HCI Bibliography Home | HCI Conferences | INTETAIN Archive | Detailed Records | RefWorks | EndNote | Hide Abstracts
INTETAIN Tables of Contents: 050809111314

Proceedings of the 2009 International Conference on INtelligent TEchnologies for interactive enterTAINment

Fullname:INTETAIN 2009: Third International Conference on Intelligent Technologies for Interactive Entertainment
Editors:Anton Nijholt; Dennis Reidsma; Hendri Hondorp
Location:Amsterdam, Netherlands
Dates:2009-Jun-22 to 2009-Jun-24
Publisher:Springer Berlin Heidelberg
Series:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 9
Standard No:DOI: 10.1007/978-3-642-02315-6 hcibib: INTETAIN09; ISBN: 978-3-642-02314-9 (print), 978-3-642-02315-6 (online)
Links:Online Proceedings | Conference Website
  1. Keynote Speakers
  2. Full Papers
  3. Short Papers

Keynote Speakers

Entertainment Computing, Social Transformation and the Quantum Field BIBAKFull-Text 1-8
  Matthias Rauterberg
The abstract should summaritinment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be a normative position to enhance human living through social transformation. One possible option in this direction is a shared 'conscious' field. Several ideas about a new kind of field based on quantum effects are presented and discussed. Assuming that social transformation is based on a shared collective unconscious I propose designing entertainment technology for a new kind of user experience that can transform in a positive manner the individual unconscious and therefore the collective unconscious as well. Our ALICE project can be seen as a first attempt in this direction.
Keywords: culture; social responsibility; entertainment; computing; quantum field
Non-verbal Full Body Emotional and Social Interaction: A Case Study on Multimedia Systems for Active Music Listening BIBAKFull-Text 9-18
  Antonio Camurri
Research on HCI and multimedia systems for art and entertainment based on non-verbal, full-body, emotional and social interaction is the main topic of this paper. A short review of previous research projects in this area at our centre are presented, to introduce the main issues discussed in the paper. In particular, a case study based on novel paradigms of social active music listening is presented. Active music listening experience enables users to dynamically mould expressive performance of music and of audiovisual content. This research is partially supported by the 7FP EU-ICT Project SAME (Sound and Music for Everyone, Everyday, Everywhere, Every Way, www.sameproject.eu).
Keywords: non-verbal full-body multimodal interfaces; emotion; social signals; sound and music computing; active listening

Full Papers

Home Exercise in a Social Context: Real-Time Experience Sharing Using Avatars BIBAKFull-Text 19-31
  Yasmin Aghajan; Joyca Lacroix; Jingyu Cui; Aart van Halteren; Hamid Aghajan
This paper reports on the design of a vision-based exercise monitoring system. The system aims to promote well-being by making exercise sessions enjoyable experiences, either through real-time interaction and instructions proposed to the user, or via experience sharing or group gaming with peers in a virtual community. The use of avatars is explored as means of representation of the user's exercise movements or appearance, and the system employs user-centric approaches in visual processing, behavior modeling via history data accumulation, and user feedback to learn the preferences. A preliminary survey study has been conducted to explore the avatar preferences in two user groups.
Keywords: Exercise monitor; avatars; pose analysis; experience sharing; social networks; user acceptance
Generating Instructions in a 3D Game Environment: Efficiency or Entertainment? BIBAKFull-Text 32-43
  Roan Boer Rookhuiszen; Mariët Theune
The GIVE Challenge was designed for the evaluation of natural language generation (NLG) systems. It involved the automatic generation of instructions for users in a 3D environment. In this paper we introduce two NLG systems that we developed for this challenge. One system focused on generating optimally helpful instructions while the other focused on entertainment. We used the data gathered in the Challenge to compare the efficiency and entertainment value of both systems. We found a clear difference in efficiency, but were unable to prove that one system was more entertaining than the other. This could be explained by the fact that the set-up and evaluation methods of the GIVE Challenge were not aimed at entertainment.
