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The Invisible: Bacteria Everywhere 隐形:细菌无处不在
C. Wei, Wong Chee Onn
This interactive artwork uses augmented reality on mobile devices to portray the concept of bacteria is everywhere around us. The installation set up will show an aesthetic interactive design of common bacteria types found in every day's items. Interactive android application is built using Augmented Reality (AR) technology with a 3D display of the bacteria found each time the mobile devices scans an identified item that is commonly found around us. Users can manipulate the bacteria's behavior by simulating a different condition for the bacteria and visualize in 3D format of the aesthetic behavior of the bacteria. This project is suitable for digital advertising as well as an educational exhibition booth to attract the interest of the youngsters who are technology savvy. The overall installation utilizes the 3D concept and interactive manipulation of the controlling parameters to simulate bacteria's behavior and visualize in an aesthetic manner with 3D visual arts.
这个互动艺术作品在移动设备上使用增强现实技术来描绘细菌无处不在的概念。该装置将展示日常物品中常见细菌类型的美学互动设计。交互式android应用程序使用增强现实(AR)技术构建,每次移动设备扫描我们周围常见的识别物品时,都会显示发现的细菌的3D显示。用户可以通过模拟细菌的不同条件来操纵细菌的行为,并以3D格式可视化细菌的美学行为。这个项目既适合做数码广告,也适合做教育展览摊位,以吸引懂科技的青少年。整个装置利用3D概念和控制参数的交互操作来模拟细菌的行为,并通过3D视觉艺术以美学的方式可视化。
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引用次数: 1
conteXinger: A Context-aware Song Generator to Enrich Daily Lives 上下文感知歌曲生成器,丰富日常生活
Ayano Nishimura, I. Siio
In general, routine every-day work tends to be boring and monotonous, e.g. housework. Work songs have been written and sung by workers to reduce their labor load. In addition, text-to-song synthesizer software such as Yamaha's VOCALOID™ is commonly used by a wide variety of computer music creators. In this paper, we propose a real-time music synthesizer named "conteXinger". This system sings lyrics based on the listener's context, including the use of home appliances, e.g. vacuum cleaner, refrigerator, microwave oven, or dish washer, and Internet information, e.g. SNS messages, Web news, and weather reports. By presenting the synthesized music to a user through a home audio system or headphones, our system entertains users who may be bored due to their everyday work routines.
一般来说,常规的日常工作往往是无聊和单调的,例如家务。工人们创作和演唱劳动歌曲,以减轻他们的劳动负担。此外,文本到歌曲合成器软件,如雅马哈的VOCALOID™通常被各种各样的计算机音乐创作者使用。本文提出了一种实时音乐合成器“conteXinger”。该系统根据听者使用的家用电器(吸尘器、冰箱、微波炉、洗碗机)和网络信息(SNS消息、网络新闻、天气预报)等上下文来演唱歌词。通过家庭音频系统或耳机向用户呈现合成音乐,我们的系统可以娱乐那些由于日常工作而感到无聊的用户。
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引用次数: 0
MoCHA: Designing Games to Monitor Cognitive Health in Elders at Risk for Alzheimer's Disease MoCHA:设计游戏来监测老年痴呆症风险的认知健康
Ilya Farber, Karl C. Fua, Swati Gupta, D. Pautler
MoCHA (Monitoring Cognitive Health using Apps) is a set of tablet-based games designed to provide convenient, low-stress, affordable monitoring of cognitive health for elders at risk of developing Alzheimer's disease. Conducting psychological measurement via gameplay poses unique game-design challenges, and there are additional factors to consider when designing games for non-gamer elders who may be, or become, cognitively impaired. In this paper we briefly describe the MoCHA system, identify key design challenges, and show how specific features of the game contribute to meeting these challenges.
