521-524
  Isaac Kerlow; Muhammad Khadafi; Harry Zhuang; Henry Zhuang; Aida Azlin; Aisyah Suhaimi
Earth Girl: The Natural Disaster Fighter is an edutainment digital game featuring a girl who can save her family and friends from natural hazards. The scenario and game play are inspired by the challenges faced by communities living in the Asian regions prone to earthquakes, tsunamis, flooding and volcano hazards. The Earth Girl game is meant to help players to gain a better understanding of natural hazards through imaginative and fun game play. The game was developed in English and translated to Indonesian, Japanese and Chinese. It runs on any Flash-enabled browser and was user-tested in Southeast Asia with positive results and feedback.
Keywords: Earth Girl; natural hazards; disaster prevention; computer game; edutainment; serious games; casual games; game play; non-traditional education; game prototype; character design; character animation; emotional connection; pre-teens; Asia; cultural traditions; community; sustainability; resilience
PowerFood: Turns Fruit Eating into Fun and Makes Snacks Not Done BIBAKFull-Text 525-528
  Lies Kroes; Suleman Shahid
This paper provides an outline of the persuasive mobile application 'Krachtvoer' (In English: PowerFood) that encourages adolescents with moderate overweight to eat more fruit and fewer snacks. The key features of this solution are dynamic goal setting, personal reminders, progress monitoring, social interaction and competition with friends. Results of the evaluation indicate that the app enhances the user's attitude and self-efficacy towards eating fruit and healthy food. In addition, social influences encourage users to eat more fruit and less unhealthy snacks.
Keywords: Persuasive technology; overweight; adolescents; behavior change
City Pulse: Supporting Going-Out Activities with a Context-Aware Urban Display BIBAKFull-Text 529-532
  Mohammad Obaid; Ekaterina Kurdyukova; Elisabeth Andre
In this paper, we describe a concept of City Pulse, an urban public display that helps people find going-out locations of their taste. Relying on mobile context collected by going-out citizens, the display visualizes the immediate situation in city locations. The sensors integrated into the citizens' mobile phones gather data on people's motion, pulse, and sound around. Based on this data, City Pulse display shows, for instance, how crowded and how loud the locations are, which music is playing, whether people dance or drink. In addition, users can request the display to highlight the places matching their preferences, such as specific cuisine or music style. It also allows finding locations where the user's friends are currently going out. We present design and of City Pulse display, motivating the concept by the user study conducted with 20 international participants.
Keywords: Public displays; context awareness; mobile context
Physiological Signals Based Fatigue Prediction Model for Motion Sensing Games BIBAKFull-Text 533-536
  Ziyu Lu; Ling Chen; Changjun Fan; Gencai Chen
We present a fatigue prediction model for motion sensing games, dependent on the change of physiological signals including blood volume pulse, skin conductance, respiration, skin temperature and electromyography (EMG). After extracting a range of features followed by using sequential floating forward selection (SFFS) to select features, support vector regression (SVR) was used to construct our prediction model that can predict how long participants enter fatigue states. The root mean square error (RMSE) and the relative root square error (RRSE) of our model are respectively 198.36s and 0.51 for subject-dependent, and 522.94s and 0.97 for subject-independent. The results indicate each subject has individualized physiological pattern when they felt fatigue.
Keywords: Physiological signals; fatigue; prediction; motion sensing games
JECCO: A Creature-Like Tentacle Robot BIBAKFull-Text 537-540
  Haipeng Mi; Yoichiro Kawaguchi
This paper presents a creature-like tentacle robot, JECCO, which is inspired by an imaginary artwork series. JECCO robot has five robotic tentacles and a novel creature-like interaction mechanism. JECCO responds to a user's contact gestures and provides to users a sense of a living creature. The tentacle expression of JECCO robot provides a unique interaction style and impressive experiences.
Keywords: Interactive art; Robotic art; Interaction style
Yusabutter: A Messaging Tool That Generates Animated Texts BIBAKFull-Text 541-544
  Mitsuru Minakuchi; Shougo Kinoshita; Yu Suzuki
Text messages sometimes fail to communicate feelings appropriately and cause flaming. To solve this problem, we propose a messaging tool, named "Yusabutter," that conveys the sender's feeling through animated texts, i.e., kinetic typography. The sender can make texts move by shaking a handy terminal with a builtin accelerometer. We have also implemented a Yusabutter server that generates a Web page containing the animated message and posts the message along with the URI of the page on Twitter. Experiments showed that the senders' feeling attached to messages by shaking the terminal and the receivers' feeling upon reading the messages were approximately equivalent. This result suggests that the proposed method can convey feelings appropriately, easily, and pleasingly.