Keywords: instructions; 3D environment; Natural Language Generation; game; evaluation; efficiency vs. entertainment
Interactive Documentary: A Production Model for Nonfiction Multimedia Narratives BIBAKFull-Text 44-55
  Insook Choi
This paper presents an interactive production model for nonfiction multimedia, referred to as interactive documentary. We discuss the design of ontologies for authoring interactive documentary. A working prototype supports the use of reasoning for retrieving, composing, and displaying media resources in real-time. A GUI is designed to facilitate concept-based navigation which enables queries across media resources of diverse types. A dual-root-node data design links ontological reasoning with metadata, which provides a method for defining hybrid semantic-quantitative relationships. Our application focuses on archiving and retrieving non-text based media resources. The system architecture supports sensory-rich display feedback with real time interactivity for navigating documents' space. We argue an experience of narratives evolves through the performitivity in the interactive narrative structure when the constituents are mediated by common ontology. The consequential experience identifies a renewed practice of oral tradition where the accumulative sensorial propositions inform narratives, such as in performance practice.
Keywords: Documentary; ontology; authoring; media production; cognitive architecture; oral tradition; GUI; interaction design
A Design Approach to Decentralized Interactive Environments BIBAKFull-Text 56-67
  Harm van Essen; Pepijn Rijnbout; Mark de Graaf
We are exploring a design approach to the implementation of decentralized intelligent environments. We adopt the research through design process by creating an infrastructure of physical, interactive objects and explore the potential of a decentralized philosophy in four design iterations. Open-ended play serves as a fruitful context for design cases. Iterations of prototyping and user testing facilitate the exploration of emergence. One of the design outcomes is a simple decentralized system for soccer training which proved to be very successful on challenge and motivation, and inspired players to invent a range of games, both competitive and cooperative.
Keywords: open-ended play; decentralized systems; research-through-design; ubiquitous computing
Accessible Gaming through Mainstreaming Kinetic Controller BIBAKFull-Text 68-77
  Yolanda Garrido; Álvaro Marco; Joaquín Segura; Teresa Blanco; Roberto Casas
Leisure is a very important aspect in our everyday life; and gaming is one of the main ways to it. Depending on the particular situation of each person, the way of playing could be very different. Motivation, preferences, skills, knowledge are some of the factors that influences this experience. When the person has a disability, additional agents come to scene such as cognitive level and mobility. Besides the design of the game, these factors clearly affect how the person interacts with the game; its user interface. In this paper we present a tool that allows people with disabilities to play games with a normalized user interface. This tool a) manages several wireless kinetic remote controllers, e.g. the Wiimotes; b) can be configured to capture any voluntary movements users could do and c) convert them into the specific inputs required by existing adapted games. As a result, users with disabilities can experience and enjoy games that were previously inaccessible to them.
Keywords: user interface; people with disabilities; accessibility; games; kinetic controllers; design for all
Interactive Play Objects: The Influence of Multimodal Output on Open-Ended Play BIBAKFull-Text 78-89
  Eva Hopma; Tilde Bekker; Janienke Sturm
In this paper we investigate how providing multiple output modalities affects open-ended play with interactive toys. We designed a play object which reacts to children's physical behavior by providing multimodal output and we compared it with a unimodal variant, focusing on the experience and creativity of the children. In open-ended play children create their own games inspired by the interaction with a play object. We show how the modalities affect the number of games played, the type and diversity of games that the children created, and the way children used the different feedback modalities as inspiration for their games. Furthermore, we discuss the consequences of our design choices on open-ended play.
Keywords: open-ended play; creativity; social interaction; interactive toys; children; multimodality; design
Swinxsbee: A Shared Interactive Play Object to Stimulate Children's Social Play Behaviour and Physical Exercise BIBAKFull-Text 90-101
  Martijn Jansen; Tilde Bekker
This paper describes a study on the influence of personal and shared play objects on the amount of social interaction. The study makes use of Swinxs, a commercially available game console that uses the strength of digital games to facilitate physically active games that can be played indoor or outdoor. A Frisbee-like object called Swinxsbee has been designed to support new game possibilities for Swinxs and stimulate social interaction. The results of a user evaluation show that children playing with shared objects engage in more social interaction than children playing with personal objects. Furthermore we observed that when games require much physical activity, this might have a negative influence on the level of social interaction, while games demanding creativity might have a positive influence.
