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ACE Tables of Contents: 0405060708091011121314

Proceedings of the 2013 International Conference on Advances in Computer Entertainment

Fullname:ACE 2013: 10th International Conference on Advances in Computer Entertainment
Editors:Dennis Reidsma; Haruhiro Katayose; Anton Nijholt
Location:Boekelo, Netherlands
Dates:2013-Nov-12 to 2013-Nov-15
Publisher:Springer International Publishing
Series:Lecture Notes in Computer Science 8253
Standard No:DOI: 10.1007/978-3-319-03161-3 hcibib: ACE13; ISBN: 978-3-319-03160-6 (print), 978-3-319-03161-3 (online)
Links:Online Proceedings
  1. Long Presentations
  2. Short Presentations
  3. Special Session on Serious Game Technology
  4. Extended Abstracts

Long Presentations

Web Analytics: The New Purpose towards Predictive Mobile Games BIBAKFull-Text 1-13
  Mathew Burns; Martin Colbert
Web Analytics have been confined to an iterative process of collecting online traffic data for the purpose of drawing conclusions. This research presents a concept where internet usage traffic can be predicted against through the means of a mobile game. Through investigating certain industries use and perceptions of playfulness certain aspects are identified for the design and development of the game. Using a usability based methodology for evaluative testing these features are questioned amongst two distinctive versions. From these, the feasibility of a mobile game and its playfulness for users is gauged. The research leaves the concept considering what other contexts web analytics can be used within.
Keywords: Web Analytics; mobile games; serious games; prediction; usability; prediction markets; spread betting; playfulness
An Author-Centric Approach to Procedural Content Generation BIBAFull-Text 14-28
  Rui Craveirinha; Lucas Santos; Licínio Roque
This paper describes an alternative approach for videogame procedural content generation focused on providing authors direct control on what gameplay ensues from the generated content. An architecture is proposed that allows designers to define, beforehand, target gameplay indicators, and then generates content for an existing base-design that achieves those same indicators in actual gameplay sessions with human players. Besides providing a description of this architecture, a trial intent on giving evidence of the approach's feasibility is presented. This experiment used an altered version of 'Infinite Mario Bros.' level generator, built to evolve design parameters so as to achieve 3 target gameplay indicators. Employing a Genetic Algorithm in generation of new parameter values, and using 25 players to test the end results, the platform was able to generate parameters that achieved, with precision, the values for those indicators. This result provides evidence of the approach's feasibility, hinting at its potential use for real-life design processes.
Providing Adaptive Visual Interface Feedback in Massively Multiplayer Online Games BIBAKFull-Text 29-44
  Chris Deaker; Masood Masoodian; Bill Rogers
Massively multiplayer online role-playing games typically feature rich and complex game environments to provide more engaging game-play experiences. The complexity of the underlying system in such games can however result in increased complexity of their interfaces, which may diminish player enjoyment -- a major element of players' game experience. Players may customise their in-game interfaces to deal with this type of complexity and hence improve their performance, but the challenges associated with manual interface customisation may prevent some players from effectively personalising their own game interface. In this paper we present an adaptive feedback system with a visual interface component, which dynamically provides the player with a list of predicted actions they are likely to take, in order to simplify the game interface and improve players' game experience. We also report on the outcomes of a user evaluation of this system which demonstrate the potential value of adaptive user interfaces in game design.
Keywords: Adaptive game interfaces; visual interface feedback; feedback visualisation; massively multiplayer online games; user evaluation
Persuasive Elements in Videogames: Effects on Player Performance and Physiological State BIBAKFull-Text 45-60
  Luís Duarte; Luís Carriço
This paper presents an exploration into the effects of specific types of persuasive technology in videogames according to a performance and a physiological perspective. Persuasive mechanisms are often employed to change the behavior of a determined person during a known time frame. In videogames, these approaches are expected to produce results in a more limited time window especially concerning the player's performance. Literature regarding how this type of persuasive mechanisms affects a user during a game is scarce. We conducted a set of experiments with different games, on distinct platforms and with thirty individuals per experimental period. Results suggest that different persuasive techniques can effectively be used to improve or decrease player performance as well as to regulate physiological state. We provide a detailed analysis of these results along with a thorough discussion regarding the design implications and opportunities of these findings and how they are related with existing literature in the area.
Keywords: Persuasive Interfaces; Deception; Videogames
Evaluating Human-like Behaviors of Video-Game Agents Autonomously Acquired with Biological Constraints BIBAKFull-Text 61-76
  Nobuto Fujii; Yuichi Sato; Hironori Wakama; Koji Kazai; Haruhiro Katayose
Designing the behavioral patterns of video game agents (Non-player character: NPC) is a crucial aspect in developing video games. While various systems that have aimed at automatically acquiring behavioral patterns have been proposed and some have successfully obtained stronger patterns than human players, those patterns have looked mechanical. When human players play video games together with NPCs as their opponents/supporters, NPCs' behavioral patterns have not only to be strong but also to be human-like. We propose the autonomous acquisition of NPCs' behaviors, which emulate the behaviors of human players. Instead of implementing straightforward heuristics, the behaviors are acquired using techniques of reinforcement learning with Q-Learning and pathfinding through an A* algorithm, where biological constraints are imposed. Human-like behaviors that imply human cognitive processes were obtained by imposing sensory error, perceptual and motion delay, physical fatigue, and balancing between repetition and novelty as the biological constraints in computational simulations using "Infinite Mario Bros.". We evaluated human-like behavioral patterns through subjective assessments, and discuss the possibility of implementing the proposed system.
Keywords: Autonomously strategy acquisition; Machine learning; Biological constraints; Video game agent; Infinite Mario Bros
Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer BIBAKFull-Text 77-92
  Marcello Andres Gómez Maureira; Dirk P. Janssen; Stefano Gualeni; Michelle Westerlaken; Licia Calvi
In this paper we compare the effects of using three game user research methodologies to assist in shaping levels for a 2-D platformer game, and illustrate how the use of such methodologies can help level designers to make more informed decisions in an otherwise qualitative oriented design process. Game user interviews, game metrics and psychophysiology (biometrics) were combined in pairs to gauge usefulness in small-scale commercial game development scenarios such as the casual game industry. Based on the recommendations made by the methods, three sample levels of a Super Mario clone were improved and the opinions of a second sample of users indicated the success of these changes. We conclude that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise.
Keywords: Games; Games User Research; Quality Assurance; User Testing; Level Design; Platformer; Game Industry; Casual Games; Combined Methodologies; Biometrics; Physiological Measures
Touch Me, Tilt Me -- Comparing Interaction Modalities for Navigation in 2D and 3D Worlds on Mobiles BIBAKFull-Text 93-108
  Wolfgang Hürst; Hector Cunat Nunez
Different modalities, such as tilting or touch screen gestures, can be used to navigate 2D and 3D virtual worlds on handheld mobile devices. There are however few studies so far investigating the characteristics of these interaction modes, although it is important to be aware of individual advantages and disadvantages when creating real immersive interaction experiences. We present an experiment comparing different ways to navigate 2D and 3D virtual worlds on handheld mobile devices. In a comparative study, a total of 48 test subjects solve navigation tasks in 2D and 3D environments using different interaction modalities, in particular: touch gestures, an on-screen joypad implementation, and tilting gestures. Our results reveal important characteristics of the individual interaction modes and provide insight that is relevant for better interface design for virtual reality interaction on mobiles.
