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

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The COMPASS Framework for Digital Entertainment: Discussing Augmented Reality Activities for Scouts 数字娱乐的COMPASS框架:讨论童子军的增强现实活动
M. Santos, D. Rompapas, Yoshinari Nishiki, Takafumi Taketomi, Goshiro Yamamoto, C. Sandor, H. Kato
Entertainment is challenging to observe, especially with children, due to limited analytical tools. In response, we present a modified framework for entertainment computing, COMPASS -- COmbined Mental, PhysicAl, Social and Spatial factors, which we use to analyze augmented reality activities for cub scouts.
由于分析工具有限,观察娱乐活动具有挑战性,尤其是观察儿童。作为回应,我们提出了一个改进的娱乐计算框架,COMPASS——结合心理、身体、社会和空间因素,我们用它来分析幼童军的增强现实活动。
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引用次数: 1
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology 第十三届计算机娱乐技术国际会议论文集
Itaru Kuramoto, H. Ando, Günter Wallner
This volume constitutes the proceedings of the Advances in Computer Entertainment Technology Conference (ACE 2016) held in Osaka, Japan from November 9th-12th, 2016. This year's conference - marking the 13th edition of a long running and successful conference series - centered around the theme of Openness through promoting cross-disciplinary dialogue and discussion, by embracing the challenges we need to overcome to push the frontiers of computer entertainment technology, and by reaching out to broader audiences by offering opportunities for researchers to expose their research to the general public.
本卷构成了2016年11月9日至12日在日本大阪举行的计算机娱乐技术进步会议(ACE 2016)的会议记录。今年的会议是第13届成功举办的系列会议,围绕开放的主题,通过促进跨学科对话和讨论,拥抱我们需要克服的挑战,推动计算机娱乐技术的前沿,并通过为研究人员提供向公众展示他们的研究成果的机会来接触更广泛的受众。
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引用次数: 2
Magnetic Dining Table and Magnetic Foods 磁性餐桌和磁性食品
Nur Ellyza Abd Rahman, Azhri Azhar, Mohammad Abdullah Mohamad Johar, Kasun Karunanayaka, A. Cheok, Jade Gross, A. L. Aduriz
In this poster, we present our concept of magnetic dining table interface and magnetic foods. This interface allows new interactions for the food and utensils such as modifying weight, levitation, movement, and dynamic textures. We implement these interactions by manipulating a strong magnetic field formed by an array of Bitter electromagnets which placed under the surface of the table. Then we add edible magnetic materials to the foods, and make them interactive and controllable.
在这张海报中,我们展示了磁性餐桌界面和磁性食物的概念。这个界面允许对食物和器具进行新的交互,例如修改重量、悬浮、运动和动态纹理。我们通过操纵由放置在桌子表面下的苦电磁铁阵列形成的强磁场来实现这些相互作用。然后在食物中加入可食用的磁性材料,使其具有互动性和可控性。
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引用次数: 6
BathDrum2: Percussion Instruments on a Bathtub Edge with Low-Latency Tap Tone Identification BathDrum2:浴缸边缘的打击乐器与低延迟敲击音调识别
Tomoyuki Sumida, Shigeyuki Hirai
In order to create a smart bathroom with entertainment features, we propose a playable system that can identify several tap tones on the top of a bathtub edge from differences in hand posture. BathDrum2 is a specific implementation of this system; it utilizes nonnegative matrix factorization (NMF), a kind of machine learning technique, for low-latency tap tone identification and for playing assigned percussion sounds. This paper describes the system design and tap tone identifier with its signal processing and NMF. The performance evaluation of the current BathDrum2 implementation is also described.
为了创造一个具有娱乐功能的智能浴室,我们提出了一个可播放系统,该系统可以通过手部姿势的不同来识别浴缸边缘顶部的几种敲击音调。BathDrum2是该系统的具体实现;它利用非负矩阵分解(NMF),一种机器学习技术,用于低延迟敲击音调识别和播放指定的打击声音。本文介绍了该系统的设计,介绍了该系统的信号处理和NMF。本文还描述了当前BathDrum2实现的性能评估。
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引用次数: 0
DJ-MVP: An Automatic Music Video Producer DJ-MVP:一个自动音乐视频制作人
Jianyu Fan, William Li, Jim Bizzocchi, J. Bizzocchi, Philippe Pasquier
A music video (MV) is a videotaped performance of a recorded popular song, usually accompanied by dancing and visual images. In this paper, we outline the design of a generative music video system, which automatically generates an audio-video mashup for a given target audio track. The system performs segmentation for the given target song based on beat detection. Next, according to audio similarity analysis and color heuristic selection methods, we obtain generated video segments. Then, these video segments are truncated to match the length of audio segments and are concatenated as the final music video. An evaluation of our system has shown that users are receptive to this novel presentation of music videos and are interested in future developments.