Keywords: intelligent play objects; head-up play; social play behaviour
Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application BIBAKFull-Text 102-109
  L. Malatesta; A. Raouzaiou; L. Pearce; K. Karpouzis
The current work presents the affective interface adaptations in the Musickiosk application. Adaptive interaction poses several open questions since there is no unique way of mapping affective factors of user behaviour to the output of the system. Musickiosk uses a non-contact interface and implicit interaction through emotional affect rather than explicit interaction where a gesture, sound or other input directly maps to an output behaviour -- as in traditional entertainment applications. PAD model is used for characterizing the different affective states and emotions.
Keywords: affective interaction; adaptive interaction; interactive entertainment; PAD model
iTheater Puppets Tangible Interactions for Storytelling BIBAKFull-Text 110-118
  Oscar Mayora; Cristina Costa; Andrei Papliatseyeu
In this paper we present preliminary work on iTheater, an interactive integrated system for story-creation and storytelling, dedicated to young children. Based on the analogy with hand puppets' theatre, the system aims to create an interactive environment where children will be able to give life to their imaginary characters by creating, editing and recording computer animations in a simple and exciting way, through the movement and tactile manipulation of traditional hand puppets. The system merges the familiarity of use of physical objects with the engaging richness of expression of sounds, images and animations. The iTheater is conceived as a creative flexible toolkit to create and tell stories, taking advantage of the new opportunities based on the multimedia and interactive technologies.
Keywords: Tangible interfaces; children; puppetry; edutainment; new hardware technology for interaction and entertainment
Automatic and Interactive Key Posture Design by Combing the PIK with Parametric Posture Splicing BIBAKFull-Text 119-130
  Shilei Li; Bing Wu; Jiahong Liang; Jiongming Su
Key posture design is commonly needed in computer animation. This paper presents an automatic and interactive whole body posture designing technique by combining the PIK (prioritized inverse kinematics) with the proposed parametric human posture splicing technique. The key feature of PIK is that the user can design a posture by adding high level constraints with different priorities. However, the PIK is essentially a numerical IK algorithm which relies on the iterative optimization starting from a good enough initial posture to get the final result. To speed up the running efficiency and ensure the lifelikeness of the final posture, the parametric posture splicing technique is proposed to generate the initial guess of the PIK. According to the set of the high level constraints, the whole body is divided into some partial parts, whose postures are then generated by the parametric posture synthesis from a single posture database. Then an initial posture guess with some main characteristics of the finally acceptable posture can be generated approximately by splicing these partial body postures together. Starting from this initial guess and with all constraints considered at different priority levels, the PIK can be initialized with a bias defined by this particularly initial guess and iterated step by step to get a final posture. The total process of the whole body posture generation is automatic and interactive. The experimental results show that this combination method can not only improve the computation efficiency of the PIK but also can simultaneously ensure the naturalness of the final posture.
Keywords: character animation; posture designing; prioritized inverse kinematics; parametric posture splicing
Web-Enabled 3D Game Playing for Looped Knight's Tour BIBAKFull-Text 131-142
  Gregory C. L. Lum; David Y. Y. Yun
This paper elucidates the development of a 3D graphics display environment that facilitates the finding of a closed Loop Knight's Tour (LKT) that uniquely covers each grid in a 3D rectangular box. When LKT is played as a solitaire game in 3D space, it is not only mentally challenging but also difficult for the player to visualize the current or past (occupied) positions and to consider any follow-on possibilities (open grids). These graphic facilities simplify the visualization the global box as occupied and open grids and allow the convenient examination of the sequential chain of knight's moves. Relevant information and valuable relations are computed and displayed to assist the player in choosing the next grid to occupy and closing the ends to form a loop. This graphic game environment is Web enabled via Google's SketchUp. An online community may be developed as users challenge one another by increasingly difficult configurations.