Keywords: Mobile interaction; mobile user interfaces; mobile virtual reality; mobile 3D; navigation in virtual reality
Virtual Robotization of the Human Body via Data-Driven Vibrotactile Feedback BIBAKFull-Text 109-122
  Yosuke Kurihara; Taku Hachisu; Katherine J. Kuchenbecker; Hiroyuki Kajimoto
Worlds of science fiction frequently involve robotic heroes composed of metallic parts. Although these characters exist only in the realm of fantasy, many of us would be interested in becoming them, or becoming like them. Therefore, we developed a virtual robotization system that provides a robot-like feeling to the human body not only by using a visual display and sound effects, but also by rendering a robot's haptic vibration to the user's arm. The vibrotactile stimulus was recorded using real robot actuation and modeled using linear predictive coding (LPC). We experimentally confirmed that the subjective robot-like feeling was significantly increased by combining the robot-vibration feedback with a robot-joint animation and creaking sound effects.
Keywords: Body Sense; Material; Robotization; Vibrotactile Feedback
BOLLOCKS!! Designing Pervasive Games That Play with the Social Rules of Built Environments BIBAKFull-Text 123-137
  Conor Linehan; Nick Bull; Ben Kirman
We propose that pervasive games designed with mechanics that are specifically in opposition with, or disruptive of, social rules of the environment in which they are played, have unique potential to provide interesting, provocative experiences for players. We explore this concept through the design and evaluation of an experimental game prototype, Shhh!, inspired by the juvenile game Bollocks, and implemented on Android mobile devices, which challenges players to make loud noises in libraries. Six participants played the game before engaging in semi-structured interviews, explored through inductive thematic analysis. Results suggest that the game provoked in players a heightened awareness of social rules, as well as a complex social dilemma of whether or not to act. We conclude by presenting a model for designing games that play with the social, as well as physical, rules of the environments in which they are set.
Keywords: Pervasive Games; Social rules; Social Context; Unwritten rules; Non-players; Critical Games
Cuddly: Enchant Your Soft Objects with a Mobile Phone BIBAKFull-Text 138-151
  Suzanne Low; Yuta Sugiura; Kevin Fan; Masahiko Inami
Cuddly is a mobile phone application that will enchant soft objects to enhance human's interaction with the objects. Cuddly utilizes the mobile phone's camera and flash light (LED) to detect the surrounding brightness value captured by the camera. When one integrate Cuddly with a soft object and compresses the object, the brightness level captured by the camera will decrease. Utilizing the measurement change in brightness values, we can implement diverse entertainment applications using the different functions a mobile phone is embedded with, such as animation, sound, Bluetooth communication etc. For example, we created a boxing game by connecting two devices through Bluetooth; with one device inserted into a soft object and the other acting as a screen.
Keywords: Soft objects; mobile phone based computing; camera-based measurement; flash light
GuideMe: A Mobile Augmented Reality System to Display User Manuals for Home Appliances BIBAFull-Text 152-167
  Lars Müller; Ilhan Aslan; Lucas Krüßen
In this paper we present GuideMe, a mobile augmented reality application that provides assistance in using appliances. In order to explore how users perceive GuideMe, as a design of an interactive and digital manual, we conducted two user studies. We compared GuideMe first with paper-based manuals and then with video-based manuals. Our results indicate that the paper-based manuals were superior regarding typical usability measures (i.e. error rates and completion times). However, participants reported a significantly higher perceived task load when using paper-based manuals. Due to a better user experience, GuideMe was preferred by 9 of 10 participants over paper-based manuals. We present our design in detail and discuss broader implications of designing digital manuals. Furthermore, we introduce a custom format to define manual structures for mobile augmented reality enabled manuals.
Petanko Roller: A VR System with a Rolling-Pin Haptic Interface for Entertainment BIBAKFull-Text 168-181
  Ken Nakagaki; Keina Konno; Shuntaro Tashiro; Ayaka Ikezawa; Yusaku Kimura; Masaru Jingi; Yasuaki Kakehi
Most people will have experienced squishing clay and making it flat. The action of changing the shapes of real objects induces pleasant feelings or excitement. In this research, we propose a system, named Petanko Roller, which enables users to experience the sensation of rolling out any object in the real world with a rolling pin virtually. This system, by detecting the shapes of physical objects with a range camera, can represent haptic sensations of unevenness or friction of the objects, using modules for clunk mechanisms and brakes of a rolling-pin-based interface. Furthermore, by projecting images of the objects being squished on a tabletop display, it can also give optical feedback to users. In this paper, we discuss the system design, implementation, and behavior of users in exhibitions.
Keywords: Rolling Pin; VR Entertainment; Haptic Interface; Tangible Interface
Emoballoon BIBAKFull-Text 182-197
  Kosuke Nakajima; Yuichi Itoh; Yusuke Hayashi; Kazuaki Ikeda; Kazuyuki Fujita; Takao Onoye
People often communicate with others using social touch interactions including hugging, rubbing, and punching. We propose a soft social-touchable interface called "Emoballoon" that can recognize the types of social touch interactions. The proposed interface consists of a balloon and some sensors including a barometric pressure sensor inside of a balloon, and has a soft surface and ability to detect the force of the touch input. We construct the prototype of Emoballoon using a simple configuration based on the features of a balloon, and evaluate the implemented prototype. The evaluation indicates that our implementation can distinguish seven types of touch interactions with 83.5% accuracy. Finally, we discuss possibilities and future applications of the balloon-made interface.
Keywords: Soft interface; social touch interaction; gesture recognition
Theory and Application of the Colloidal Display: Programmable Bubble Screen for Computer Entertainment BIBAKFull-Text 198-214
  Yoichi Ochiai; Alexis Oyama; Takayuki Hoshi; Jun Rekimoto
It is difficult to dynamically change the optical properties of ordinary screens. In conventional projection systems, the choice of screens is limited; and the brightness of projected images and the viewing angle are unalterable once a screen is fixed, even though demand for altering the viewing angle according to the locations and the requirements of installations exists.
   The results of a study conducted by us indicate that a colloidal membrane can be used as a screen by vibrating it at a high frequency using ultrasonic waves. On the basis of those results, in this paper we discuss the implementation of a screen that allows us to dynamically change its brightness and view angle. We also discuss our investigation of its optical characteristics.
   Our investigations reveal that the screen can be deformed by stronger ultrasonic waves, frames of various shapes can be used to create it, and that we can interact with it by inserting our fingers because it is made of colloidal solution.
Keywords: Colloidal Display; Entertainment Computing; Virtual Reality; HCI
Return of the Man-Machine Interface: Violent Interactions BIBAKFull-Text 215-229
  Duncan Rowland; Conor Linehan; Kwamena Appiah-Kubi; Maureen Schoonheyt
This paper presents the design and evaluation of "the man-machine interface" a punchable interface designed to criticise and react against the values inherent in modern systems that tacitly favour one type of user (linguistically and technically gifted) and alienate another (physically gifted). We report a user study, where participants used the device to express their opinions before engaging in a group discussion about the implications of strength-based interactions. We draw connections between our own work and that of evolutionary biologists whose recent findings indicate the shape of the human hand is likely to have been partly evolved for the purpose of punching, and conclude by examining violent force as an appropriate means for expressing thoughts and feelings.
Keywords: Man-machine interface; punch interface; critical design; values-sensitive design
Non-branching Interactive Comics BIBAKFull-Text 230-245
  Edirlei Soares de Lima; Bruno Feijó; Antonio L. Furtado; Simone Diniz Junqueira Barbosa; Cesar T. Pozzer; Angelo E. M. Ciarlini
Comics are a unique and classical form of storytelling. The advent of interactive narratives brings the possibility of interaction to the traditional comic books. In this paper we present a non-branching interactive comics system capable of generating dynamic interactive narratives in the format of comic books. The system allows users to interact with certain objects, and then observe the consequences of their actions in the unfolding story. We validate the proposed system with a user study conducted with 18 participants. The results indicate that such systems may indeed provide an attractive form of entertainment.