Keywords: Communications applications; emotion; kinetic typography
HomeTree -- An Art Inspired Mobile Eco-feedback Visualization BIBAKFull-Text 545-548
  Filipe Quintal; Valentina Nisi; Nuno Nunes; Mary Barreto; Lucas Pereira
This paper presents HomeTree a prototype of an art-inspired mobile eco-feedback system. The system is implemented on a tablet PC and relies on a non-intrusive energy-monitoring infrastructure to access consumption and power event information. Our prototype addresses an important problem in eco-feedback, which is the fact that users loose interest about their energy consumption after a period of several weeks. To accomplish this HomeTree implements a dual visualization strategy. Initially HomeTree presents users with a screensaver that shows energy consumption mapped in a dynamic illustration of the local forest. Through this strategy we leverage the emotional connection between the short-term energy consumption and the long-term effects on nature through the local depicted landscape. In a second mode of operation users can interact with HomeTree directly by checking the historical records of their consumption data, and check which days or weeks they have reduced or increased consumption. Furthermore a comparison with a more objective baseline, such as the city of Funchal energy consumption is provided, in order to give users a sense of the level of their consumption in a wider context.
Keywords: Affective computing; Sustainability; Aesthetics; Art driven Ecofeedback; User Interfaces; Prototyping
Augmenting Trading Card Game: Playing against Virtual Characters Used in Fictional Stories BIBAFull-Text 549-552
  Mizuki Sakamoto; Tatsuo Nakajima; Todorka Alexandrova
We present Augmented Trading Card Game that enhances remote trading card game play with empathetic virtual characters used in fictional stories like popular animation and game stories.
Changing Environmental Behaviors through Smartphone-Based Augmented Experiences BIBAFull-Text 553-556
  Bruno Santos; Teresa Romão; A. Eduardo Dias; Pedro Centieiro; Bárbara Teixeira
A significant part of the population is still not aware of the sustainability problems that our planet is facing, so it is important to inform people about the theme while persuading them to change their behavior and acquire pro-environmental attitudes. This work intends to alert citizens to these issues in a fun and immersive way through the use of mobile devices, more specifically smartphones, and augmented reality technology which will provide the user with informative insight about the surrounding environment, while highlighting the environmental threats. This paper presents a system that works like an environmental scanner, allowing users to inspect their surroundings with their mobile devices in search of pollution sources. When detected the system provides users with additional information and allows them to virtually clean these pollution sources. In addition it is intended to positively reinforce pro-environmental actions using a system of rewards and a virtual character that will interact and motivate the users.
flona: Development of an Interface That Implements Lifelike Behaviors to a Plant BIBAKFull-Text 557-560
  Furi Sawaki; Kentaro Yasu; Masahiko Inami
In this paper, we propose the use of a plant as a new interface by superimposing its static lifelike traits such as texture and growth, with dynamic lifelike traits. In order to improve the affinity and to promote smoother communication between a man and a robot, researchers have tried raising lifelike traits by modeling a domestic robot's operation, form, and texture on a living entity. A plant exists as a static entity having features peculiar to living entity such as texture and growth. Although plant is a living entity, it does not have the capability to move on its own unless living entity compelled by external forces. Therefore, in this research, we give lifelike behaviors to the plant by attaching an actuator to it.
Keywords: Plants; interface; lifelike traits
HOJI*HOJI: The Hole-Type Interactive Device for Entertainment BIBAKFull-Text 561-564
  Yuta Suzuki; Yusaku Okada; Hiroki Kawaguchi; Takashi Kimura; Yoichi Takahashi; Kodai Horita; Takuya Nojima; Hideki Koike
Holes often excite our curiosity and eventually people will want to look inside them. In this research, focusing the attention on this "hole exploration" and corresponding actions as an element of interactive entertainment, we developed a hole-type device named "HOJI*HOJI". HOJI*HOJI is equipped with a hole that can recognize finger position through the use of pressure sensors. Force feedback is also implemented within the device for realizing interaction between the 'hole' and the user's finger. For proof of concept, an interactive game application was made for HOJI*HOJI and was exhibited at 2 events to confirm whether this 'hole' can attract people's curiosity.
Keywords: entertainment system; interactive interface; tactile feedback
t-words: Playing with Sounds and Creating Narratives BIBAKFull-Text 565-568
  Cristina Sylla; Sérgio Gonçalves; Pedro Branco; Clara Coutinho
We present t-words an interface for children to playful explore sounds, words and sentences while developing pre-literate skills. The interface consists of rectangular blocks in which children can record and then play the recorded audio. Additionally children can personalize the blocks by drawing on their surface. Children can engage in different literacy related activities such as building rhymes, playing with sounds and words as well as trying out different combinations of sentences while engaging in storytelling. Since the interface targets audio skills it may foster the development of phonological awareness and sensitiveness, helping to promote children's early literacy.