Keywords: knight's tour; closed-loop; 3D grid box; solitaire game; community challenges; growing solved database; Web interaction; Google; SketchUp
Robosonic: Randomness-Based Manipulation of Sounds Assisted by Robots BIBAKFull-Text 143-152
  Filipe Costa Luz; Rui Pereira Jorge; Vasco Bila
In this text, we intend to explore the possibilities of sound manipulation in a context of augmented reality (AR) through the use of robots. We use the random behaviour of robots in a limited space for the real-time modulation of two sound characteristics: amplitude and frequency. We add the possibility of interaction with these robots, providing the user the opportunity to manipulate the physical interface by placing markers in the action space, which alter the behaviour of the robots and, consequently, the audible result produced.
   We intend to demonstrate through the agents, programming of random processes and direct manipulation of this application, that it is possible to generate empathy in interaction and obtain specific audible results, which would be difficult to otherwise reproduce due to the infinite loops that the interaction promotes.
Keywords: Augmented Reality; Robots; Sound; Agents; Randomness; Communication; Collaborative Composing
Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games BIBAKFull-Text 153-168
  Anton Nijholt; Boris Reuderink; Danny Oude Bos
In recent years we have seen a rising interest in brain-computer interfacing for human-computer interaction and potential game applications. Until now, however, we have almost only seen attempts where BCI is used to measure the affective state of the user or in neurofeedback games. There have hardly been any attempts to design BCI games where BCI is considered to be one of the possible input modalities that can be used to control the game. One reason may be that research still follows the paradigms of the traditional, medically oriented, BCI approaches. In this paper we discuss current BCI research from the viewpoint of games and game design. It is hoped that this survey will make clear that we need to design different games than we used to, but that such games can nevertheless be interesting and exciting.
Keywords: Brain-computer Interfacing; Multimodal Interaction; Game Design
Immersion in Movement-Based Interaction BIBAKFull-Text 169-180
  Marco Pasch; Nadia Bianchi-Berthouze; Betsy van Dijk; Anton Nijholt
The phenomenon of immersing oneself into virtual environments has been established widely. Yet to date (to our best knowledge) the physical dimension has been neglected in studies investigating immersion in Human-Computer Interaction (HCI). In movement-based interaction the user controls the interface via body movements, e.g. direct manipulation of screen objects via gestures or using a handheld controller as a virtual tennis racket. It has been shown that physical activity affects arousal and that movement-based controllers can facilitate engagement in the context of video games. This paper aims at identifying movement features that influence immersion. We first give a brief survey on immersion and movement-based interfaces. Then, we report results from an interview study that investigates how users experience their body movements when interacting with movement-based interfaces. Based on the interviews, we identify four movement-specific features. We recommend them as candidates for further investigation.
Keywords: Movement-based interaction; exertion; immersion; engagement; flow; games; entertainment

Short Papers

Mood Swings: An Affective Interactive Art System BIBAKFull-Text 181-186
  Leticia S. S. Bialoskorski; Joyce H. D. M. Westerink; Egon L. van den Broek
The progress in the field of affective computing enables the realization of affective consumer products, affective games, and affective art. This paper describes the affective interactive art system Mood Swings, which interprets and visualizes affect expressed by a person. Mood Swings is founded on the integration of a framework for affective movements and a color model. This enables Mood Swings to recognize affective movement characteristics as expressed by a person and display a color that matches the expressed emotion. With that, a unique interactive system is introduced, which can be considered as art, a game, or a combination of both.
Keywords: Mood Swings; affect; colors; movement; interaction
Navigating a Maze with Balance Board and Wiimote BIBAKFull-Text 187-192
  Wim Fikkert; Niek Hoeijmakers; Paul van der Vet; Anton Nijholt
Input from the lower body in human-computer interfaces can be beneficial, enjoyable and even entertaining when users are expected to perform tasks simultaneously. Users can navigate a virtual (game) world or even an (empirical) dataset while having their hands free to issue commands. We compared the Wii Balance Board to a hand-held Wiimote for navigating a maze and found that users completed this task slower with the Balance Board. However, the Balance Board was considered more intuitive, easy to learn and 'much fun'.