Keywords: Interactive Comics; Interactive Storytelling; Comic Book

Short Presentations

The Art of Tug of War: Investigating the Influence of Remote Touch on Social Presence in a Distributed Rope Pulling Game BIBAKFull-Text 246-257
  Thomas Beelen; Robert Blaauboer; Noraly Bovenmars; Bob Loos; Lukas Zielonka; Robby van Delden; Gijs Huisman; Dennis Reidsma
In this paper we investigate whether remote touch in the form of force feedback from another player's actions can enhance feelings of social presence and enjoyment of a collaborative, spatially distributed rope pulling game. Dyads of players situated in different rooms were either given an 'elastic band' type force feedback, or were given force feedback of the other player's actions (i.e. remote touch). Results showed that feedback from another player's actions enhanced feelings of social presence but not enjoyment of the game.
Keywords: Remote touch; Social presence; Distributed play; Haptic feedback
Singing Like a Tenor without a Real Voice BIBAFull-Text 258-269
  Jochen Feitsch; Marco Strobel; Christian Geiger
We describe a multimedia installation that provides users with the experience to sing like a tenor from the early 20th century. The user defines vowels with her mouth but does not produce sound. The mouth shape is recognized and tracked by a depth-sensing camera and synthesized using a dedicated sound analysis using formants. Arm gestures are recognized and used to determine pitch and volume of an artificially generated voice. This synthesized voice is additionally modified by acoustic filters to sound like a singing voice from an old gramophone. The installation allows to scan the user's face and to create an individual 3D model of a tenor character that is used to visualize the user performance.
An Experimental Approach to Identifying Prominent Factors in Video Game Difficulty BIBAKFull-Text 270-283
  James Fraser; Michael Katchabaw; Robert E. Mercer
This paper explores a full factorial analysis methodology to identify game factors with practical significance on the level of difficulty of a game. To evaluate this methodology, we designed an experimental testbed game, based on the classic game Pac-Man. Our experiment decomposes the evaluation of the level of difficulty of the game into a set of response variables, such as the score. Our offline experiment simulates the behaviour of Pac-Man and the ghosts to evaluate each game factor's impact on a set of response variables. Our analysis highlights factors that significantly contribute to the game play of individual players as well as to general player strategies. This offline evaluation provides a benefit to commercial games as a useful tool for performing tasks such as game balancing, level tuning and identifying playability and usability issues.
Keywords: Dynamic Difficulty; Game Balancing; Adaptive Game System
Goin' Goblins -- Iterative Design of an Entertaining Archery Experience BIBAFull-Text 284-295
  Christian Geiger; Simon Thiele; Laurid Meyer; Stefan Meyer; Lutz Hören; Daniel Drochtert
We present the iterative development of a 3D simulator for traditional archery and the design of a gaming level that should attract visitors at trade fairs and exhibitions. We want to provide users with a believable archery experience and support novel users in practicing the motion sequence of traditional archery using a virtual 3D environment. To provide a realistic haptic feedback we used a real bow interaction device and wind output in our simulation. We extended a bow damping system by electronic sensors to detect draw and release of the bow, aiming at a virtual target and user movement in front of a large projection screen. To entertain visitors at trade fairs and exhibitions we designed a two-player mode and a small 3D adventure with different tasks.
Engaging Users in Audio Labelling as a Movie Browsing Game with a Purpose BIBAKFull-Text 296-307
  Jorge M. A. Gomes; Teresa Chambel; Thibault Langlois
Nowadays, movies, video, audio and games have a strong presence in human life, being a massive source of entertainment. Increasingly, movies and videos are becoming accessible as enormous collections over the Internet, in social media and interactive TV, demanding for more powerful ways to search, browse and view them, that benefit from video content-based analysis and classification techniques. From the point of view of the content-based analysis methods, a challenging aspect is the constitution of collections of labelled data. Inspired by the Game With A Purpose approach we propose SoundsLike, a game that pursues two goals: 1) entertaining the user in movie browsing; 2) use this interaction to collect data and improve our content-based sound analysis techniques. SoundsLike is integrated in MovieClouds, an interactive web application designed to access, explore and visualize movies based on the information conveyed in the different tracks or perspectives of its content.
Keywords: Interactive Browsing; Audio; Music; Soundtrack; Video; Movies; Tagging; Labelling; Human Computation; Game With A Purpose; Gamification; Entertainment; Engagement; User Experience
Creating Immersive Audio and Lighting Based Physical Exercise Games for Schoolchildren BIBAKFull-Text 308-319
  Jaakko Hakulinen; Markku Turunen; Tomi Heimonen; Tuuli Keskinen; Antti Sand; Janne Paavilainen; Jaana Parviainen; Sari Yrjänäinen; Frans Mäyrä; Jussi Okkonen; Roope Raisamo
We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children's imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
Keywords: Exergaming; interactive lighting; storytelling
Game Flux Analysis with Provenance BIBAKFull-Text 320-331
  Troy C. Kohwalter; Esteban G. W. Clua; Leonardo G. P. Murta
Winning or losing a game session is the final consequence of a series of decisions and actions made during the game. The analysis and understanding of events, mistakes, and fluxes of a concrete game play may be useful for different reasons: understanding problems related to gameplay, data mining of specific situations, and even understanding educational and learning aspects in serious games. We introduce a novel approach based on provenance concepts in order to model and represent a game flux. We model the game data and map it to provenance to generate a provenance graph for analysis. As an example, we also instantiated our proposed conceptual framework and graph generation in a serious game, allowing developers and designers to identify possible mistakes and failures in gameplay design by analyzing the generated provenance graph from collected gameplay data.
Keywords: Game flux; Game analysis; Provenance; Graph Analysis
The Challenge of Automatic Level Generation for Platform Videogames Based on Stories and Quests BIBAFull-Text 332-343
  Fausto Mourato; Fernando Birra; Manuel Próspero dos Santos
In this article we bring the concepts of narrativism and ludology to automatic level generation for platform videogames. The initial motivation is to understand how this genre has been used as a storytelling medium. Based on a narrative theory of games, the differences among several titles have been identified. In addition, we propose a set of abstraction layers to describe the content of a quest-based story in the particular context of videogames. Regarding automatic level generation for platform videogames, we observed that the existing approaches are directed to lower abstraction concepts such as avatar movements without a particular context or meaning. This leads us to the challenge of automatically creating more contextualized levels rather than only a set of consistent and playable entertaining tasks. With that in mind, a set of higher level design patterns are presented and their potential usages are envisioned and discussed.
Six Enablers of Instant Photo Sharing Experiences in Small Groups Based on the Field Trial of Social Camera BIBAKFull-Text 344-355
  Jarno Ojala; Kaisa Väänänen-Vainio-Mattila; Arto Lehtiniemi
Mobile photo taking and sharing has become a frequent leisure-time activity for smartphone users. This paper presents a field study of a mobile application called Social Camera, which enables instant sharing of photos within small groups. The application enables collaborative creation of photo collections with shared folders in the cloud and instant connection through the folders and photos. Social Camera was evaluated using four groups (altogether 17 users) in a field trial. The results reveal six enablers of instant photo-sharing experiences within small groups: sense of connectedness and social awareness, presentation and expression of self, lightweight and surprising interaction, collective photography, documentation of experiences, and finally, privacy and user control. This work gives design implications of these enablers for photo-sharing applications.
