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INTETAIN Tables of Contents: 050809111314

Proceedings of the 2013 International Conference on INtelligent TEchnologies for interactive enterTAINment

Fullname:INTETAIN 2013: 5th International ICST Conference on Intelligent Technologies for Interactive Entertainment, Revised Selected Papers
Editors:Matei Mancas; Nicolas d' Alessandro; Xavier Siebert; Bernard Gosselin; Carlos Valderrama; Thierry Dutoit
Location:Mons, Belgium
Dates:2013-Jul-03 to 2013-Jul-05
Publisher:Springer International Publishing
Series:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 124
Standard No:DOI: 10.1007/978-3-319-03892-6 hcibib: INTETAIN13; ISBN: 978-3-319-03891-9 (print), 978-3-319-03892-6 (online)
Links:Online Proceedings | Conference Website
  1. Linked Media
  2. Gaming Technologies
  3. Technologies for Live Entertainment

Linked Media

Personalized Summarization of Broadcasted Soccer Videos with Adaptive Fast-Forwarding BIBAKFull-Text 1-11
  Fan Chen; Christophe De Vleeschouwer
We propose a hybrid personalized summarization framework that combines adaptive fast-forwarding and content truncation to generate comfortable and compact video summaries. We formulate video summarization as a discrete optimization problem, where the optimal summary is determined by adopting Lagrangian relaxation and convex-hull approximation to solve a resource allocation problem. Subjective experiments are performed to demonstrate the relevance and efficiency of the proposed method.
Keywords: Personalized Video Summarization; Adaptive Fast forwarding; Soccer Video Analysis
Real-Time GPU-Based Motion Detection and Tracking Using Full HD Videos BIBAKFull-Text 12-21
  Sidi Ahmed Mahmoudi; Michal Kierzynka; Pierre Manneback
Video processing algorithms present a necessary tool for various domains related to computer vision such as motion tracking, videos indexation and event detection. However, the new video standards, especially those in high definitions, cause that current implementations, even running on modern hardware, no longer respect the needs of real-time processing. Several solutions have been proposed to overcome this constraint, by exploiting graphic processing units (GPUs). Although, they present a high potential of GPU, any is able to treat high definition videos efficiently. In this work, we propose a development scheme enabling an efficient exploitation of GPUs, in order to achieve real-time processing of Full HD videos. Based on this scheme, we developed GPU implementations of several methods related to motion tracking such as silhouette extraction, corners detection and tracking using optical flow estimation. These implementations are exploited for improving performances of an application of real-time motion detection using mobile camera.
Keywords: GPU; CUDA; video processing; motion tracking; real-time
Feeling Something without Knowing Why: Measuring Emotions toward Archetypal Content BIBAKFull-Text 22-31
  Huang-Ming Chang; Leonid Ivonin; Wei Chen; Matthias Rauterberg
To enhance communication among users through technology, we propose a framework that communicates 'pure experience.' This framework can be achieved by providing emotionally charged communication. To initiate this undertaking, we propose to explore materials for communicating human emotions. Research on emotion mainly focuses on emotions that are relevant to utilitarian concerns. Besides the commonly-known emotions like joy and fear, there are non-utilitarian emotions, such as aesthetic emotions, which are essential to our daily lives. Based on Jung's theory of collective unconsciousness, we consider archetypal content as a new category of affective stimuli of non-utilitarian emotions. We collected pictures and sounds of the archetype of the self, and conducted an experiment with existing affective stimuli of utilitarian emotions. The results showed that archetypal content is potential to be a new category of affective content. It is promising to explore other affective content for further studies.
Keywords: affective computing; non-utilitarian emotion; archetypal content
Web and TV Seamlessly Interlinked: LinkedTV BIBAKFull-Text 32-42
  Lyndon Nixon
This paper reports on the vision of LinkedTV driven by the EU project of the same name, and the work done in its first year. LinkedTV is a new type of television (or audio-visual) experience where Web and TV content can be seamlessly interlinked based on the concepts present within that content. The project addresses how the Web and TV is converging in end devices, and particularly this paper focuses on how we intend to answer the research challenges that the LinkedTV vision raises.