Keywords: H.5.2. User interfaces; Evaluation; Input devices and strategies
Experiences with Interactive Multi-touch Tables BIBAKFull-Text 193-200
  Wim Fikkert; Michiel Hakvoort; Paul van der Vet; Anton Nijholt
Interactive multi-touch tables can be a powerful means of communication for collaborative work as well as an engaging environment for competition. Through enticing gameplay we have evaluated user experience on competitive gameplay, collaborative work and musical expression. In addition, we report on our extensive experiences with two types of interactive multi-touch tables and we introduce a software framework that abstracts from their technical differences.
Keywords: Interactive table display; User and developer experience
The Hyper-trapeze: A Physically Active Audio-Visual Interface for Performance and Play BIBAKFull-Text 201-206
  Anne Hoekstra; Christoph Bartneck; Michael J. Lyons
This paper reports the design, implementation, and application of a new interface for augmenting performance and play on the low flying trapeze. Sensors were used to gauge the motion of the trapeze and performer, mapping the data to control interactive sound and animation. The interface was tested in the context of a new multimedia composition entitled "Autumn".
Keywords: trapeze; performance interface; exertainment; exertion interface
Dead on Arrival: Adapting Games to Finish at a Given Time or Location BIBAKFull-Text 207-212
  Arne von Öhsen; Jörn Loviscach
Casual and other games often serve as time-killing applications, be it on the commuter train or in the back seat of a shared car. When one arrives at the destination, the game has to be interrupted or aborted, which is annoying or even frustrating. Hence, we propose to continuously adapt the game's level of difficulty to the estimated remaining time to arrival. This can be preset as a number of minutes or can continuously be estimated from the player's position in relation to a predefined destination. Our dungeon-style prototype is based on an automated engine for content placement and can also make use of GPS data. We report on preliminary results from user tests.
Keywords: game difficulty adaptation; automated content creation; GPS; location-based service; casual games
Design and Implementation of a Mobile Exergaming Platform BIBAKFull-Text 213-220
  Laurent Prévost; Olivier Liechti; Michael J. Lyons
This paper describes the design, implementation, and initial testing of a reusable platform for the creation of pervasive games with geo-localization services. We concentrate on role-playing games built by combining several types of simpler mini-games having three major components: Quests; Collectables; and Non-player characters (NPC). Quests encourage players to be active in their physical environment and take part in collaborative play; Collectables provide motivation; and NPCs enable player-friendly interaction with the platform. Each of these elements poses different technical requirements, which were met by implementing the gaming platform using the inTrack pervasive middle-ware being developed by our group. Several sample games were implemented and tested within the urban environment of Kyoto, Japan, using gaming clients running on mobile phones from NTT DoCoMo, Japan's largest mobile provider.
Keywords: pervasive computing; exergaming; location-based service
Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments BIBAKFull-Text 221-227
  Boris Reuderink; Anton Nijholt; Mannes Poel
We present the design and development of Affective Pacman, a game that induces frustration to study the effect of user state changes on the EEG signal. Affective Pacman is designed to induce frustration for short periods, and allows the synchronous recording of a wide range of sensors, such as physiological sensors and EEG in addition to the game state. A self-assessment is integrated in the game to track changes in user state. Preliminary results indicate a significant effect of the frustration induction on the EEG.
Keywords: Brain-Computer Interfaces; EEG; physiological sensors; frustration; affective computing; Pacman
Stay Tuned! An Automatic RSS Feeds Trans-coder BIBAKFull-Text 228-233
  Patrick Salamin; Alexandre Wetzel; Daniel Thalmann; Frédéric Vexo
News aggregators are widely used to read RSS feeds but they require the user to be in front of a screen. While moving, people usually do not have any display, or very small ones. Moreover, they need to perform actions to get access to the news: download a tool, choose to generate audio files from the news, and send them to e.g. an MP3 player. We propose in this paper a system that automatically detects when the user leaves the computer room and directly sends the trans-coded news onto the user Smartphone. All the aggregated news are then transmitted to the user who can listen to them without any action. We present in this paper such a system and the very promising results we obtained after testing it.