Keywords: Photo sharing; user study; mobile application; social media interaction; user experience; design
Attack on the Clones: Managing Player Perceptions of Visual Variety and Believability in Video Game Crowds BIBAKFull-Text 356-367
  Sean Oxspring; Ben Kirman; Oliver Szymanezyk
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-player character models. This is evaluated using mixed methods, including a "clone spotting" activity and measurement of impact on computational overheads, in order to present a multi-faceted and adjustable solution to increase believability and variety in video game crowds.
Keywords: Crowds; video games; visual diversity; multi-agent systems
A Framework for Evaluating Behavior Change Interventions through Gaming BIBAFull-Text 368-379
  Valentina Rao
As behavior change interventions increasingly use game and game-like strategies to influence behavior, it seems pressing to develop a specific framework that reconsiders game design practices in a way to include the issue of persuasive effectiveness. This paper presents an overview of current discussion regarding persuasion through games and proposes the category of "game systems" to include different kinds of persuasive strategies that employ gaming such as persuasive games, gamification and gameful design, in order to facilitate the development of design tools that are goal-specific towards behavior change. Current tools focus on game usability or playability, but very few offer usable heuristics for the evaluation of persuasive efficacy. The following pages propose an initial differentiation between persuasive game systems that act as computer-mediated communication and others that instead behave as computer human interaction, to highlight the necessity for different design strategies.
eVision: A Mobile Game to Improve Environmental Awareness BIBAFull-Text 380-391
  Bruno Santos; Teresa Romão; A. Eduardo Dias; Pedro Centieiro
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 the citizens while persuading them to change their behaviour and to acquire pro-environmental attitudes. The work presented in this paper describes an environmental scanner, named eVision, which combines augmented reality and mobile computing technologies to allow users to inspect their surroundings with their mobile devices in search for pollution sources. When detected, eVision provides users with additional information regarding those environmental threats and allows users to virtually eliminate them. eVision also works as an entertaining and persuasive game, incorporating a rewarding system and a virtual game character that interacts with the users and positively reinforces their pro-environmental actions. The paper also presents the user studies performed so far to evaluate the application's usability and impact on the users' environmental awareness and attitudes.
Why Does It Always Rain on Me? Influence of Gender and Environmental Factors on Usability, Technology Related Anxiety and Immersion in Virtual Environments BIBAFull-Text 392-402
  Mareike Schmidt; Johanna Xenia Kafka; Oswald D. Kothgassner; Helmut Hlavacs; Leon Beutl; Anna Felnhofer
Collaborative virtual environments and technical possibilities in general are still a growing and more and more important influence on everyday life. According to corresponding studies it seems that context conditions as well as individual factors such as gender play an important role in the experience of virtual environments (i.e. immersion and technology-related anxiety) and in the rating of the used technology (i.e. its perceived usefulness). Thus, the objective of the current study was to evaluate the above mentioned factors in a group of 14 women and 14 men using two different emotionally charged collaborative virtual environments. The corresponding results indicate that there are in fact gender differences: Women reported higher levels of technology-related anxiety and immersion. In general, participants in the rainy condition rated the usefulness of the virtual environment higher. Also, women in the rainy condition rated the perceived usefulness higher than women in the cheerful condition whereas in the group of men it was vice versa.
Meaning in Life as a Source of Entertainment BIBAFull-Text 403-414
  Robby van Delden; Dennis Reidsma
In this paper we mean to introduce into the field of entertainment computing an overview of insights concerning fundamental human needs. Researchers such as Hassenzahl and Desmet, discuss design approaches based on psychological insights from various and varied sources. We collect these and expand them with a focus on meaning in life as seen in humanistic philosophy. We summarise the various roles that these insights can play in our research on new technology, and illustrate the discussion with examples from the field of computer entertainment.
D-FLIP: Dynamic and Flexible Interactive PhotoShow BIBAKFull-Text 415-427
  Chi Thanh Vi; Kazuki Takashima; Hitomi Yokoyama; Gengdai Liu; Yuichi Itoh; Sriram Subramanian; Yoshifumi Kitamura
We propose D-FLIP, a novel algorithm that dynamically displays a set of digital photos using different principles for organizing them. A variety of requirements for photo arrangements can be flexibly replaced or added through the interaction and the results are continuously and dynamically displayed. D-FLIP uses an approach based on combinatorial optimization and emergent computation, where geometric parameters such as location, size, and photo angle are considered to be functions of time; dynamically determined by local relationships among adjacent photos at every time instance. As a consequence, the global layout of all photos is automatically varied. We first present examples of photograph behaviors that demonstrate the algorithm and then investigate users' task engagement using EEG in the context of story preparation and telling. The result shows that D-FLIP requires less task engagement and mental efforts in order to support storytelling.
Keywords: Dynamic PhotoShow; Emergent Computing; EEG
PukaPuCam: Enhance Travel Logging Experience through Third-Person View Camera Attached to Balloons BIBAKFull-Text 428-439
  Tsubasa Yamamoto; Yuta Sugiura; Suzanne Low; Koki Toda; Kouta Minamizawa; Maki Sugimoto; Masahiko Inami
PukaPuCam is an application service that utilizes a camera attached to balloons, to capture users' photo continuously from a third-person view. Then, users can glance through their photos by using PukaPuCam Viewer. PukaPuCam records the interaction between users and their surrounding objects or even with the people they meet. As balloon experiences air resistance, it can change its inclination according to the user's speed and thus, capture pictures from different direction or angles. This gives rise to interesting and unusual records to be added to the user's collection. As compare to other similar devices, PukaPuCam uses a common design people are familiarize with -- a balloon; making it an interesting application to be used at tourist spots. As balloons are cute, we aim to give users a more enjoyable, delightful experience.
Keywords: life logging; third-person view; balloon; sightseeing

Special Session on Serious Game Technology

Advances in MASELTOV -- Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants BIBAKFull-Text 440-455
  Lucas Paletta; Ian Dunwell; Mark Gaved; Jan Bobeth; Sofoklis Efremidis; Patrick Luley; Agnes Kukulska-Hulme; Sara de Freitas; Petros Lameras; Stephanie Deutsch
Immigration imposes a range of challenges with the risk of social exclusion. As part of a comprehensive suite of services for immigrants, the MASELTOV game seeks to provide both practical tools and innovative learning services via mobile devices, providing a readily usable resource for recent immigrants. We introduce advanced results, such as the game-based learning aspect in the frame of recommender services, and present the rationale behind its interaction design. Benefits and implications of mobile platforms and emergent data capture techniques for game-based learning are discussed, as are methods for putting engaging gameplay at the forefront of the experience whilst relying on rich data capture and analysis to provide effective learning solutions.
Keywords: Mobile serious game; social inclusion; incidental learning framework; recommender system; human factors
Building an Intelligent, Authorable Serious Game for Autistic Children and Their Carers BIBAFull-Text 456-475
  Kaska Porayska-Pomsta; Keith Anderson; Sara Bernardini; Karen Guldberg; Tim Smith; Lila Kossivaki; Scott Hodgins; Ian Lowe
This paper introduces the SHARE-IT project, which leverages serious games paradigm to motivate and engage children with autism diagnosis in interactive activities, based on the state-of-the-art autism intervention practices. The aim of SHARE-IT is to formulate, in partnership with schools, parents and industry, the requirements for a robust, intelligent and authorable environment for supporting children in exploring, practicing and acquiring social interaction skills. SHARE-IT focuses on two key challenges: (i) developing robust system architecture and implementation, able to support both continuing development of a serious game for children with autism and its real world use; and (ii) selecting appropriate technologies and techniques to allow for (a) multi-device and operating system deployment, (b) the development of an intelligent serious game for supporting social interaction while (c) allowing the flexibility for the environment to be authored by lay persons. SHARE-IT's architecture is presented and several considerations of importance to enabling the engineering of an intelligent and authorable serious game are discussed. Examples of technologies developed to date are given throughout and a discussion of future challenges offered.