MoCHA(使用app监测认知健康)是一套基于平板电脑的游戏,旨在为有患阿尔茨海默病风险的老年人提供方便、低压力、负担得起的认知健康监测。通过游戏玩法进行心理测量带来了独特的游戏设计挑战,在为可能存在认知障碍的非玩家老年人设计游戏时,还需要考虑其他因素。在本文中,我们将简要描述MoCHA系统,确定关键设计挑战,并展示游戏的特定功能如何应对这些挑战。
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引用次数: 2
Light Quest: A Gamified Knowledge-sharing System to Increase Motivation to Provide Long-tail Knowledge 轻探索:一个游戏化的知识共享系统,以增加提供长尾知识的动机
Hao Yin, Keiko Yamamoto, Itaru Kuramoto, Y. Tsujino
Together with the development of Web 2.0 technology, we need to focus more on large-scale knowledge sharing. Owing to the characteristics of the long-tail distribution generally observed in conventional knowledge-sharing systems, knowledge providers are sometimes unwilling to share knowledge when they are unable to obtain any feedback. However, when knowledge acquirers read long-tail knowledge, they may easily feel bored because such knowledge rarely matches their own interests. To solve these problems, we proposed and implemented a gamified knowledge-sharing system called "Light Quest," which can share long-tail knowledge in an entertaining way. In this system, the users can briefly describe knowledge they would like to share using a "Tips Card," and evaluate the cards written by other users, by choosing the best card from a set of cards that are randomly selected from a knowledge pool. The results of a four-week experimental evaluation indicated that the system could increase users' motivation to both provide and acquire knowledge.
随着Web 2.0技术的发展,我们需要更多地关注大规模的知识共享。由于传统知识共享系统普遍存在长尾分布的特点,知识提供者在无法获得反馈的情况下,往往不愿意分享知识。然而,当知识获取者阅读长尾知识时,他们很容易感到无聊,因为这些知识很少与自己的兴趣相匹配。为了解决这些问题,我们提出并实现了一个游戏化的知识共享系统“Light Quest”,它可以以一种娱乐的方式分享长尾知识。在这个系统中,用户可以使用“Tips Card”简要描述他们想要分享的知识,并通过从知识库中随机选择的一组卡片中选择最好的卡片来评估其他用户写的卡片。为期四周的实验评估结果表明,该系统可以提高用户提供和获取知识的动机。
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引用次数: 2
Human Coded Orchestra: a System for Extemporary Group Singing Performance 人类编码管弦乐队:一种临时集体歌唱表演系统
Yuzu Saijo, Kenta Suzuki, Nobutaka Ito, Amy Koike, Yoichi Ochiai
We propose Human Coded Orchestra, a new approach to enable a group of individuals to sing in harmony by using computed directional speakers. The possibilities of musical performance by an untrained group have been explored in the fields of science and art. However, previous work has rarely proceeded beyond simple rhythm-based music and failed to achieve musical complexity. Human Coded Orchestra employs a number of directional speakers, each set at a different pitch, enabling them to deliver different pitches to each participant to sing to, according to their positions. Experiments demonstrated that participants succeeded in singing in harmony extemporaneously, and they reported that they enjoyed both the experience of singing and the feeling that they were able to participate in an activity with others. Our system does not require preparation on the part of singers, which opens up the possibility of practical application in the area of interactive performance.