Keywords: User context awareness; RSS reader; Trans-coding; Geo-localization
An Experiment in Improvised Interactive Drama BIBAKFull-Text 234-239
  Ivo Swartjes; Mariët Theune
To inform the design of interactive drama systems, we investigate the experience of an interactor being part of a story that they can have a fundamental influence on. Improvisational theatre might serve as a model for this experience, where there is no pre-scripted plot; each of its actors shares responsibility for the collaborative emergence of a story. This requires a performer attitude from the interactor. We describe an experiment in which improv actors create a story together with subjects who have no improv experience, to find out how we can characterize this experience, and how it might be achieved. Our results support a recent hypothesis that an interactor in interactive drama might be treated as a collaborative performer rather than an (antagonistic) player.
Keywords: Interactive Storytelling; Dramatic Presence; Interactive Drama; Improvisational Theatre
Big Fat Wand: A Pointing Device for Open Space Edutainment BIBAKFull-Text 240-245
  Toru Takahashi; Miki Namatame; Fusako Kusunoki; Takao Terano
This paper presents principles, functions, and experiments of a new edutainment tool: Big Fat Wand (BFW). BFW is developed from a conventional laser show device, however, it is modified to a small enough one to be used at an open apace. BFW is connected to a laptop PC, which provides character, symbol images, and/or animations. From experimental results, we conclude that BFW is a good gear for a facilitator to educate and educate hearing-impaired students.
Keywords: Laser Show Device; Edutainment in an Open Space; Education for Hearing-Impaired Students; Interactive Sessions
Enhancing Mediated Interpersonal Communication through Affective Haptics BIBAKFull-Text 246-251
  Dzmitry Tsetserukou; Alena Neviarouskaya; Helmut Prendinger; Naoki Kawakami; Mitsuru Ishizuka; Susumu Tachi
Driven by the motivation to enhance emotionally immersive experience of real-time messaging in 3D virtual world Second Life, we are proposing a conceptually novel approach to reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner through specially designed system, iFeel_IM!. In the paper we are describing the development of novel haptic devices (HaptiHeart, HaptiHug, HaptiTickler, HaptiCooler, and HaptiWarmer) integrated into iFeel_IM! system, which architecture is presented in detail.
Keywords: Affective haptics; affective user interface; wearable devices
Opinion Elicitation in Second Life BIBAKFull-Text 252-257
  Marijn van Vliet; Alena Neviarouskaya; Helmut Prendinger
The paper describes a novel method for opinion elicitation, which is based on the popular 3D online world of "Second Life". Here people, as avatars, are put into a somewhat realistic context related to the topic for which opinions are sought. We hypothesize that this kind of concrete, interactive context supports the evocation of opinions better than non-context methods, e.g. only showing related images. To confirm our hypothesis, we conducted a small pilot study, which compares the influence of static and interactive context methods on the opinions expressed by subjects. The opinion elicitation scenario in Second Life is supported by the automatic retrieval of opinions from the web. The results of a study indicate that subjects show more reasoned opinions in the interactive condition. A demo illustrating the content of this paper is available.
Keywords: Opinion elicitation; virtual worlds; avatars; subjectivity analysis
Hidden Markov Models Implementation for Tangible Interfaces BIBAKFull-Text 258-263
  Piero Zappi; Elisabetta Farella; Luca Benini
Smart objects equipped with inertial sensors can recognize gestures and act as tangible interfaces to interact with smart environments. Hidden Markov Models (HMM) are a powerful tool for gesture recognition. Gesture recognition with HMM is performed using the forward algorithm. In this paper we evaluate the fixed point implementation of the forward algorithm for HMM to assess if this implementation can be effective on resource constraint devices such as the Smart Micrel Cube (SMCube). The SMCube is a tangible interfacet that embeds an 8-bit microcontroller running at 7.372 MHz. The complexity-performance trade off has been explored, and a discussion on the critical steps of the algorithm implementation is presented.
Keywords: Smart Object; Hidden Markov Models; Tangible interfaces; Fixed point