The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in Job Interviews BIBAFull-Text 476-491
  Keith Anderson; Elisabeth André; T. Baur; Sara Bernardini; M. Chollet; E. Chryssafidou; I. Damian; C. Ennis; A. Egges; P. Gebhard; H. Jones; M. Ochs; C. Pelachaud; Kaska Porayska-Pomsta; P. Rizzo; Nicolas Sabouret
The TARDIS project aims to build a scenario-based serious-game simulation platform for NEETs and job-inclusion associations that supports social training and coaching in the context of job interviews. This paper presents the general architecture of the TARDIS job interview simulator, and the serious game paradigm that we are developing.

Extended Abstracts

Development of a Full-Body Interaction Digital Game for Children to Learn Vegetation Succession BIBAKFull-Text 492-496
  Takayuki Adachi; Hiroshi Mizoguchi; Miki Namatame; Fusako Kusunoki; Masanori Sugimoto; Keita Muratsu; Etsuji Yamaguchi; Shigenori Inagaki; Yoshiaki Takeda
In this study, we developed a simulation game called "Human SUGOROKU" that simulates vegetation succession of the real forest area in the virtual world. This game consists of a full-body interaction system to enable children to enjoy and learn vegetation succession by playing with their body movement. We conducted an experiment with children and investigated the effects of the full-body interaction through interviews. The results showed that the full-body interaction promotes a sense of immersion in the game. This paper describes the structure of this system and the interview results.
Keywords: Interactive Content; Ultrasonic Sensor; Embodiment; Learning Support System
Assessing Player Motivations and Expectations within a Gameplay Experience Model Proposal BIBAKFull-Text 497-500
  Samuel Almeida; Ana Veloso; Licínio Roque; Óscar Mealha
This work explores a Gameplay Experience Model proposal centered on the dynamic interaction and interplay that exists during video game play. Two elements are key in the model -- the Video Game and the Player -- defined by a group of dimensions and characteristics that can influence each other during game play. A study was carried out with 40 individuals that played a video game during multiple rounds. After each round players answered a questionnaire on their experience and how the model characteristics manifested during the game. Results collected from the questionnaires were analyzed to assess how game related characteristics influence player Expectations and Motivations.
Keywords: Gameplay Experience; Video Game; Player; Expectations; Motivations; Model
OUTLIVE -- An Augmented Reality Multi-user Board Game Played with a Mobile Device BIBAFull-Text 501-504
  Edward Andrukaniec; Carmen Franken; Daniel Kirchhof; Tobias Kraus; Fabian Schöndorff; Christian Geiger
We present a mobile augmented reality that combines elements of traditional board games with digital game content. We designed a multi-user game play inspired by "Settlers of Catan" with real game elements and use a mobile device as "magic window" to enable the currently active player to see things that the other players can not see and to act without letting others know. This supports our objective to integrate a mobile device as central element for a "magic circle of play".
Onomatrack: Quick Recording of User's Rhythmic Ideas Using Onomatopoeia BIBAKFull-Text 505-508
  Jo Arima; Keiko Yamamoto; Itaru Kuramoto; Yoshihiro Tsujino
While creating music, musicians often want to record their rhythm pattern ideas. If this cannot be done quickly and with minimum effort, their ideas could be forgotten or documented unclearly. In this paper, we propose a system named Onomatrack, which uses onomatopoeias to easily record complicated rhythmic ideas. Using onomatopoeias, users can choose their desired sound quickly and intuitively without searching for it in lists of sound databases. Users can input sounds by writing down onomatopoeias directly to the system as a "rough sketch" of their rhythmic ideas, and can adjust musical parameters by changing the size and position of the onomatopoeias.
Keywords: music production; onomatopoeia; idea recording
Musical Interaction Design for Real-Time Score Recognition towards Applications for Musical Learning and Interactive Art BIBAKFull-Text 509-512
  Tetsuaki Baba; Yuya Kikukawa; Toshiki Yoshiike; Kumiko Kushiyama
Not only in childhood but also adulthood, we need some training to read music scores, which sometimes make music hard to learn and enjoy. In this article, we shall propose the system that enables users to play their handwritten musical notations by our musical interface. Since 1960's, Optical Music Recognition (OMR) has become mature in the field of printed score. In recent, some products were released on market that uses OMR for music composition and playing. However, few research on handwritten notations have been done, as well as an interactive system for OMR. We combined notating with performing in order to make the music more intuitive for users and give aid for learning music. Furthermore, we applied our technique to an interactive work, which is kind of vision based record disc.
Keywords: Musical Interface; Musical Notation; Interactive Art; Interaction Design; Computer Vision
How to Make Tangible Games and Not Die in the Attempt BIBAFull-Text 513-515
  Eva Cerezo; Javier Marco; Sandra Baldassarri
Tabletop devices offer an attractive environment to create tangible games that seamlessly integrate physical and digital game interaction. However, the prototyping of Tangible User Interfaces (TUI) challenges designers, preventing the rapid exploration of richer physical interactions with the game. In spite of the toolkits that are emerging in the TUI domain the development of an application is not easy, since it usually implies to "hardcode" complex algorithms to process raw data from tabletop in order to detect and track each playing piece manipulated on the active surface. This situation brings a gap between designers and developers. The aim of the workshop is to give attendants an opportunity of gathering experiences from both the designing and the implementation perspectives, making community and discussing current challenges and future perspectives.
Touch, Taste, and Smell: Multi-sensory Entertainment BIBAFull-Text 516-518
  Adrian D. Cheok; Jordan Tewell; Gilang A. Pradana; Koki Tsubouchi
This workshop's purpose is to gain awareness of using all five of our senses for creating multimedia artifacts such as in entertainment. We are interested in the user's emotional feedback from using the addition of touch, smell, and taste in entertaining activities. The workshop organizers will present a background review for each of the three senses and their key projects for each: RingU, a wearable fashion interface for sending virtual hugs, "Digital Taste Interface", a device that transmits a sense of taste without chemicals, and ChatPerf, an accessory that actuates scent from a user's mobile phone (Fig 1). We also welcome attendees to discuss work of their own that exhibits one or a combination of these three senses in a fun and novel way.
Between Music and Games: Interactive Sonic Engagement with Emergent Behaviors BIBAKFull-Text 519-523
  Insook Choi; Robin Bargar
Data from an interactive simulation of dynamic agents' social behavior is applied to the control of real-time sound synthesis. User engagement models present the application of sound in parallel with visualization in a simulated environment where content is generated dynamically and is playable. Computational models for the simulation and for sound synthesis are discussed, including requirements and constraints for interactive applications. Design principles for interactive sound are introduced and implementations of three models of sonic engagement are compared.
Keywords: evolutionary interface; agents; swarms simulation; sound synthesis; interaction; playable media; engagement; sound authoring; client-server; multimodal correspondence
Linear Logic Validation and Hierarchical Modeling for Interactive Storytelling Control BIBAKFull-Text 524-527
  Kim Dung Dang; Phuong Thao Pham; Ronan Champagnat; Mourad Rabah
The games are typical interactive applications where the system has to react to user actions and behavior with respect to some predefined rules established by the designer. The storytelling allows the interactive system to unfold the scenario of the game story according to these inputs and constraints. In order to improve system's behavior, the scenario should be structured and the system's control should be validated. In this paper, we deal with these two issues. We first show how to validate Interactive Storytelling (IS) control using Linear Logic (LL). Then we present "situation-based" hierarchical scenario structuring which allows the state space reduction.
