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Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology最新文献

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Relation between facial expression and user described episodic memory timeline in short movies 短片中面部表情与使用者描述情景记忆时间线的关系
S. Hasegawa, Lopez Erik
Narrative or episodic memory is a way of how humans recall a story. Narrative has also a strong connection with human emotions and attention. We combine the analysis of facial expressions and attention to find a way to generate an episodic memory timeline which matches each individual person. We use face shape deformations and eye gaze to understand when a person has a change of facial expression and associate this with a narrative event. To evaluate our assumption, we performed an experiment where several subjects watch a short video while their physical reactions were recorded; then our software generates an episodic memory timeline based on those reactions. We found that, even with the same video, the episodic memory timeline for each subject was unique. We found as well, that physical reactions and participant's memory recalls, were consistent with the generated episodic memory timeline.
叙述或情节记忆是人类回忆故事的一种方式。叙事也与人类的情感和注意力有很强的联系。我们将面部表情和注意力的分析结合起来,找到一种方法来生成与每个人相匹配的情景记忆时间轴。我们通过面部变形和眼睛凝视来理解一个人的面部表情变化,并将其与叙事事件联系起来。为了验证我们的假设,我们做了一个实验,让几个受试者观看一段短视频,同时记录他们的身体反应;然后我们的软件根据这些反应生成情景记忆时间轴。我们发现,即使看同样的视频,每个受试者的情景记忆时间线也是独一无二的。我们还发现,身体反应和参与者的记忆回忆,与生成的情景记忆时间轴是一致的。
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引用次数: 1
The Light Painting by a Fluorescence String Figure 荧光弦图的光画
Marina Wada, Akito Nakano, Y. Mizuno, Hisakazu Hada
In this paper, we propose a new light painting method using a Ultra-Violet (UV) LED and a string that was painted by fluorescent ink. An ordinary light painting takes a photograph of the path of lights by moving light sources such as LEDs. This system is producing works by taking a string coated with a fluorescent paint glowing with UV-LED. In our system, to take photos of strings, we employ a mechanism to control UV-LEDs with a motion of hands. As a result, our system provides stable light painting photos with fluorescence strings.
在本文中,我们提出了一种新的光绘方法,使用紫外线(UV) LED和荧光墨水绘制的字符串。普通的光画通过移动光源(如led)来拍摄光的路径。该系统是通过一根涂有荧光涂料的绳子来制作作品的。在我们的系统中,为了拍摄字符串,我们采用了一种机制,通过手部运动来控制uv - led。因此,我们的系统提供稳定的光与荧光串绘画照片。
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引用次数: 4
The Interplay of Two Worlds in Blood Bowl: Implications for Hybrid Board Game Design 《Blood Bowl》中两个世界的相互作用:对混合桌面游戏设计的启示
Ville Kankainen
Digital board games, along with hybrid board games, that combine physical and digital elements have grown in success recently. This interview study compares the experiences of playing a material board game and digital adaptations of it. Overall, the material and digital play were experienced to be different aspects of the same hobby -- thus being parts of a wider pastime. The results provide insight into different aspects that players appreciate in both ways of playing. In conclusion, these results are weighed as to what kind of design implications they offer for future hybrid board games.
最近,结合了物理和数字元素的数字桌游以及混合桌游获得了越来越多的成功。这个访谈研究比较了玩实体桌游和数字版桌游的体验。总的来说,材料和数字游戏是同一爱好的不同方面,因此是更广泛的消遣的一部分。研究结果揭示了玩家在两种游戏方式中所欣赏的不同方面。综上所述,这些结果将为未来的混合桌面游戏提供何种设计启示。
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引用次数: 6
Passive Mid-air Display 被动式空中显示
Naoya Koizumi, T. Naemura
We propose a passive mid-air display in which an image is made visible by illuminating an empty space with a flashlight. In this study, we design an optical configuration that reacts to the light source of the user. This design has an inconsistency of illumination that surprises the user. We confirm the basic operational principle and measure the brightness. We also observe user behavior to consider the possibility of this technique for entertainment. With this work, we make three research contributions. First, we design a passive mid-air display that can be used for entertainment displays. Second, we confirm its operational principle and measure the brightness. Third, we observe user behavior. We also summarize the advantages of our display as well as the issues that remain.