我们提出了人类编码管弦乐队,这是一种新的方法,通过使用计算定向扬声器,使一群人能够和谐地唱歌。未经训练的团体进行音乐表演的可能性已经在科学和艺术领域进行了探索。然而,以前的工作很少超越简单的节奏音乐,未能实现音乐的复杂性。人类编码管弦乐队使用了许多定向扬声器,每个扬声器都设置在不同的音高上,使它们能够根据每个参与者的位置向他们提供不同的音高。实验表明,参与者成功地即兴和谐地唱歌,他们报告说,他们既喜欢唱歌的经历,也喜欢与他人一起参与活动的感觉。我们的系统不需要歌手的准备,这为互动表演领域的实际应用开辟了可能性。
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引用次数: 1
You're the Camera!: Physical Movements For Transitioning Between Environments in VR 你是摄像机!:在VR环境之间转换的物理运动
Josh Kohn, Stefan Rank
Virtual reality (VR) enables unusual experiences, including the physically impossible, in an immersive environment. As new media such as VR are developed, designers tend to remediate aspects from previous media, but not every aspect fits. Several areas in VR design warrant scientific investigation in that regard. This paper specifically addresses transitioning between environments: when transitioning in a virtual world, will camera movements made simultaneously and in sync with movements from the user produce a preferred scene transition experience compared to virtual camera movement that is less directly coupled? We report on a within-subject experiment where participants were tasked with transitioning between different environments. One set of transitions required the full physical motion of the user to complete, for the other set completing the transition was triggered after a part of the physical movement was performed up to a threshold. Results showed a clear preference for the second variant and thus for less control over the virtual camera.
虚拟现实(VR)可以在沉浸式环境中实现不寻常的体验,包括物理上不可能的体验。随着VR等新媒体的发展,设计师往往会对之前媒体的一些方面进行修复,但并不是每个方面都适合。在这方面,VR设计的几个领域需要进行科学调查。本文专门讨论了环境之间的过渡:当在虚拟世界中过渡时,与用户的运动同步进行的摄像机运动是否会比直接耦合较少的虚拟摄像机运动产生首选的场景过渡体验?我们报告了一个主题内实验,参与者的任务是在不同的环境之间转换。一组转换需要用户的整个物理运动来完成,而另一组转换的完成是在部分物理运动达到阈值后触发的。结果显示对第二种变体的明显偏好,因此对虚拟相机的控制较少。
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引用次数: 5
Automatic Generation of Sport Video Highlights Based on Fan's Emotions and Content 基于球迷情绪和内容的体育视频集锦自动生成
Guilherme Fião, T. Romão, N. Correia, Pedro Centieiro, A. E. Dias
With the widespread use of social networks, sharing emotions has become easy and accessible to anyone with a smartphone or a computer. In this paper, we present a system capable of generating automatic highlight videos of sports match TV broadcasts based on the emotions shared by the spectators during the match, the audio, the analysis of the movement and manual annotations (when available). Our system also allows for the user to query the video to extract specific clips, such as dangerous attacking plays of a certain team. Our preliminary results were encouraging, showing that the creation of these summaries can be successfully done in very short time.
随着社交网络的广泛使用,任何拥有智能手机或电脑的人都可以轻松地分享情绪。在本文中,我们提出了一个能够基于观众在比赛中分享的情绪、音频、运动分析和人工注释(如果有的话)自动生成体育比赛电视广播集锦视频的系统。我们的系统还允许用户查询视频以提取特定的片段,例如某支球队的危险进攻。我们的初步结果令人鼓舞,表明这些摘要的创建可以在很短的时间内成功完成。
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引用次数: 8
Taifūrin: Wind-Chime Installation As A Novel Typhoon Early Warning System Taifūrin:风铃装置作为一种新型的台风预警系统
Paul Haimes, Tetsuaki Baba, Kumiko Kushiyama
Taifūrin is a novel typhoon early warning system that informs people when a typhoon is approaching. We combined a traditional Japanese wind-chime (known as fūrin) with near real-time remotely-sensed typhoon data and electronic components connected to a single-circuit board computer to create a unique IoT (Internet of Things) device in the form of a simple art installation. In doing so, we aimed to combine modern interactivity with a traditional sense of Japanese aesthetics, known as wabi-sabi.