Keywords: Video game; Linear Logic; Interactive Storytelling; scenario validation; game controller; situation-based scenario
GlowSteps -- A Decentralized Interactive Play Environment for Open-Ended Play BIBAKFull-Text 528-531
  Linda de Valk; Pepijn Rijnbout; Mark de Graaf; Tilde Bekker; Ben Schouten; Berry Eggen
In this paper we present the interactive play environment GlowSteps. GlowSteps consists of ten flexible tiles that respond with light feedback on player's actions. The play environment is developed to support both social and physical play and is designed with the intention to encourage children to create their own play and games. The tiles can be programmed with different interaction behaviors leading to a variety of play experiences. This showcase illustrates our design approach for such interactive play environments, combining the fields of decentralized systems and open-ended play.
Keywords: Play Environment; Open-ended play; Decentralized Systems
Eat&Travel: A New Immersive Dining Experience for Restaurants BIBAKFull-Text 532-535
  Mara Dionísio; Duarte Teixeira; Poan Shen; Mario Dinis; Monchu Chen; Nuno Nunes; Valentina Nisi; José Paiva
Modern society is moving towards a busier lifestyle, people have less time to enjoy themselves despite the increasing leisure options. Also, many countries around the world are facing a financial crisis, making people less wiling to travel abroad. In this paper we describe Eat&Travel, an interactive solution that ties dining and traveling together, offering restaurants the possibility to offer their customers an opportunity to enjoy a unique regional meal combined with a virtual trip in a river, where they can appreciate the landscape and learn more about the country and the culture, using an immersive CAVE environment, without the need to travel abroad.
Keywords: CAVE; Dining Experience; Virtual Travel; Local Culture; River Cruising
Evaluation of the Dialogue Information Function of Interactive Puppet Theater: A Puppet-Show System for Deaf Children BIBAKFull-Text 536-539
  Ryohei Egusa; Kumiko Wada; Takayuki Adachi; Masafumi Goseki; Miki Namatame; Fusako Kusunoki; Hiroshi Mizoguchi; Shigenori Inagaki
We have developed Interactive Puppet Theater, a puppet-show system designed for use by deaf children. For this study, we conducted evaluation experiments to determine whether Interactive Puppet Theater helps these children to have an enriched viewing experience. The evaluation results showed that Interactive Puppet Theater could be an effective way to ensure that deaf children understand the characters' dialogue as they watch the puppet-show, and that it enables them to have an enjoyable viewing experience.
Keywords: Puppet show; Balloon; Kinect sensor; Deaf children
Music Puzzle: An Audio-Based Computer Game That Inspires to Train Listening Abilities BIBAKFull-Text 540-543
  Kjetil Falkenberg Hansen; Rumi Hiraga; Zheng Li; Hua Wang
The Music Puzzle is a computer game for tablets and smartphones using sounds for the gameplay. Just like an original picture is reconstructed from pieces with jigsaw puzzle, an original sound is reconstructed from musical segments with Music Puzzle. Each segment is distorted by shifting the pitch and equalization. To finish the game, the user listens to each segment visualized as pieces on the screen, reorders them, and corrects their pitch and equalization. The game has a possibility for deaf and hard of hearing people to improve their residual hearing ability since the observation shows their concentrating the game with sounds and preference for music.
Keywords: tablet game; hearing ability; audio based game; training
Enabling Interactive Bathroom Entertainment Using Embedded Touch Sensors in the Bathtub BIBAKFull-Text 544-547
  Shigeyuki Hirai; Yoshinobu Sakakibara; Hironori Hayashi
We propose a new entertaining bathroom environment with applications controlled via capacitive touch sensors embedded in the bathtub. The bathtub touch sensor system, called TubTouch, provides a new touch user interface near to the edge of the bathtub for persons who are bathing. TubTouch can be used to control both existing bathroom equipment, such as water heaters, jacuzzis, TVs, audio, and lighting, and a variety of new applications. In this paper, we give an overview of the TubTouch system and discuss its entertainment applications used in daily life.
Keywords: Capacitive Touch Sensor; Bathroom; Bathtub; Everyday Life
Audio-Haptic Rendering of Water Being Poured from Sake Bottle BIBAKFull-Text 548-551
  Sakiko Ikeno; Ryuta Okazaki; Taku Hachisu; Michi Sato; Hiroyuki Kajimoto
The impression of food can be affected by "rendition" -- i.e., the surrounding environment such as the appearance of the food and the dish -- not just by its taste. We focused on the sound and vibration of liquid being poured from a Japanese Sake bottle as a haptic rendition of liquid. Sake bottles are known for their unique "glug" sound and vibration which we believe affects the subjective impression of the liquid in the bottle. To examine this idea, we proposed a method that reproduces the vibration of pouring liquid from a Japanese Sake bottle by measuring and modeling real vibrations. We measured the vibration of water by tilting a Sake bottle at different angles, and created a model consisting of two decaying sinusoidal waves of different frequencies. To verify the appropriateness of the model, we developed two types of devices; a bottle-shaped device with embedded vibrators and an attachment type device for any plastic bottle.
Keywords: haptic rendering; pouring water; tactile display; tang
Living Chernoff Faces: Bringing Drama and Infotainment to Public Displays BIBAKFull-Text 552-555
  Ido Aharon Iurgel; Andreas Petker; Björn Herrmann; Christina Martens; Pedro Ribeiro
Interactive public displays are already widespread without being yet ubiquitous. With advances in computer vision technologies and falling prices for displays and sensors, we assume considerable growth in the upcoming years, in particular for publicity and related areas. This motivates our exploration of Living Chernoff Faces. Chernoff Faces represent data as features of an abstract face. The Chernoff Faces for digital signage that we are currently developing are alive; They are displayed in public spaces and are equipped with a camera. They look at users and passers-by and communicate with them non-verbally, thus combining the presentation of information, attention seeking, interaction, and fun.
Keywords: Chernoff-Faces; Storytelling; Anthropomorphic Interface Agents; Public Displays; Digital Signage; Entertainment; Publicity; Infotainment
Character Visualization in Miniature Environments with an Optical See-through Head-Mounted Display BIBAKFull-Text 556-559
  Dongsik Jo; Daehwan Kim; Yongwan Kim; Ki-Hong Kim; Gil-Haeng Lee
In this paper, we present a visualization method of virtual characters to provide augmented reality (AR) experiences for a user wearing an optical see-through head-mounted display (HMD). First of all, we execute plane detection to find position of a user's real desk. Second, we perform position update of virtual characters to connect real-time location information for reflecting the height of miniature objects on the desk. Finally, we visualize virtual characters that is involved in environmental properties with the optical based see-through HMD. Our method can be applied to AR contents with respect to contexts of environmental information surrounding the user such as miniature elements.
Keywords: Augmented reality; virtual character; see-through HMD
MARIO: Mid-Air Augmented Reality Interaction with Objects BIBAKFull-Text 560-563
  Hanyuool Kim; Issei Takahashi; Hiroki Yamamoto; Takayuki Kai; Satoshi Maekawa; Takeshi Naemura
This paper proposes a novel interactive system that supports augmented reality interaction between mid-air images and physical objects. Our "Mid-air Augmented Reality Interaction with Objects (MARIO)" system enables visual images to be displayed at various positions and precise depths in mid-air. For entertainment purposes, a game character appears in mid-air and runs around and over "real" blocks which users have arranged by hands. Users thereby enjoy interaction with physical blocks and virtual images.