我们提出了一种被动的空中显示,用手电筒照亮一个空白的空间,使图像可见。在这项研究中,我们设计了一种光学配置,可以对用户的光源做出反应。这个设计有一个不一致的照明,让用户感到惊讶。我们确定了基本的工作原理并测量了亮度。我们还观察用户行为,以考虑这种技术用于娱乐的可能性。在这项工作中,我们做出了三个研究贡献。首先,我们设计了一个被动的空中显示器,可以用于娱乐显示。其次,确定了它的工作原理并测量了亮度。第三,我们观察用户行为。我们还总结了我们显示器的优点以及仍然存在的问题。
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引用次数: 5
Game Metrics for Evaluating Social In-game Behavior and Interaction in Multiplayer Games 评估多人游戏中的游戏内社交行为和互动的游戏参数
K. Emmerich, M. Masuch
This paper explores the potential and applicability of gameplay metrics to assess social behavior and interactions of players. As digital games are often played in social contexts, social phenomena and processes are an important part of game user research and supposed to have significant impact on the overall player experience. Gameplay metrics have been used as one method to measure player behavior, but have not been applied to detect social aspects of play yet. We present the conceptualization, application, and evaluation of three social gameplay metrics that aim at measuring social presence, cooperation, and leadership, respectively. A comparison of the metrics' data with scores of self-report measures addressing the same concepts shows high positive correlations, thus indicating reliability of the metrics.
本文探讨了评估玩家社交行为和互动的玩法指标的潜力和适用性。由于数字游戏通常是在社交环境中进行的,所以社交现象和过程是游戏用户研究的重要组成部分,并且会对整体玩家体验产生重大影响。玩法参数被用作衡量玩家行为的一种方法,但尚未被用于检测游戏的社交层面。我们提出了三个社交玩法指标的概念、应用和评估,分别用于衡量社交存在、合作和领导力。度量标准的数据与解决相同概念的自我报告度量的分数的比较显示出高度的正相关性,从而表明度量标准的可靠性。
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引用次数: 6
Bubble Cloud: Projection of an Image onto a Bubble Cluster 泡泡云:将图像投影到泡泡团上
Yuki Kubo, Hirobumi Tomita, Shuta Nakamae, T. Hoshi, Yoichi Ochiai
We introduce Bubble Cloud ---a technology that uses a bubble cluster for displaying images onto a screen. Bubble Cloud projects images onto bubbles without confining a fog and can float in the air by changing an operating condition of the bubble cluster such as altering the size of the bubble. Moreover, the user can modify the display because its shape is composed of clusters. A floating bubble cluster can be controlled and adjusted by hand in arbitrary directions by electrifying the bubble cluster.
我们介绍气泡云——一种使用气泡簇在屏幕上显示图像的技术。气泡云将图像投射到气泡上,而不限制雾,并且可以通过改变气泡簇的操作条件(如改变气泡的大小)漂浮在空气中。此外,用户可以修改显示,因为它的形状是由簇组成的。通过给浮泡团通电,可以用手在任意方向上控制和调节浮泡团。
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引用次数: 6
The influence of liking and disliking on creative expression in digital photos 喜欢与不喜欢对数码照片创意表达的影响
M. T. Brink, F. Nack, B. Schouten
Since the Like-button was introduced in 2009 by Facebook, its use increased rapidly. Liking became an important part of our daily routines on the internet since we are able to like almost any creative expression, such as photos and videos. Little is known about the effects of liking (and disliking) on these creative expressions. This paper investigates how the (dis)liking feature influences creativity. We conducted an experiment with a photo-application for mobile phones and provided different combinations of liking and disliking to two research groups and a control group. Our findings suggest that providing a liking feature is beneficial to creativity in terms of the production of creative content and results in higher amounts of photos. Providing a disliking feature as well is beneficial to creativity in terms of quality and results in higher rates for the photos.
自2009年Facebook推出“喜欢”按钮以来,它的使用迅速增加。在互联网上,点赞已经成为我们日常生活的重要组成部分,因为我们几乎可以点赞任何有创意的表达,比如照片和视频。人们对喜欢(或不喜欢)对这些创造性表达的影响知之甚少。本文研究了(不)喜欢特征对创造力的影响。我们用手机上的照片应用程序做了一个实验,并给两个研究组和一个对照组提供了喜欢和不喜欢的不同组合。我们的研究结果表明,提供一个喜欢的功能有利于创造性内容的产生,并导致更多的照片。提供一个不喜欢的功能也有利于创造力的质量和结果更高的率的照片。
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引用次数: 1
Sensified Gaming: Design Patterns and Game Design Elements for Gameful Environmental Sensing 敏感游戏:游戏环境感知的设计模式和游戏设计元素
M. Budde, Rikard Öxler, M. Beigl, J. Holopainen
Participatory Sensing, i.e. collaboratively taking sensor measurements with mobile devices in a Citizen Science fashion, has become increasingly popular. Because such scenarios often require a critical mass of users, applying gamification to different areas in order to increase user engagement has been proposed. However, existing attempts often default to the standard points, badges, and leaderboards and fail to recognize the potential of exploiting game design elements beyond creating user engagement. We propose not to think of Gamified Participatory Sensing when designing such systems, but rather of Sensified Gaming. To this end, this work presents a collection of design patterns and game mechanics that can be used to identify or design suitable games, into which participatory sensing tasks can be embedded. We identified four core tasks from participatory environmental sensing and sensor networks research, reviewed hundreds of design patterns and map each of the 63 selected patterns to the core tasks.