Keywords: Smart TV; Networked Media; semantic multimedia; media annotation; Connected TV; future TV
VideoHypE: An Editor Tool for Supervised Automatic Video Hyperlinking BIBAKFull-Text 43-48
  Lotte Belice Baltussen; Jaap Blom; Roeland Ordelman
Video hyperlinking is regarded as a means to enrich interactive television experiences. Creating links manually however has limitations. In order to be able to automate video hyperlinking and increase its potential we need to have a better understanding of how both broadcasters that supply interactive television and the end-users approach and perceive hyperlinking. In this paper we report on the development of an editor tool for supervised automatic video hyperlinking that will allow us to investigate video hyperlinking in a real-life scenario.
Keywords: video hyperlinking; interactive television; video analysis; user studies; information extraction
Interactive TV Potpourris: An Overview of Designing Multi-screen TV Installations for Home Entertainment BIBAKFull-Text 49-54
  Radu-Daniel Vatavu; Matei Mancas
Home entertainment systems comprising multiple TV screens offer new opportunities to display more content, accommodate more viewers, and deliver enriched user experiences. In many cases, such installations take the form of mixed-reality environments, in which video projections coexist with physical TV sets. We refer to such installations as interactive TV potpourris, due to their composite nature of hybridizing individual TV screens of different natures, form factors, and potential to render different multimedia types. This work discusses current implementations for interactive TV potpourris, identifies technical and interaction challenges, and pinpoints future research and development directions. It is our hope that this work will encourage new explorations and developments of TV potpourris.
Keywords: interactive TV; TV potpourris; interaction techniques; multiple displays; home entertainment
3D Head Pose Estimation for TV Setups BIBAKFull-Text 55-64
  Julien Leroy; Francois Rocca; Matei Mancas; Bernard Gosselin
In this paper, we present an architecture of a system which aims to personalize the TV content to the viewer reactions. The focus of the paper is on a subset of this system which identifies moments of attentive focus in a non-invasive and continuous way. The attentive focus is used to dynamically improve the user profile by detecting which displayed media or links have drawn the user attention. Our method is based on the detection and estimation of face pose in 3D using a consumer depth camera. Two preliminary experiments were carried out to test the method and to show its link to viewer interest. This study is realized in the scenario of a TV with a second screen interaction (tablet, smartphone), a behaviour that has become common for spectators.
Keywords: attention; head pose estimation; second screen interaction; eye tracking; Facelab; future TV; personalization
Visualizing Rembrandt BIBAKFull-Text 65-70
  Tamara Pinos Cisneros; Andrés Pardo Rodríguez
Visualizing Rembrandt is a web application that helps users to view connections between Rembrandt and other artists with whom he had a professional relationship. These connections can be made by choosing from different criteria: teachers, pupils, influenced by, influenced on, human figure, landscape, drawing and paintings. The data for this project was provided by the RKD (Rijksbureau voor Kunsthistorische Documentatie) and an application built with Java and Javascript was used for its display. This application is an innovative tool that is helpful to display museums data in an efficient fashion, which can be a good support for visualizing and connecting data in museums and exhibitions (and can be used with different artists data).
Keywords: Rembrandt; data visualization; art; museum

Gaming Technologies

Stylistic Walk Synthesis Based on Fourier Decomposition BIBAKFull-Text 71-79
  Joelle Tilmanne; Thierry Dutoit
We present a stylistic walk modeling and synthesis method based on frequency analysis of motion capture data. We observe that two peaks corresponding to the walk cycle fundamental frequency and its first harmonic can easily be found for most walk styles in the Fourier transform. Hence a second order Fourier series efficiently represents most styles, as assessed in the subjective user evaluation procedure, even though it results in a strong filtering of the original signals and hence a strong smoothing of the resulting motion sequences.