MV是对录制好的流行歌曲的录像表演,通常伴随着舞蹈和视觉图像。在本文中,我们概述了一个生成式音乐视频系统的设计,该系统可以自动为给定的目标音轨生成音频视频混搭。该系统基于节拍检测对给定的目标歌曲进行分割。然后,根据音频相似度分析和颜色启发式选择方法,得到生成的视频片段。然后,这些视频片段被截断以匹配音频片段的长度,并被连接为最终的音乐视频。对我们系统的评估表明,用户接受这种新颖的音乐视频呈现方式,并对未来的发展感兴趣。
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引用次数: 3
Engine- Cooperative Game Modeling (ECGM): Bridge Model-Driven Game Development and Game Engine Tool-chains 引擎-合作游戏建模(ECGM):桥梁模型驱动的游戏开发和游戏引擎工具链
Meng Zhu, Alf Inge Wang, Hallvard Trætteberg
Today game engines are popular in commercial game development, as they lower the threshold of game production by providing common technologies and convenient content-creation tools. Game engine based development is therefore the mainstream methodology in the game industry. Model-Driven Game Development (MDGD) is an emerging game development methodology, which applies the Model-Driven Software Development (MDSD) method in the game development domain. This simplifies game development by reducing the gap between game design and implementation. MDGD has to take advantage of the existing game engines in order to be useful in commercial game development practice. However, none of the existing MDGD approaches in literature has convincingly demonstrated good integration of its tools with the game engine tool-chain. In this paper, we propose a hybrid approach named ECGM to address the integration challenges of two methodologies with a focus on the technical aspects. The approach makes a run-time engine the base of the domain framework, and uses the game engine tool-chain together with the MDGD tool-chain. ECGM minimizes the change to the existing workflow and technology, thus reducing the cost and risk of adopting MDGD in commercial game development. Our contribution is one important step towards MDGD industrialization.
如今,游戏引擎在商业游戏开发中很受欢迎,因为它们通过提供通用技术和方便的内容创造工具,降低了游戏制作的门槛。因此基于游戏引擎的开发便是游戏产业的主流方法论。模型驱动游戏开发(MDGD)是一种新兴的游戏开发方法,它将模型驱动软件开发(MDSD)方法应用于游戏开发领域。这通过减少游戏设计和执行之间的差距而简化了游戏开发。MDGD必须利用现有的游戏引擎,以便在商业游戏开发实践中发挥作用。然而,文献中现有的MDGD方法都没有令人信服地证明其工具与游戏引擎工具链的良好集成。在本文中,我们提出了一种名为ECGM的混合方法,以解决两种方法的集成挑战,重点关注技术方面。该方法将运行时引擎作为领域框架的基础,并将游戏引擎工具链与MDGD工具链结合使用。ECGM最大限度地减少了对现有工作流程和技术的改变,从而降低了在商业游戏开发中采用MDGD的成本和风险。我们的贡献是实现千年发展目标工业化的重要一步。
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引用次数: 6
SomaticBall: Ball-Type Device Providing "Sticking Feeling" SomaticBall:提供“粘连感”的球型装置
Hayato Dogai, Maho Oki, K. Tsukada
Many research projects on augmented sports have been proposed, which aim to extend sport experiences using computer technologies. We focus on interaction with balls, which are used in various sports. In this paper, we propose a ball-type device, "SomaticBall" which can provide a sensation as though the ball were stuck to the body.
