{"title":"Relation between facial expression and user described episodic memory timeline in short movies","authors":"S. Hasegawa, Lopez Erik","doi":"10.1145/3001773.3014352","DOIUrl":"https://doi.org/10.1145/3001773.3014352","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"17 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":"133615163","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}
Marina Wada, Akito Nakano, Y. Mizuno, Hisakazu Hada
{"title":"The Light Painting by a Fluorescence String Figure","authors":"Marina Wada, Akito Nakano, Y. Mizuno, Hisakazu Hada","doi":"10.1145/3001773.3001823","DOIUrl":"https://doi.org/10.1145/3001773.3001823","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"22 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":"121742437","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}
{"title":"The Interplay of Two Worlds in Blood Bowl: Implications for Hybrid Board Game Design","authors":"Ville Kankainen","doi":"10.1145/3001773.3001796","DOIUrl":"https://doi.org/10.1145/3001773.3001796","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"149 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":"122663613","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}
{"title":"Passive Mid-air Display","authors":"Naoya Koizumi, T. Naemura","doi":"10.1145/3001773.3001812","DOIUrl":"https://doi.org/10.1145/3001773.3001812","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"15 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":"125570332","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}
{"title":"Game Metrics for Evaluating Social In-game Behavior and Interaction in Multiplayer Games","authors":"K. Emmerich, M. Masuch","doi":"10.1145/3001773.3001793","DOIUrl":"https://doi.org/10.1145/3001773.3001793","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"54 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":"126200443","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}
Yuki Kubo, Hirobumi Tomita, Shuta Nakamae, T. Hoshi, Yoichi Ochiai
{"title":"Bubble Cloud: Projection of an Image onto a Bubble Cluster","authors":"Yuki Kubo, Hirobumi Tomita, Shuta Nakamae, T. Hoshi, Yoichi Ochiai","doi":"10.1145/3001773.3001815","DOIUrl":"https://doi.org/10.1145/3001773.3001815","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"77 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":"126304677","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}
{"title":"The influence of liking and disliking on creative expression in digital photos","authors":"M. T. Brink, F. Nack, B. Schouten","doi":"10.1145/3001773.3001775","DOIUrl":"https://doi.org/10.1145/3001773.3001775","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"1 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":"127948212","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}
{"title":"Sensified Gaming: Design Patterns and Game Design Elements for Gameful Environmental Sensing","authors":"M. Budde, Rikard Öxler, M. Beigl, J. Holopainen","doi":"10.1145/3001773.3001832","DOIUrl":"https://doi.org/10.1145/3001773.3001832","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"115 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":"116955946","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}
{"title":"Can Different \"Eye\" Designs for Anthropomorphic Manga Characters Inform Users of Different Functions of Anthropomorphized Systems?","authors":"T. Komatsu, Itaru Kuramoto, Daiki Sawai","doi":"10.1145/3001773.3001829","DOIUrl":"https://doi.org/10.1145/3001773.3001829","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"61 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":"132006703","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}
{"title":"An Eye for an Eye: Gaze Input in Competitive Online Games and its Effects on Social Presence","authors":"M. Lankes, Bernhard Maurer, Barbara Stiglbauer","doi":"10.1145/3001773.3001774","DOIUrl":"https://doi.org/10.1145/3001773.3001774","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"32 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":"125208295","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}