Keywords: motion capture; synthesis; Fourier transform
Automatically Mapping Human Skeletons onto Virtual Character Armatures BIBAKFull-Text 80-89
  Andrea Sanna; Fabrizio Lamberti; Gianluca Paravati; Gilles Carlevaris; Paolo Montuschi
Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents a novel methodology for the automatic mapping of a human skeleton onto virtual character armatures. By extending the concept of graph similarity, joints and bones of the tracked human skeleton are mapped onto an arbitrary shaped armature. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Preliminary results show that the proposed solution can already be used to animate truly different characters such as a Pixar-like lamp, a fish or a dog.
Keywords: virtual character animation; automatic armature mapping; motion capture; graph similarity
KinectBalls: An Interactive Tool for Ball Throwing Games BIBAKFull-Text 90-95
  Jonathan Schoreels; Romuald Deshayes; Tom Mens
We present a tool that was developed in the context of the first author's masters project. The tool implements an interactive computer game combining the real and the virtual world in a seamless way. The player interacts with the game by throwing balls towards a wall on which a virtual 3D scene is projected. Using the Kinect 3D sensor, we compute and predict the trajectory, speed and position of the ball. Upon impact with the screen, a virtual ball continues its trajectory in the virtual scene, and interacts with the objects around it using a physical and a graphical 3D engine Bullet, and Ogre3D. The prototype game has been successfully tested on a large number of people of varying ages.
Keywords: Kinect; HCI; virtual reality; object tracking
Medianeum: Gesture-Based Ergonomic Interaction BIBAKFull-Text 96-103
  François Zajéga; Cécile Picard-Limpens; Julie René; Antonin Puleo; Justine Decuypere; Christian Frisson; Thierry Ravet; Matei Mancas
The proposed Medianeum system consists in an interactive installation allowing general audiences to explore a timeline and access informational multimedia data such as texts, images and video.
   Through a Microsoft Kinect depth sensor, users' skeletons are captured and their gestures are tracked to interact with the data presented on a screen in an ergonomic way.
   The graphical user interface is built upon ProcesSwing, our version of the Processing IDE embedded into a standard Swing Java GUI widget toolkit application, and the TimelineJS library from Vérité.co/Northwestern University, allowing to create online, personalized and interactive timelines that mash up historical events, sorted in definable categories.
Keywords: timeline; Kinect; ergonomics; gestures; interface; interaction
About Experience and Emergence -- A Framework for Decentralized Interactive Play Environments BIBAKFull-Text 104-113
  Pepijn Rijnbout; Linda de Valk; Arnold Vermeeren; Tilde Bekker; Mark de Graaf; Ben Schouten; Berry Eggen
Play is an unpredictable and fascinating activity. Its qualities can serve as an inspiration for design. In designing for play, we focus on play environments with players and multiple interactive objects. The current understanding of how to design these objects and interaction opportunities to create meaningful interactions and engaging user experiences is limited. In this paper we introduce a framework focusing on the development of decentralized interactive play environments for emergent play. This framework combines knowledge from different fields including play, user experience, emergent behavior and interactions. Two case studies demonstrate its use as a tool for analysis.
Keywords: Framework; open-ended play; emergence; user experience; interactions
MashtaCycle: On-Stage Improvised Audio Collage by Content-Based Similarity and Gesture Recognition BIBAKFull-Text 114-123
  Christian Frisson; Gauthier Keyaerts; Fabien Grisard; Stéphane Dupont; Thierry Ravet; François Zajéga; Laura Colmenares Guerra; Todor Todoroff; Thierry Dutoit
In this paper we present the outline of a performance in-progress. It brings together the skilled musical practices from Belgian audio collagist Gauthier Keyaerts aka Very Mash'ta; and the realtime, content-based audio browsing capabilities of the AudioCycle and LoopJam applications developed by the remaining authors. The tool derived from AudioCycle named MashtaCycle aids the preparation of collections of stem audio loops before performances by extracting content-based features (for instance timbre) used for the positioning of these sounds on a 2D visual map. The tool becomes an embodied on-stage instrument, based on a user interface which uses a depth-sensing camera, and augmented with the public projection of the 2D map. The camera tracks the position of the artist within the sensing area to trigger sounds similarly to the LoopJam installation. It also senses gestures from the performer interpreted with the Full Body Interaction (FUBI) framework, allowing to apply sound effects based on bodily movements. MashtaCycle blurs the boundary between performance and preparation, navigation and improvisation, installations and concerts.
