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

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Analysis of Multiple Users' Experience in Daily Life Using Wearable Device for Facial Expression Recognition 多用户使用可穿戴设备进行面部表情识别的日常生活体验分析
Katsutoshi Masai, Yuta Itoh, Yuta Sugiura, M. Sugimoto
In this paper, we present a wearable facial expression recognition system that can analyse and enhance a daily experience. Our aim is to create a mindful experience in daily life by connecting the device with everyday objects and service. To this end, we made two prototypes that supports users to keep right side of emotions: 1) a text chatting system that automatically inserts an emoticon based on his/her facial expressions in the end of a comment a user typed, 2) a plant interface controlled by facial expressions. We also analysed multiple users' facial expressions while they played video games. We confirmed that visualization of sensor data from the device shows the possibility for estimating the transition of different facial expressions.
在本文中,我们提出了一个可穿戴的面部表情识别系统,可以分析和增强日常体验。我们的目标是通过将设备与日常物品和服务连接起来,在日常生活中创造一种专注的体验。为此,我们制作了两个支持用户保持情绪右侧的原型:1)文本聊天系统,在用户输入的评论末尾自动插入基于其面部表情的表情符号,2)由面部表情控制的植物界面。我们还分析了多个用户玩电子游戏时的面部表情。我们证实,来自设备的传感器数据的可视化显示了估计不同面部表情转换的可能性。
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引用次数: 1
Find Kirigami!: an Augmented Papercutting Play Activity Realized with Tablet Terminals 发现剪纸艺术!基于平板终端实现的增强剪纸游戏活动
Wataru Ogasa, Masanori Fukui, Yuji Sasaki, H. Katayose
To enhance an audience's immersive experience of a media artwork, it is important to provide the audience with more than one channel through which they can take the initiative to participate in the artwork. It is also crucial to provide a natural interaction between the artwork and its audience. Based on these ideas, we developed an interactive media artwork called "Find Kirigami!" inspired by kirigami, a traditional Japanese paper-cutting play activity. In this paper, we present the design of "Find Kirigami! and report some of the results of exhibiting the work.
为了增强观众对媒体艺术作品的沉浸式体验,重要的是要为观众提供一个以上的渠道,通过这个渠道,他们可以主动参与到艺术作品中来。在艺术品和观众之间提供自然的互动也是至关重要的。基于这些想法,我们开发了一个互动媒体艺术作品,名为“Find Kirigami!”灵感来自日本传统的剪纸游戏活动“Kirigami”。本文介绍了“Find Kirigami!”并报告一些展出作品的结果。
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引用次数: 0
Can People Develop a Sense of Belonging ThroughPlaying League of Legends? 玩家能否通过玩《英雄联盟》获得归属感?
V. Scholtes, Mirte van Hout, Louise van Koppen
This paper investigates the relation between playing League of Legends and levels of sense of belonging. Firstly, the differences between players and non-players are studied. Secondly, the difference in sense of belonging between premade team and solo players is examined. To investigate this, a questionnaire containing questions about League of Legends and a measure of sense of belonging was posted on Facebook and on several online League of Legends platforms. Firstly, participants were assigned to either the player or non-player group. Subsequently, the player group was divided into a solo and pre-made team condition. In order to compare the groups, two independent samples t-tests were performed. The results do not show a significant difference in levels of sense of belonging between players and non-players. However, the results indicate that pre-made team players have a significantly higher level of sense of belonging than solo players.
本文研究了玩《英雄联盟》与归属感水平之间的关系。首先,研究了玩家与非玩家之间的差异。其次,分析了预制团队玩家与单人玩家在归属感上的差异。为了调查这一点,我们在Facebook和其他《英雄联盟》在线平台上发布了一份包含《英雄联盟》问题和归属感测量的问卷。首先,参与者被分为玩家组和非玩家组。随后,玩家组被划分为单人状态和预先制作的团队状态。为了比较各组,进行了两个独立样本t检验。结果显示,玩家和非玩家之间的归属感水平没有显著差异。然而,结果表明,预制团队玩家的归属感水平显著高于单人玩家。
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引用次数: 7
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Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
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