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INTETAIN Tables of Contents: 050809111314

Proceedings of the 2008 International Conference on INtelligent TEchnologies for interactive enterTAINment

Fullname:INTETAIN 2008: 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
Editors:Steven Feiner
Location:Cancun, Mexico
Dates:2008-Jan-08 to 2008-Jan-10
Standard No:ISBN: 978-963-9799-13-4; ACM DL: Table of Contents; hcibib: INTETAIN08
Links:Conference Website
  1. Games
  2. Story
  3. HCI
  4. Modeling


AI opponents with personality traits in Überpong BIBAFull-Text 1
  Carlos Delgado-Mata; Jesus Ibáñez-Martínez
Nowadays, the video gaming experience is shifting from merely realistic to believable. The increasing graphic power of current graphic cards has made it possible to render near lifelike images. Unfortunately, the behaviour of the computer driven player and non-playing characters is often poor when compared to their visual appearance. In this sense, there has been a recent interest in improving the video gaming experience with novel Artificial Intelligence (AI) techniques. This paper presents a robotics inspired behavioural AI technique to simulate characters' personalities in an multi-award winning commercial video game.
Developing an augmented reality racing game BIBAFull-Text 2
  Ohan Oda; Levi J. Lister; Sean White; Steven Feiner
Augmented reality (AR) makes it possible to create games in which virtual objects are overlaid on the real world, and real objects are tracked and used to control virtual ones. We describe the development of an AR racing game created by modifying an existing racing game, using an AR infrastructure that we developed for use with the XNA game development platform. In our game, the driver wears a tracked video see-through head-worn display, and controls the car with a passive tangible controller. Other players can participate by manipulating waypoints that the car must pass and obstacles with which the car can collide. We discuss our AR infrastructure, which supports the creation of AR applications and games in a managed code environment, the user interface we developed for the AR racing game, the game's software and hardware architecture, and feedback and observations from early demonstrations.
A testbed environment for interactive storytellers BIBAFull-Text 3
  Federico Peinado; Álvaro Navarro; Pablo Gervás
Today there is a number of automatic systems for developing interactive digital storytelling applications. Each one uses its own architecture, data structure and user interface which make practically impossible to create a single universal quantitative metric to compare them. While these differences are intrinsic to the artistic nature of narrative applications, developers of underlying technology could be benefited from some "evaluation standards" for these systems' functionality, interoperability and performance. This paper describes a testbed environment that has been designed as an example scenario for testing how different interactive storytelling systems confront a set of "common challenges" of this kind of applications. In order to avoid additional programming efforts an adapter that allows the connection of this environment with other systems has been implemented and released as open source.


Toward intelligent support of authoring machinima media content: story and visualization BIBAFull-Text 4
  Mark O. Riedl; Jonathan P. Rowe; David K. Elson
The Internet and the availability of authoring tools have enabled a greater community of media content creators, including nonexperts. However, while media authoring tools often make it technically feasible to generate, edit and share digital media artifacts, they do not guarantee that the works will be valuable or meaningful to the community at large. Therefore intelligent tools that support the authoring and creative processes are especially valuable. In this paper, we describe two intelligent support tools for the authoring and production of machinima. Machinima is a technique for producing computer-animated movies through the manipulation of computer game technologies. The first system we describe, ReQUEST, is an intelligent support tool for the authoring of plots. The second system, Cambot, produces machinima from a pre-authored script by manipulating virtual avatars and a virtual camera in a 3D graphical environment.
Managing emergent character-based narrative BIBAFull-Text 5
  Ruth Aylett; Sandy Louchart; Anders Tychsen; Michael Hitchens; Rui Figueiredo; Carlos Delgado Mata
In this paper, we consider the role of narrative management in a character-based emergent narrative framework. The paper defines the problem and considers related work. It evaluates the role of the Game Master in non computer-based role-playing games and presents two initial implementations of a story facilitator within a character-based system using the FAtiMA agent architecture. Finally it considers what further work is required.
Generation of dilemma-based interactive narratives with a changeable story goal BIBAFull-Text 6
  Heather Barber; Daniel Kudenko
This paper describes the Generator of Adaptive Dilemma-based Interactive Narratives (GADIN) system. This system automatically generates interactive narratives which are focused on dilemmas in order to create dramatic tension. The user interacts with the system by making decisions on relevant dilemmas and by freely choosing their own actions. In this paper we introduce the version of GADIN which is able to create a finite story. The narrative finishes -- in a manner which is satisfying to the user -- when a dynamically determined story goal is achieved. Satisfaction of this goal may involve the user acting in a way which changes the dispositions of other characters. If the user actions cause the goal to become impossible or unlikely then they cause the story goal to be re-selected, thus meaning that the user is able to fundamentally change the overall narrative while still experiencing a coherent narrative and clear ending. This method has been applied within the children's story domain of a dinosaur adventure but is applicable in any domain which makes use of clichéd storylines. The story designer is required only to provide genre-specific storyworld knowledge and dilemmas.