Keywords: Human-music interaction; audio collage; content-based similarity; gesture recognition; depth cameras; digital audio effects
DanSync: A Platform to Study Entrainment and Joint-Action during Spontaneous Dance in the Context of a Social Music Game BIBAKFull-Text 124-135
  Michiel Demey; Chris Muller; Marc Leman
This paper presents a social music game, named DanSync, as a platform to study joint-action. This game context proves to be an effective manner to study spontaneous dance of players in a laboratory setting. Because of the gameplay participants are engaged in dancing to music with a strong motivation. Performance of dance synchronization to music is studied throughout the gameplay. Joint-action in a dyad is quantified in terms of correlation and phase-locking. Furthermore, entrainment and social bonding in small groups is studied by introducing perturbations in the music stimulus.
Keywords: Entrainment; gaming; music
Graphical Spatialization Program with Real Time Interactions (GASPR) BIBAKFull-Text 136-145
  Thierry Dilger
There is a dominant paradigm that links playback of audio files in a multi-channel sound system. It consists of a "top view" (or 3D) representation of the listening room with speakers set virtually in this space. The main drawback of this paradigm is the lack of order and harmony of trajectories representation leading to highly complex systems. In addition, it is very difficult to have an overview of a sound piece whole spatialization process. GASPR software gives the composer a new graphical representation of trajectories in space and time. It is based on a programmable behavioral video game engine. It is also possible to use any kind of sensors to control it live. GASPR relies on the RGB (red, green blue) color coding working on three axes: time (x), sound setup (y) and intensity of each sound (z). This paradigm opens up new doors for interactive surround sound composition.
Keywords: surround sound; spatialization; interaction; trajectories; video game engine; sound behavior; graphical representation; color mapping; sound installation; sound art
Accuracy Study of a Real-Time Hybrid Sound Source Localization Algorithm BIBAKFull-Text 146-155
  Fernando A. Escobar; Xin Chang; Christian Ibala; Carlos Valderrama
Sound source localization in real time can be employed in numerous applications such as filtering, beamforming, security system integration, etc. Algorithms employed in this field require not only fast processing speed but also enough accuracy to properly cope with the application requirements. This work presents accuracy benchmarks of a hybrid approach previously proposed, which is based on the Generalized Cross Correlation (GCC), and the Delay and Sum beamforming (DSB). Tests were performed considering a linear microphone array simulated in MATLAB. Analysis through variations in array size, number of microphones, spacing and other characteristics, were included. Results obtained show that the proposed algorithm is as good as the DSB under some conditions that can be easily met.
Keywords: Accuracy; Sound localization; Generalized Cross Correlation; Beamforming; Computational Complexity; Real Time
Image Surround: Automatic Projector Calibration for Indoor Adaptive Projection BIBAKFull-Text 156-162
  Radhwan Ben Madhkour; Ludovic Burczykowski; Matei Mancas; Bernard Gosselin
In this paper, we present a system able to calibrate projectors, perform 3D reconstruction and project shadow and textures generated in real-time. The calibration algorithm is based on Heikkila's camera calibration algorithm. It combines Gray coded structured light patterns projection and a RGBD camera. Any projection surface can be used. Intrinsic and extrinsic parameters are computed without a scale factor uncertainty and any prior knowledge about the projector and the projection surface. The projector calibration is used as a basis to augment the scene with information from the RGBD camera. Shadows are generated with lights. Their position is modified in real-time to follow a user position. The 3D reconstruction is based on the Kinect fusion algorithm. The model of scene is used to apply texture on the scene and to generate correct shadows.