Taifūrin是一个新颖的台风预警系统,当台风逼近时,它会通知人们。我们将传统的日本风铃(fūrin)与近实时的遥感台风数据和连接到单电路板计算机的电子元件相结合,以简单的艺术装置的形式创造了一个独特的IoT(物联网)设备。在这样做的过程中,我们的目标是将现代交互性与传统的日本美学相结合,称为wabi-sabi。
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引用次数: 2
Effect of Different Adaptations by a Robot on Children's Long-term Engagement: An Exploratory Study 机器人不同适应性对儿童长期参与的影响:一项探索性研究
M. Ahmad, Omar Mubin, Joanne Orlando
One of the known challenges in Children Robot Interaction (cHRI) is to sustain children's engagement for long-term interactions with robots. Researchers have hypothesised that robots that can adapt to children's affective states, and can also learn from the environment, resulting in sustained engagement during cHRI. In this paper, we report on a study conducted with three groups of children who played a snakes and ladders game with the NAO robot. The NAO performed 1) Game based adaptations, 2) Emotion based adaptations and 3) Memory based adaptation. The purpose of this study was to find which particular condition resulted in maintaining engagement over a certain period of time. Our results show that adaptations performed by the robot, in general, were able to maintain long-term engagement. However, we did not find any significant effect of one adaptation over another on engagement, social presence and perceived support.
在儿童机器人互动(cHRI)中,一个已知的挑战是维持儿童与机器人的长期互动。研究人员假设,机器人可以适应儿童的情感状态,也可以从环境中学习,从而在cHRI期间持续参与。在这篇论文中,我们报告了一项对三组儿童进行的研究,这些儿童与NAO机器人一起玩蛇梯游戏。NAO进行了1)基于游戏的适应,2)基于情感的适应,3)基于记忆的适应。这项研究的目的是找出哪种特殊情况会导致在一段时间内保持参与。我们的研究结果表明,机器人的适应性表现,一般来说,能够保持长期的参与。然而,我们没有发现一种适应在参与、社会存在和感知支持方面对另一种适应有任何显著影响。
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引用次数: 7
HoVerTable PONG: Playing Face-to-face Game on Horizontal Tabletop with Moving Vertical Mid-air Image HoVerTable PONG:在水平桌面上玩面对面的游戏,移动垂直的半空中图像
Hajime Katsumoto, H. Kajita, Naoya Koizumi, T. Naemura
In face-to-face situations, tabletop displays have been used to share information among multiple users. The use of mid-air images is promising for using the space above a tabletop. However, in our previous research, the mid-air images on a tabletop were fixed in the depth direction. To design a digital PONG-like game, the mid-air image needs to move freely horizontally on the table. On the basis of this previous research, we designed a mid-air imaging tabletop display system to show a moving vertical mid-air image. However, the optical design of the system causes through light when moving an image, which is undesirable. This is due to the behavior of the imaging device/aerial-imaging plate. We propose an improved design of our mid-air imaging tabletop display system for playing face-to-face digital games. There were two requirements we had to meet to improve upon the previous system: moving a displayed dual-sided vertical mid-air image and blocking through light. To display a vertical mid-air image to two people, we use an optical imaging device and a dual-sided display, like the previous optical design. To move this image, an XY-table is placed
在面对面的情况下,桌面显示器被用于在多个用户之间共享信息。利用桌面上方的空间,使用空中图像是有希望的。然而,在我们之前的研究中,桌面的半空中图像在深度方向上是固定的。为了设计一个类似乒乓球的数字游戏,半空图像需要在桌面上自由水平移动。在前人研究的基础上,我们设计了一种空中成像桌面显示系统来显示垂直运动的空中图像。然而,该系统的光学设计导致通过光时移动图像,这是不希望的。这是由于成像装置/航空成像板的行为。我们提出了一种用于玩面对面数字游戏的空中成像桌面显示系统的改进设计。为了改进之前的系统,我们必须满足两个要求:移动显示的双面垂直半空中图像和阻挡光线。为了向两个人显示垂直的半空图像,我们使用光学成像设备和双面显示器,就像以前的光学设计一样。要移动这个图像,需要放置一个xy表
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引用次数: 10
期刊
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
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