A survey of human-computer interaction design in science fiction movies BIBAFull-Text 7
  Michael Schmitz; Christoph Endres; Andreas Butz
Science Fiction movies have always been a medium for speculation about the future of technology. The most visible part of technology often is its interaction design, which therefore appears prominently in these movies. This paper presents a survey of human-computer interaction designs in SciFi movies during the past decades and it relates the techniques shown there to existing technologies and prototypes in research. Different types of interaction are categorized according to their application domain in real life and compared to current research in human-computer interaction.
Consigalo: multi-user face-to-face interaction on immaterial displays BIBAFull-Text 8
  Alex Olwal; Stephen DiVerdi; Ismo Rakkolainen; Tobias Höllerer
In this paper, we describe and discuss interaction techniques and interfaces enabled by immaterial displays. Dual-sided projection allows casual face-to-face interaction between users, with computer-generated imagery in-between them. The immaterial display imposes minimal restrictions to the movements or communication of the users.
   As an example of these novel possibilities, we provide a detailed description of our Consigalo gaming system, which creates an enhanced gaming experience featuring sporadic and unencumbered interaction. Consigalo utilizes a robust 3D tracking system, which supports multiple simultaneous users on either side of the projection surface. Users manipulate graphics that are floating in mid-air with natural gestures. We have also added a responsive and adaptive sound track to further immerse the users in the interactive experience. We describe the technology used in the system, the innovative aspects compared to previous large-screen gaming systems, the gameplay and our lessons learned from designing and implementing the interactions, visuals and the auditory feedback.
Physical shortcuts for media remote controls BIBAFull-Text 9
  Alois Ferscha; Simon Vogl; Bernadette Emsenhuber; Bernhard Wally
The usability of remote controls for home entertainment systems like TV sets, set-top boxes, satellite receivers and home entertainment centers has reached overstraining complexity: about eight to ten remote controls with about sixty to eighty push-buttons each are typical for a home entertainment system setting today. To be able to harness the ever growing remote control interaction complexity, we propose physical shortcuts to express the most frequently used control commands. Embodied into an orientation aware artifact which serves as a tangible user interface, physical shortcuts are articulated as hand gestures by the user, and converted into control commands compatible with the built in infrared receivers of standard consumer electronics.
   Starting with an analysis of the kinematics of the human hand, the types of grip and its correlation with the size and shape of an object which the hand grasps and holds, we study different tangible interface geometries with the potential to serve as a physical shortcut interface, and thus as a complementary remote control. Besides cubical and cylindrical artifact geometries of different sizes, also hybrid shapes are investigated with respect to their affordance, i.e. the action possibilities of an artifact readily perceivable by an actor. For the final cube like tangible interface design, ATMega168 microcontroller based electronics involving a three axis acceleration sensor and a gyroscope, together with low power IEEE 802.15.4 wireless communication components have been developed. A finite state machine based software architecture is deployed for artifact based hand gesture recognition, and table driven issuing of IR remote control commands. Finally, a fully functional cube remote control, the TA cube, is presented as a tangible remote control for an IPTV set-top box.


Phase-based gesture motion parametrization and transitions for conversational agents with MPML3D BIBAFull-Text 10
  Klaus Brügmann; Hannes Dohrn; Helmut Prendinger; Marc Stamminger; Mitsuru Ishizuka
We present a method to produce smooth transitions between arbitrary pieces of character animation, which is based on the application of dynamic transition curves. Unlike other approaches, we achieve anytime interruptibility for body expressions, that is, gestures can be changed anytime during execution while maintaining naturalness of motion transition. To obtain highly natural skeletal movement, our approach is integrated with motion parametrization, as proposed in the "Verbs and Adverbs" technique [18], and further methods of fuzzy motion blending. We will demonstrate how the latest version of the Multimodal Presentation Markup Language (MPML3D) integrates parameterized agent behavior, and can support the incorporation of personality and emotional attentiveness in a straightforward way.
User loyalty and online communities: why members of online communities are not faithful BIBAFull-Text 11
  Petter Bae Brandtzæg; Jan Heim
Online communities are getting increasingly important for several different user groups; at the same time, community members seem to lack loyalty, as they often change from one community to another or use their community less over time. To survive and thrive, online communities must meet members' needs. By using qualitative data are from an extensive online survey of online community users and a representative sample of Internet users, 200 responses to an open question regarding community-loyalty was analyzed. Results show that there are 9 main reasons why community-users decrease in their participation over time or, in simple terms, stop using their online community: 1) Lack of interesting people/friends attending, 2) Low quality content, 3) Low usability, 4) Harassment and bullying 5) Time-consuming/isolating, 6) Low trust, 7) Over-commercialized, 8) Dissatisfaction with moderators and 9) Unspecified boring. The results, design implications and future research are discussed.
Beyond the beat: modelling intentions in a virtual conductor BIBAFull-Text 12
  Mark ter Maat; Rob M. Ebbers; Dennis Reidsma; Anton Nijholt
We describe our research on designing and implementing a Virtual Conductor. That is, a virtual human (embodied agent) that acts like a human conductor in its interaction with a real, human orchestra. We reported previously on a first version that used a digital musical score to lead an orchestra. This conductor was able to conduct the beat with a certain tempo and dynamics, and to correct the tempo if necessary, using advanced audio analysis. We observed this Virtual Conductor at work during various performances for which he was invited. These performances made us aware of shortcomings. Therefore we took a closer look at the interaction between conductors and musicians in practice, both during performances and during rehearsals, and based on this study we introduced conducting gestures that display the intentions of a conductor and developed rehearsal modules. Apart from the literature on conducting we took into account videos of human conductors and interviewed human conductors. In addition we introduced principles from conversational analysis in the new design of our Virtual Conductor.