Keywords: projection; calibration; tracking; scene augmentation

Technologies for Live Entertainment

EGT: Enriched Guitar Transcription BIBAKFull-Text 163-168
  Loïc Reboursière; Stéphane Dupont
EGT (Enriched Guitar Transcription) is a real-time and automatic guitar playing transcription software. Unlike most of the automatic score transcription software, not only the note on, note off events and pitch tracking are performed, but all the main guitar playing techniques are detected as well, providing a more complete transcription of the playing. These detections are made possible thanks to the use of an hexaphonic pickup (one pickup per string) enabling a string-by-string analysis. These transcriptions can then be used in many different contexts and / or embedded in different tools in order to obtain high-level information on the instrumentalist playing. This paper will demonstrate two use cases: a complete and realtime tablature writer and a 3D neck model controlled by the detected guitar playing events.
Keywords: Guitar playing techniques; hexaphony; music information retrieval; automatic score transcription; augmented guitar; guitar controller
Performative Voice Synthesis for Edutainment in Acoustic Phonetics and Singing: A Case Study Using the "Cantor Digitalis" BIBAKFull-Text 169-178
  Lionel Feugère; Christophe d'Alessandro; Boris Doval
A real-time and gesture controlled voice synthesis software is applied to edutainment in the field of voice pedagogy. The main goals are teaching how voice works and what makes the differences between voices in an interactive, real-time and audio-visual perspective. The project is based on "Cantor Digitalis", a singing vowel digital instrument, featuring an improved formant synthesizer controlled by a stylus and touch graphic tablet. Demonstrated in various pedagogical situations, this application allows for simple and interactive explanation of difficult and/or abstract voice related phenomena, such as source-filter theory, vocal formants, effect of the vocal tract size, voice categories, voice source parameters, intonation and articulation, etc. This is achieved by systematic and interactive listening and playing with the sound of a virtual voice, related to the hand motions and dynamics on the tablet.
Keywords: edutainment; voice synthesis; performative synthesis; graphic tablet
MAGEFACE: Performative Conversion of Facial Characteristics into Speech Synthesis Parameters BIBAKFull-Text 179-182
  Nicolas d'Alessandro; Maria Astrinaki; Thierry Dutoit
In this paper, we illustrate the use of the MAGE performative speech synthesizer through its application to the conversion of realtime-measured facial features with FaceOSC into speech synthesis features such as vocal tract shape or intonation. MAGE is a new software library for using HMM-based speech synthesis in reactive programming environments. MAGE uses a rewritten version of the HTS engine enabling the computation of speech audio samples on a two-label window instead of the whole sentence. Only this feature enables the realtime mapping of facial attributes to synthesis parameters.
Keywords: speech synthesis; software library; performative media; streaming architecture; HTS; MAGE; realtime audio software; face tracking; mapping
Multimodal Analysis of Laughter for an Interactive System BIBAKFull-Text 183-192
  Jérôme Urbain; Radoslaw Niewiadomski; Maurizio Mancini; Harry Griffin; Hüseyin Çakmak; Laurent Ach; Gualtiero Volpe
In this paper, we focus on the development of new methods to detect and analyze laughter, in order to enhance human-computer interactions. First, the general architecture of such a laughter-enabled application is presented. Then, we propose the use of two new modalities, namely body movements and respiration, to enrich the audiovisual laughter detection and classification phase. These additional signals are acquired using easily constructed affordable sensors. Features to characterize laughter from body movements are proposed, as well as a method to detect laughter from a measure of thoracic circumference.
Keywords: laughter; multimodal; analysis
@scapa: A New Media Art Installation in the Context of Physical Computing and AHRI Design BIBAKFull-Text 193-198
  Andreas Gernemann-Paulsen; Claudia Robles Angel; Lüder Schmidt; Uwe Seifert
In this paper @scapa, an installation developed in the context of Artistic Human-Robot Interaction design (AHRI design) is introduced. AHRI design is a methodological approach to realize cognitive science's research paradigm of situated or embodied cognition within cognitive musicology to investigate social interaction in artistic contexts [11], [12], [13] using structured observation [2], [6]. Here we focus on design aspects the course of development of @scapa using procedures of Physical Computing and the aspects to develop such a New Media Installation in the framework of AHRI design [5].
Keywords: situated cognition; cognitive science; research methodology; New Media Art; Physical Computing; artistic human-robot interaction design; structured observation