Keywords: Tangible Interfaces; Story Listening System; Storytelling; Children; Emergent Literacy; Phonological Awareness
Semi-transparent Augmented Reality System BIBAKFull-Text 569-572
  Tomoya Tachikawa; Takenori Hara; Chiho Toyono; Goro Motai; Karin Iwazaki; Keisuke Shuto; Hiroko Uchiyama; Sakuji Yoshimura
We have developed a new Semi-Transparent Augmented Reality (AR) system that displays the inner structures of objects by making their surface semi-transparent. In this system we combine the live video of the object of interest and 3D computer graphics (3DCG) models with appropriate transparency and in proper order using AR technology. This system shows the 3DCG models of inner structures as if they existed inside the object.
Keywords: AR; Transparency; Exhibition
Awareness Support for Remote Music Performance BIBAKFull-Text 573-576
  Hiroyuki Tarumi; Keiichi Akazawa; Masaki Ono; Erina Kagawa; Toshihiro Hayashi; Rihito Yaegashi
Internet live streaming services are now popular. Music live performances are one of the best contents for live streaming. However, remote audience cannot enjoy the performance as well as local audience due to the lack of mutual awareness. In this paper, we define some challenging problems with streaming services for music live performances, and give a basic system design towards solving the problems.
Keywords: music performance; live streaming; awareness
GENIE: Photo-Based Interface for Many Heterogeneous LED Lamps BIBAKFull-Text 577-580
  Jordan Tewell; Sunao Hashimoto; Masahiko Inami; Takeo Igarashi
We present an interface to allow for easy selection and creative control of color changing lamp fixtures in the home, using the analogy of taking a snapshot to select them. The user is presented with a GUI on their mobile phone to control light attributes such as color, brightness, and scheduling and is provided a means to specify a group of lights to be controlled at once. This is achieved using an IR filter switcher on the phone to capture IR blobs pulsating from inside the lamps and uses a central server to communicate between the two. The system can operate under normal, indoor lighting conditions and is concealed inside the lamps without any need to place fiducials or other obscuring means of identification in the environment.
Keywords: Infrared; lighting control; mobile; LED; photo-based interface
Disaster Experience Game in a Real World BIBAKFull-Text 581-584
  Sachi Urano; Peichao Yu; Junichi Hoshino
We present a new game system that provides both general knowledge and regionally specific disaster risks in a fun and interesting way. Users can experience disaster simulations on the go, as the game system detects the user's position and movement using available GPS and acceleration sensors found in most current Smartphones. This application is intended to increase the user's knowledge and understanding of disaster risks while maintaining the user's motivation to continue playing and learning.
   An assessment experiment of the game was clearly beneficial to understand Risk Perception and support the user's motivation of a muster drill.
Keywords: Disaster; Smartphone; Risk Recognition
Entertainment Displays Which Restore Negative Images of Shopping Center BIBAKFull-Text 585-588
  Sachi Urano; Tetsuya Saito; Junichi Hoshino
According to data from Statistical Research on Shopping Centers (SC), the number of SC in January 2012 was 3050, which is 1.41 times that of Y2000. Despite gathering the impact on the custom absorbency power, there are some spaces with a negative atmosphere where crowds of people gather together at the same time in what could be considered as inactive dead spaces. In this paper, we propose two entertainment systems which display animations by object detection to improve these negative atmospheres of particularly large SCs. We survey the changes in customer impressions by placing these systems in SC and verify that these systems deliver better impressions on the spaces.
Keywords: Shopping Center; Negative Image; Entertainment System
Where Buddhism Encounters Entertainment Computing BIBAFull-Text 589-592
  Daisuke Uriu; Naohito Okude; Masahiko Inami; Takafumi Taketomi; Chihiro Sato
This special panel session provides an opportunity to discuss how entertainment computing designers create interactive media/ contents on Buddhism and also other religious practices. In this year, we have launched an exciting project designing interactive contents to be used in Todaiji temple, one of the world heritages located in Nara, Japan. In this project, we are actually collaborating with monks of the Todaiji temple, learning Buddhist rituals in this temple from the monks, and creating Augmented Reality contents working on high performance network infrastructure. This session consists of a presentation introducing our Todaiji temple project and a set of short key notes from specialists; researchers on Augmented Reality, Entertainment Computing, and Anthropology.
IUstream: Personal Live Streaming Support System with Automatic Collection and Real-Time Recommendation of Topics BIBAKFull-Text 593-596
  Keiko Yamamoto; Soya Kirito; Itaru Kuramoto; Yoshihiro Tsujino
Nowadays, it becomes much easier to perform live streaming personally via the Internet. When performers broadcast their programs, they sometimes have no idea for what they should talk. In this paper, we propose a system, named IUstream, to recommend one of proper topics which have been collected automatically. As the result of an empirical evaluation, it is found that IUstream can support performers.
Keywords: personal live streaming; topic recommendation