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.
{"title":"The COMPASS Framework for Digital Entertainment: Discussing Augmented Reality Activities for Scouts","authors":"M. Santos, D. Rompapas, Yoshinari Nishiki, Takafumi Taketomi, Goshiro Yamamoto, C. Sandor, H. Kato","doi":"10.1145/3001773.3001799","DOIUrl":"https://doi.org/10.1145/3001773.3001799","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"17 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123724967","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","authors":"Itaru Kuramoto, H. Ando, Günter Wallner","doi":"10.1145/3001773","DOIUrl":"https://doi.org/10.1145/3001773","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116568550","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Magnetic Dining Table and Magnetic Foods","authors":"Nur Ellyza Abd Rahman, Azhri Azhar, Mohammad Abdullah Mohamad Johar, Kasun Karunanayaka, A. Cheok, Jade Gross, A. L. Aduriz","doi":"10.1145/3001773.3001809","DOIUrl":"https://doi.org/10.1145/3001773.3001809","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115108811","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"BathDrum2: Percussion Instruments on a Bathtub Edge with Low-Latency Tap Tone Identification","authors":"Tomoyuki Sumida, Shigeyuki Hirai","doi":"10.1145/3001773.3001816","DOIUrl":"https://doi.org/10.1145/3001773.3001816","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128336367","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"DJ-MVP: An Automatic Music Video Producer","authors":"Jianyu Fan, William Li, Jim Bizzocchi, J. Bizzocchi, Philippe Pasquier","doi":"10.1145/3001773.3001782","DOIUrl":"https://doi.org/10.1145/3001773.3001782","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133120528","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Engine- Cooperative Game Modeling (ECGM): Bridge Model-Driven Game Development and Game Engine Tool-chains","authors":"Meng Zhu, Alf Inge Wang, Hallvard Trætteberg","doi":"10.1145/3001773.3001779","DOIUrl":"https://doi.org/10.1145/3001773.3001779","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"241 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116206887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"SomaticBall: Ball-Type Device Providing \"Sticking Feeling\"","authors":"Hayato Dogai, Maho Oki, K. Tsukada","doi":"10.1145/3001773.3001810","DOIUrl":"https://doi.org/10.1145/3001773.3001810","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128160693","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Lost in Open Worlds: Design Patterns for Player Navigation in Virtual Reality Games","authors":"Stefan Liszio, M. Masuch","doi":"10.1145/3001773.3001794","DOIUrl":"https://doi.org/10.1145/3001773.3001794","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":" 10","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132188385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cross-device interaction provides new and interesting ways of interacting with technology as people have access to a growing number of mobile devices. In different social situations with more people, such cross-device interaction also enables different kinds of collaboration through the devices. In this paper, we explore collaboration and interaction between children during cross-device image exploration. We developed a collocated cross-device application called PinchPan that enables photo exploration and panning through pinching. We studied PinchPan with 22 children who used it in pairs to find different characters in various images. We found that the children adopted a number of different approaches for collaboration in cross-device interaction, and that panning constitutes a challenge for the image exploration.
{"title":"PinchPan: Investigating Children's Collaboration in Cross-Device Interaction","authors":"H. P. Jensen, M. Olsen, M. Skov","doi":"10.1145/3001773.3001789","DOIUrl":"https://doi.org/10.1145/3001773.3001789","url":null,"abstract":"Cross-device interaction provides new and interesting ways of interacting with technology as people have access to a growing number of mobile devices. In different social situations with more people, such cross-device interaction also enables different kinds of collaboration through the devices. In this paper, we explore collaboration and interaction between children during cross-device image exploration. We developed a collocated cross-device application called PinchPan that enables photo exploration and panning through pinching. We studied PinchPan with 22 children who used it in pairs to find different characters in various images. We found that the children adopted a number of different approaches for collaboration in cross-device interaction, and that panning constitutes a challenge for the image exploration.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117039234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Research into multimodal flavor perceptions has demonstrated associations between basic tastes and visual cues. Moreover, such associations have been found to influence taste perception. Here we are interested in how mixed reality technology in the form of projection mapping can be used to introduce such visual cues during consumption. First, associations between basic tastes and visualizations that differed in color, shape and animation speed were investigated in a crowdsourcing study. The study demonstrated associations between sweetness and red rounded shapes, and sourness and green angular shapes with a fast animation speed. A subsequent lab study where the visualizations were projected around a cup of yogurt that participants tasted confirmed these associations. Finally, specific combinations of visualizations and animation types were found to influence taste perceptions of the yogurt. The implications of these findings are discussed.
{"title":"A Moving Feast: Effects of Color, Shape and Animation on Taste Associations and Taste Perceptions","authors":"Gijs Huisman, Merijn Bruijnes, D. Heylen","doi":"10.1145/3001773.3001776","DOIUrl":"https://doi.org/10.1145/3001773.3001776","url":null,"abstract":"Research into multimodal flavor perceptions has demonstrated associations between basic tastes and visual cues. Moreover, such associations have been found to influence taste perception. Here we are interested in how mixed reality technology in the form of projection mapping can be used to introduce such visual cues during consumption. First, associations between basic tastes and visualizations that differed in color, shape and animation speed were investigated in a crowdsourcing study. The study demonstrated associations between sweetness and red rounded shapes, and sourness and green angular shapes with a fast animation speed. A subsequent lab study where the visualizations were projected around a cup of yogurt that participants tasted confirmed these associations. Finally, specific combinations of visualizations and animation types were found to influence taste perceptions of the yogurt. The implications of these findings are discussed.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114670311","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}