Keywords: Mid-air Image; Interactive Blocks; Tangible User Interface; Mixed Reality; Augmented Reality
A Face-Like Structure Detection on Planet and Satellite Surfaces Using Image Processing BIBAKFull-Text 564-567
  Kazutaka Kurihara; Masakazu Takasu; Kazuhiro Sasao; Hal Seki; Takayuki Narabu; Mitsuo Yamamoto; Satoshi Iida; Hiroyuki Yamamoto
This paper demonstrates that face-like structures are everywhere, and can be detected automatically even with computers. Huge amount of satellite images of the Earth, the Moon, and the Mars are explored and many interesting face-like structure are detected. Throughout this fact, we believe that science and technologies can alert people not to easily become an occultist.
Keywords: Face detection; google map; NASA
Tinkering in Scientific Education BIBAFull-Text 568-571
  Maarten H. Lamers; Fons J. Verbeek; Peter W. H. van der Putten
In recent years in arts, technology and science there appears an increasing push to use technology and design in a more personal and autonomous context, integrated with the physical world. Creative platforms are developed that open up personal digital/physical technology to larger groups of novice tinkerers, allowing people to take control of technology and prototype solutions to personal problems and aims. Likewise, education benefits by providing students with tools and platforms to learn by doing and making. However, these advances lead to new challenges for scientific research and education, such as how to align the open-endedness of tinkering with more fixed education and research agendas. This is the first scientific workshop to identify and discuss such issues, and provide a platform for future collaboration and dissemination of results.
Modeling Player-Character Engagement in Single-Player Character-Driven Games BIBAKFull-Text 572-575
  Petri Lankoski
This pilot study looks at how the formal features of character-driven games can be used to explain player-character engagement. Questionnaire data (N=206), formal game features (in 11 games), and ordinal regression were used in the analysis. The results show that interactive dialogue and cut-scenes showing the romances between the player-character and another character relates to higher character engagement scores, while romance modeling and friendship modeling relate to lower character engagement scores.
Keywords: ordinal regression; player-character; engagement; identification
Paintrix: Color Up Your Life! BIBAFull-Text 576-579
  Dimitri Slappendel; Fanny Lie; Martijn de Vos; Alex Kopla; Rafael Bidarra
Train stations, shopping malls and airports: all public places where we spend a lot of time, waiting for the train, for our friends and for the gate to open. While waiting, we get bored and we would like to entertain ourselves in order to kill time. The first thing that comes to our minds is playing a game or socializing using our smartphone. People around you are doing the exact same thing. Wouldn't it be great if you could play a game with those people, a game which requires collaboration and interaction with your surroundings?
   This is exactly where Paintrix comes into play: gather people, form two teams and let them collaborate and compete at the same time. Teams have to solve the same puzzle against the clock. Be faster than your opposing team to win! How does this work?
The ToyVision Toolkit for Tangible Games BIBAFull-Text 580-583
  Javier Marco; Eva Cerezo; Sandra Baldassarri
"ToyVision" is a software toolkit aimed to make easy the prototyping of tangible games in visual based tabletop devices. Compared to other software toolkits, ToyVision provides designers and developers with intuitive tools for modeling innovative tangible controls and with higher level user's manipulations data. Tutorial participants will create a Tangible board-game by using ToyVision. Thanks to it, they will be able to develop a functional prototype without the intrinsic difficulties of managing electronic sensors, actuators and machine vision algorithms. The goal of this tutorial is to give ACE attendants the opportunity of having a first contact on the new possibilities that the Tangible Interaction paradigm can bring to videogames.
Ball of Secrets BIBAKFull-Text 584-587
  Ben Margines; Raunaq Gupta; Yoram Chisik
With this creative showcase titled the Ball of Secrets, we demonstrate an interactive prototype consisting of a unique user interface with an emphasis on pure play. Through this prototype we created a device that encourages playfulness and explore sharing and communication via anonymous message posting.
   In this paper we describe the concept and the technology used to create the interface in order to evoke the necessary user experience.
Keywords: Design; Experimentation; Human Factors; Natural tangible interfaces
'P.S.(Postscript)' : Hearing of Your Heartstring BIBAKFull-Text 588-591
  Myongjin Moon; Yeseul Kim
"'P.S.': Hearing of your Heartstring" is the interactive installation creating collaborative sound with users' voices. Through this artwork 'P.S.', we want to ease the people who have a huge wave of nostalgia because of remaining words in mind and sympathize with each other's nostalgia through hearing their voices carefully.
Keywords: Interactive Installation; Interface for Artistic Expression; Tangible Interface; Sound Installation
Children Ideation Workshop BIBAKFull-Text 592-599
  Christiane Moser
Player's enjoyment is one of the most important goals for games. Without this, children will not repeatedly play them. In order to meet children's needs, it is important to consider them in the development process, for example, by enabling them to participate actively in the process. Therefore, children will be enabled to participate in ideation workshops to create creative low-fidelity prototypes of game ideas that inspire game designers.
Keywords: Game design; user-centered design; participatory design; low-fidelity prototyping; child-computer interaction
Dosukoi-Tap: The Virtual Paper Sumo Game BIBAKFull-Text 600-603
  Yuta Nakagawa; Kota Tsukamoto; Yasuyuki Kono
We have developed a virtual paper sumo game, "Dosukoi-Tap", a Japanese traditional game using paper figures. A player taps on his/her own-side of the sumo ring board. He/she lets his/her own wrestler rush and fight with its opponent. Our system simulates the feature of actual paper sumo and has solved some of the problems of actual one by employing multi-finger tracking and pressure-sensitive device.
Keywords: virtual game; multi finger tracking; pressure sensitive
DropNotes: A Music Composition Interface Utilizing the Combination of Affordances of Tangible Objects BIBAKFull-Text 604-607
  Musashi Nakajima; Hidekazu Saegusa; Yuto Ozaki; Yoshihiro Kanno
The design principle of Tangible User Interfaces has been applied to musical interfaces for more accessible usage of computers for musical expression. This paper proposes DropNotes, a tangible user interface for music composition, which utilizes the combination of affordances of familiar objects as metaphorical procedures to manipulate digital audio. By creating more accessible and intuitive user interface for music composition, we target opening up a novel interactive musical expression.
Keywords: Tangible User Interface; Music Composition; Digital Audio Workstation; Affordance
Could the Player's Engagement in a Video Game Increase His/Her Interest in Science? BIBAKFull-Text 608-611
  Stéphane Natkin; Delphine Soriano; Grozdana Erjavec; Marie Durand
Our work is to analyze how the practice of chosen video games may influence the player's interest. A set of video games was selected by a group of experts according to their qualities as games and their relations with scientific knowledge. A focus test experiment has been set up to evaluate the correlation between teenagers engagement and their interest in scientific domains. The analysis of the results shows that the desire to pursue the game and the sentiment of responsibility has, respectively, a direct and an indirect influence on the player's scientific interest. Considering that interest is known to be an important motivational factor in learning, these results have important implications for the serious games design.
Keywords: Video games; scientific knowledge; player's engagement; serious game; focus test
Block Device System with Pattern Definition Capability by Visible Light BIBAKFull-Text 612-615
  Huu Nguyen Nguyen Tran; Junichi Akita
This paper describes an interactive block device -- LED Tile -- utilizing 8x8 dot-matrix LEDs which obtain pattern drawing capability. It also applies magnet connectors for physical connections and signal transmissions, as well as interacts with accelerometer sensor and audio signal device. The function of the block device can be defined by the drawn pattern on the matrix LED, and this capability extends the block system applications. In this paper, we describe the hardware and software configurations of this block device, as well as several fundamental and high-level functions of alphanumerical character recognition. We also describe two applications of this device, such as magic square and character arrangement.