已经提出了许多关于增强运动的研究项目,其目的是利用计算机技术扩展运动体验。我们专注于与各种运动中使用的球的互动。在本文中,我们提出了一种球形装置,“SomaticBall”,它可以提供一种感觉,好像球被粘在身体上。
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引用次数: 0
Lost in Open Worlds: Design Patterns for Player Navigation in Virtual Reality Games 迷失在开放世界:虚拟现实游戏中玩家导航的设计模式
Stefan Liszio, M. Masuch
The outstanding characteristic of virtual reality (VR) games is the ability to immerse the player into the game world and to support a natural experience. Reality offers a high degree of freedom in moving around, which is accordingly expected by players in the virtual environment. This freedom of player navigation challenges designers of open VR worlds. Players might get lost, get bored, or unintendedly reach the world's limits, which all can break immersion and result in negative player experiences. We identify typical navigational problems in first person VR games and present design patterns to guide players without restricting freedom and immersion. As an initial step towards empirically validated design recommendations, we conducted a study with 88 participants to evaluate the most common design patterns by analyzing player behavior in experimental settings. Our results confirm both the validity of our approach and methodology, and the practical implication of the presented patterns.
虚拟现实(VR)游戏的突出特点是能够让玩家沉浸在游戏世界中,并支持自然体验。现实提供了高度的移动自由度,这也是玩家在虚拟环境中所期望的。这种玩家导航的自由给开放VR世界的设计师带来了挑战。玩家可能会迷失方向,感到无聊,或者无意中达到游戏世界的极限,这些都可能破坏沉浸感,导致消极的玩家体验。我们确定了第一人称VR游戏中的典型导航问题,并呈现了在不限制自由和沉浸感的情况下引导玩家的设计模式。作为经验验证设计建议的第一步,我们进行了一项有88名参与者的研究,通过分析玩家在实验环境中的行为来评估最常见的设计模式。我们的结果证实了我们的方法和方法的有效性,以及所提出的模式的实际意义。
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引用次数: 5
Using Digital Extensions to Create New VR Museum Experiences 使用数字扩展来创建新的VR博物馆体验
Wolfgang Hürst, X. J. Tan, Ferdinand de Coninck
The digitization of paintings enables us to do various modifications with them and also to add digital content that complements such artworks. In our research we investigate how such digital extensions can be used in a VR museum setup. This Creative Showcase demo presents a first implementation of such an "enhanced VR museum" based on initial results and related user feedback from earlier experiments. By using techniques such as "inpainting", "stylization" of objects or other visuals in the style of a painting, and by adding of content-related 3D animations we aim at creating VR museum techniques that provide a better experience by, for example, being more immersive, creating a higher emotional connection, or having an educational value.
绘画的数字化使我们能够对它们进行各种修改,也可以添加数字内容来补充这些艺术品。在我们的研究中,我们调查了如何在VR博物馆设置中使用这种数字扩展。这个创意展示演示展示了基于早期实验的初步结果和相关用户反馈的“增强VR博物馆”的首次实现。通过使用诸如“绘画”,物体或绘画风格的其他视觉效果的“风格化”等技术,并通过添加与内容相关的3D动画,我们的目标是创建VR博物馆技术,提供更好的体验,例如,更加身临其境,创造更高的情感联系,或具有教育价值。
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引用次数: 6
Kissenger: Development of a Remote Kissing Device for Affective Communication Kissenger:一种用于情感交流的远程接吻装置的研制
E. Y. Zhang, A. Cheok, S. Nishiguchi, Yukihiro Morisawa
As human communication is rapidly migrating from the physical world to the digital world, it is crucial to develop affective communication systems to enable the expression of intimacy, emotion and empathy over the Internet, as these are essential elements in forming social relationships. A multisensory, real-time kissing device, Kissenger, is developed to transmit multisensory kissing sensations remotely using mobile phones. The aim is to provide an intimate communication channel for families and friends to physically interact with each other remotely, in order to effectively convey deep emotions and intimacy through a multisensory internet communication experience.
随着人类交流从物理世界迅速转移到数字世界,开发情感交流系统以在互联网上表达亲密、情感和同理心是至关重要的,因为这些是形成社会关系的基本要素。Kissenger是一种多感官实时接吻装置,可以通过手机远程传输多感官的接吻感觉。其目的是为家人和朋友提供一个亲密的沟通渠道,通过多感官的互联网沟通体验,有效地传达深层情感和亲密关系。
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引用次数: 8
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Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
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