参与式感知,即以公民科学的方式与移动设备协作进行传感器测量,已经变得越来越流行。因为这类场景通常需要大量用户,所以有人建议将游戏化应用于不同领域,以提高用户粘性。然而,现有的尝试通常默认使用标准的积分、徽章和排行榜,并没有意识到除了创造用户粘性之外利用游戏设计元素的潜力。我们建议在设计这类系统时不要考虑游戏化的参与式感知,而应该考虑敏感游戏。为此,这项工作提出了一系列设计模式和游戏机制,可用于识别或设计合适的游戏,其中可嵌入参与式感知任务。我们从参与式环境感知和传感器网络研究中确定了四个核心任务,回顾了数百种设计模式,并将63种选择模式中的每一种都映射到核心任务中。
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引用次数: 11
Can Different "Eye" Designs for Anthropomorphic Manga Characters Inform Users of Different Functions of Anthropomorphized Systems? 拟人漫画人物的不同“眼睛”设计能否告知用户拟人系统的不同功能?
T. Komatsu, Itaru Kuramoto, Daiki Sawai
We investigated whether anthropomorphic manga characters (AMCs) with eyes having different designs can inform users of the identity of the different functions of smartphones that are anthropomorphized as AMCs. Specifically, we prepared three different AMCs that 3 different artists drew, and each artist drew 32 different eye designs. In addition, we selected the four smartphone functions that the different AMC eye designs should express. As a result, although the different designs failed in informing users of the four different functions, users' requirements for smartphones or general characteristics of smartphones were clearly expressed by the different eye designs.
我们调查了具有不同设计眼睛的拟人化漫画人物(AMCs)是否可以告知用户拟人化为AMCs的智能手机的不同功能。具体来说,我们准备了三种不同的amc,由三位不同的艺术家绘制,每位艺术家绘制了32种不同的眼睛设计。此外,我们选择了不同的AMC眼睛设计应该表达的四种智能手机功能。因此,虽然不同的设计并没有告诉用户这四种不同的功能,但是用户对智能手机的需求或者智能手机的一般特征通过不同的眼睛设计清晰地表达出来。
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引用次数: 2
An Eye for an Eye: Gaze Input in Competitive Online Games and its Effects on Social Presence 以眼还眼:竞争性网络游戏中的凝视输入及其对社交存在的影响
M. Lankes, Bernhard Maurer, Barbara Stiglbauer
This paper investigates the effects of a shared gaze visualization regarding social presence in an online competitive game setting. We investigate if the incorporation of gaze interaction among different competitive game genres would influence the perceived social presence for the players. To find answers to our research question we created an experimental setting that is based on two game genres that require strategic skills (i.e., a turn-based strategy game) and motoric skills (i.e., a real-time first person shooter). Our study findings highlight the positive influence of a shared gaze visualization on competitive play. Further, the studied game genres have a significant influence on the perceived social presence. With our findings we want to provide insights for game designers and researchers regarding the inclusion of gaze-based interaction in remote gaming settings.
本文研究了共享凝视可视化对在线竞争游戏环境中社交存在的影响。我们研究了在不同竞技游戏类型中加入凝视互动是否会影响玩家的感知社交在场。为了找到我们研究问题的答案,我们基于两种需要策略技能(如回合制策略游戏)和运动技能(如即时第一人称射击游戏)的游戏类型创造了一个实验环境。我们的研究结果强调了共同注视可视化对竞争性游戏的积极影响。此外,所研究的游戏类型对感知社交存在有显著影响。通过我们的发现,我们希望为游戏设计师和研究人员提供关于在远程游戏设置中包含基于凝视的交互的见解。
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引用次数: 28
期刊
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
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