Keywords: Block Device; Pattern Drawing; Function Definition
Multi-sensor Interactive Systems for Embodied Learning Games BIBAKFull-Text 616-621
  Nikolaos Poulios; Anton Eliens
This paper explores the use of modern sensor technologies for physical interaction in educational games and interactive spaces. The paper presents a prototype of an educational game developed using a motion capture controller and two biofeedback sensors (EEG, ECG), proposing a generic architecture for multi-sensor interactive spaces. Target of this research is to study further the potential effect of such technologies on educational interactive games, in two aspects: i) on the involvement of human body and motion in the process of learning, and recall of knowledge, ii) on assisting the development of basic social emotional competencies, through the enhanced social affordances of embodied games.
Keywords: multi-sensor systems; educational games; embodied learning; physical interaction; motion interaction; interactive spaces; affective interaction; biofeedback sensors
Photochromic Carpet: Playful Floor Canvas with Color-Changing Footprints BIBAKFull-Text 622-625
  Daniel Saakes; Takahiro Tsujii; Kohei Nishimura; Tomoko Hashida; Takeshi Naemura
Natural environments record their past and reveal usage in subtle cues such as erosion and footprints. In modern society of concrete cities and dynamic touch screens, this richness is lost.
   We present a large size interactive floor display that captures visitors' footsteps in playful prints to make a modern environment into a canvas of past activities. The implementation consists of a carpet coated with color changing ink and shoes that activate color changes. Each step a visitor makes results in a dynamic print that slowly fades away.
Keywords: color changing material; interactive floor display
Mood Dependent Music Generator BIBAFull-Text 626-629
  Marco Scirea
Music is one of the most expressive media to show and manipulate emotions, but there have been few studies on how to generate music connected to emotions.
   Such studies have always been shunned upon by musicians affirming that a machine cannot create expressive music, as it's the composer's and player's experiences and emotions that get poured into the piece. At the same time another problem is that music is highly complicated (and subjective) and finding out which elements transmit certain emotions is not an easy task.
   This demo wants to show how the manipulation of a set of features can actually change the mood the music transmits, hopefully awakening an interest in this area of research.
A Tangible Platform for Mixing and Remixing Narratives BIBAKFull-Text 630-633
  Cristina Sylla; Sérgio Gonçalves; Paulo Brito; Pedro Branco; Clara Coutinho
This work discusses a tangible interface for storytelling that targets pre-school children and offers a playful experimental space where children can create their own narratives by placing tangible picture-blocks on an electronic board. We present the system and report on the findings, describing the extent to which this interface can motivate and engage children, both in creating narratives, as well as in experimenting different solutions to solve conflicts created during the story plot.
Keywords: Tangible Interfaces; Storytelling; Oral Expression; Emergent Literacy; Collaboration; Children
Network Shogi Environment with Discussion Support after Games BIBAKFull-Text 634-637
  Yoshikazu Tagashira; Hiroyuki Tarumi; Toshihiro Hayashi
Japanese chess called shogi is the most complex variant of chess-like games. Several services are provided to play shogi on the Internet, but they do not provide enough functions for kansousen, which is a reviewing discussion session after games. SAKURA, a network shogi environment developed by us, provides supports for kansousen.
Keywords: Shogi; Network Game Community; Discussion Support
Hospital Hero: A Game for Reducing Stress and Anxiety of Hospitalized Children in Emergency Room BIBAKFull-Text 638-641
  Sara Tranquada; Monchu Chen; Yoram Chisik
A visit to a hospital emergency room is often a traumatic and anxiety inducing experience for children (as well as their parents). Hospital Hero is game developed with the aim of helping children familiarize themselves with the hospital environment and the instruments/equipment that they will undergo while focusing their attention on positive feedback thereby alleviating their anxiety and easing the work of hospital staff and the burden on parents and care givers leading to better treatment and a better experience.
Keywords: Games; Children; Hospital; Games for Health; Anxiety Reduction; Children's Emergency Room
Toinggg: How Changes in Children's Activity Level Influence Creativity in Open-Ended Play BIBAKFull-Text 642-645
  Bas van Hoeve; Linda de Valk; Tilde Bekker
This paper describes an explorative study with an open-ended play environment called Toinggg that consists of three interactive trampolines and was developed for children aged 6-8 years old. Toinggg was used to evaluate the change of children's activity level on creativity in open-ended play. With this exploration, we aim to gain a better understanding of the balance between physical activity and creativity in play. In a user evaluation twenty-one children played in groups of three with Toinggg. Results show an increase in development of new game play and creativity after a moment of rest concerning the activity level of the interaction behavior.
Keywords: Open-ended Play; Physical Play; Creativity; Design Research
ZooMor: Three Stages of Play for a Sleeping Creature BIBAKFull-Text 646-648
  Daniël van Paesschen; Mark de Graaf; Tilde Bekker
This paper presents a design case of an interactive zoomorphic play object for open-ended pretend play, based on De Valk's three stages of play framework. It was designed to invoke pretend play around a sleeping object. Design iterations were tested in a public play environment.
Keywords: open-ended play; pretend play; stages of play; zoomorphic
Social Believability in Games BIBAKFull-Text 649-652
  Harko Verhagen; Mirjam Palosaari Eladhari; Magnus Johansson; Joshua McCoy
The Social Believability in Games Workshop intends to be a point of interaction for researchers and game developers interested in different aspects of modelling, discussing, and developing believable social agents and Non-Player Characters (NPCs). This can include discussions around behaviour based on social and behavioural science theories and models, social affordances when interacting with game worlds and more. The intention is to invite participants from a multitude of disciplines in order to create a broad spectrum of approaches to the area.
Keywords: social believability; NPCs
Computer Entertainment in Cars and Transportation BIBAKFull-Text 653-655
  David Wilfinger; Alexander Meschtscherjakov; Christiane Moser; Manfred Tscheligi; Petra Sunström; Dalila Szostak; Roderick McCall
This workshop deals with the potential that entertainment systems and games hold for the transportation context. Travelling by car, bus, plane or by foot can be frustrating and full of negative experiences, but also holds great potential for innovative entertainment application. New off the shelf technology offers great potential beyond old-fashioned rear seat entertainment systems with the sole purpose of keeping kids quiet. The richness of contextual factors and social situations have so far not sufficiently been exploited, which is why this workshop aims at discussing potentials for gaming in transportation.
Keywords: games; transportation
Possibility of Analysis of "Big Data" of Kabuki Play in 19th Century Using the Mathematical Model of Hit Phenomena BIBAKFull-Text 656-659
  Yasuko Kawahata; Etsuo Genda; Akira Ishii
Kabuki was a popular entertainment in the Edo period in the 19th century from the 17th century. Kabuki in the Edo period was different from standing position as a traditional performing arts in modern. Methods of mathematical models in Nowadays has been selected topics in SNS through the Internet, they do not exist in the Edo period. In order to perform the calculation and measurement of popular artists of the Edo period, we were subject to publication of the paper medium is the only media at the time (Ukiyoe, poem, haiku, book) to there. With this approach, the study of past popular actor, with respect to the reputation of masterpiece can be also from the perspective of current.
Keywords: Hit phenomena; Stochastic process; Kabuki; Senryu; Ukiyo-e
Ouch! How Embodied Damage Indicators in First-Person Shooting Games Impact Gaming Experience BIBAFull-Text 660-664
  James E. Young; Ibrahim Shahin; Masayuki Nakane
In this paper we present results from an exploratory study on first-person shooting game damage indicators, comparing a red flash, a paper doll, and an x-ray mechanism, observing impact on gaming experience.