{"title":"Reporting Solo: A Design of Supporting System for Solo Live Reporting","authors":"Kohei Matsumura, Yoshinari Takegawa","doi":"10.1145/3001773.3001792","DOIUrl":"https://doi.org/10.1145/3001773.3001792","url":null,"abstract":"Solo videojournalism has become a popular form of reporting for many television stations and online news sites. We foresee that television stations will amalgamate with Internet broadcasting services and the amount of this kind of live streaming content will increase day by day. In solo live reporting which refers to live streaming style Solo Videojounal-ism, a reporter will be struggling to deal with a lot of work, particularly because he/she cannot edit the report after shooting. This can be an overwhelming burden and may cause low-quality broadcasting and/or a reduction in the amount of information broadcast. The goal of our study is to design and implement a support system for solo live reporting. The functions of our proposed system, such as intuitive camera operation, time keeping, addition of captions will aid solo live reporting and increase the quality of video contents.","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":"114762369","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 Gameplay Loop: a Player Activity Model for Game Design and Analysis","authors":"E. Guardiola","doi":"10.1145/3001773.3001791","DOIUrl":"https://doi.org/10.1145/3001773.3001791","url":null,"abstract":"To describe the task of the game designer, the literature on the subject often refers to rules and systems. But the main objective of the game designer's work is to create a specific kind of experience: gameplay. Based in both literature and diverse modes of practical experience, this article offers a formal delineation and methodology of the gameplay loop that is applicable for both design and analysis. This approach considers this loop as the potentials states of the player in the game system. This article will report use of this model in the development of recent industry games as well as in the analysis of existing titles for academic purposes.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"101 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":"124644216","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":"Complementing Artworks to Create Immersive VR Museum Experiences","authors":"Wolfgang Hürst, Ferdinand de Coninck, X. J. Tan","doi":"10.1145/3001773.3001806","DOIUrl":"https://doi.org/10.1145/3001773.3001806","url":null,"abstract":"Virtual and augmented reality offer various ways to enhance art exhibitions and create virtual museum experiences. In this work, we investigate the impact of digital additions to paintings in a VR museum setting. In particular, we evaluate if adding visuals in the same style of a painting or small 3D animations related to its content can have a positive impact on the experience and on how the art is perceived. Using Parsons' theory of how we understand art, our results demonstrate an effect on the experience and thus confirm the potential of such digital additions for VR museums.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"57 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":"116135154","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":"Blending in Hybrid Games: Understanding Hybrid Games Through Experience","authors":"Jonne Arjoranta, Ville Kankainen, Timo Nummenmaa","doi":"10.1145/3001773.3001798","DOIUrl":"https://doi.org/10.1145/3001773.3001798","url":null,"abstract":"The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"195 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":"126049771","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":"Transformed Human Presence for Puppetry","authors":"Keisuke Kawahara, Mose Sakashita, Amy Koike, Ippei Suzuki, Kenta Suzuki, Yoichi Ochiai","doi":"10.1145/3001773.3001813","DOIUrl":"https://doi.org/10.1145/3001773.3001813","url":null,"abstract":"We propose a system for transmitting a human performer's body and facial movements to a puppet with audiovisual feedback to the performer. The system consists of a head-mounted display (HMD) that shows the performer the video recording of the puppet's view, a microphone for voice capture, and photoreflectors for detecting the mouth movements of the human performer. In conventional puppetry, there is also the need for practice in the manipulation of the puppets to achieve good performance. The proposed telepresence system addresses these issues by enabling the human performer to manipulate the puppet through their own body and facial movements. The proposed system is expected to contribute to the development of new applications of puppetry and expand the interactivity of puppetry and the scope of entertainment.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"16 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":"115014795","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}
Omar Mubin, M. Obaid, Philipp Jordan, Patrícia Alves-Oliveira, T. Eriksson, W. Barendregt, Daniel Sjölie, M. Fjeld, S. Simoff, M. Billinghurst
{"title":"Towards an Agenda for Sci-Fi Inspired HCI Research","authors":"Omar Mubin, M. Obaid, Philipp Jordan, Patrícia Alves-Oliveira, T. Eriksson, W. Barendregt, Daniel Sjölie, M. Fjeld, S. Simoff, M. Billinghurst","doi":"10.1145/3001773.3001786","DOIUrl":"https://doi.org/10.1145/3001773.3001786","url":null,"abstract":"Science fiction media has had a long lasting influence on the progression of interactive technology, however recently contradictions are emerging in the development of the two disciplines. Therefore, in this exploratory position paper we report on the insights attained through a day long workshop amongst scientists and researchers on how the collaboration between science fiction and Human Computer Interaction (HCI) can be advanced. Discussions in the workshop focused on detailing the relationship between HCI and science fiction. In conclusion, as our main contribution an action plan and agenda is presented for facilitating deeper influences amongst the two disciplines.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"44 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":"131204511","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}
Jeff K. T. Tang, Green Y. Y. Leung, Bismarck K. L. Ng, Jacky Hon-Kit Hui, Anthony Kong, Wai-Man Pang
{"title":"VR-MMA: A Virtual Reality Motion and Muscle Sensing Action Game for Personal Sport","authors":"Jeff K. T. Tang, Green Y. Y. Leung, Bismarck K. L. Ng, Jacky Hon-Kit Hui, Anthony Kong, Wai-Man Pang","doi":"10.1145/3001773.3001814","DOIUrl":"https://doi.org/10.1145/3001773.3001814","url":null,"abstract":"In this paper, we proposed a serious game that not only for entertainment but also encourage people to do more exercise, in order to let them relax and refresh from the stressful working life and maintain a good health and well-being. Our game applied motion capture, muscle power sensing, action game factors and virtual reality technology (VR). In contrast to traditional VR games, our game provides a novel muscle-power sensitive gaming interface, such that special effects will be shown and a higher bonus scores could be received when the player do exercise harder and exert a greater muscle power. The preliminary experiment result reveals that the muscle sensing capability facilitates the players to pay more attention to their muscle activities when playing the game. The players also agreed that the proposed game could attract them to do exercise again.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"597 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":"132621821","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":"AR Dice Tower: Integrating Physical Randomness with Digital Effects","authors":"Natsumi Sasaki, Kouki Hirata, Kodai Morino, Mitsuru Minakuchi","doi":"10.1145/3001773.3001821","DOIUrl":"https://doi.org/10.1145/3001773.3001821","url":null,"abstract":"Chance is an important element of a play. However, it has not been ensured in computer entertainment. The computer is a black box. Hence, players may suspect that it cheats (i.e., controls the result pretending it is purely random). Meanwhile, physical devices (e.g., dice) are fair. However, they may not excite the player as much. Many computer games use visual and auditory effects to make the player excited. Therefore, we propose the combination of physical randomness and digital effects. Accordingly, we made a prototype system called the AR dice tower, and confirmed its effectiveness by test play.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"114 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":"134464866","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}
M. Ishihara, Taichi Miyazaki, C. Chu, Tomohiro Harada, R. Thawonmas
{"title":"Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI","authors":"M. Ishihara, Taichi Miyazaki, C. Chu, Tomohiro Harada, R. Thawonmas","doi":"10.1145/3001773.3001797","DOIUrl":"https://doi.org/10.1145/3001773.3001797","url":null,"abstract":"This paper evaluates the performance of Monte-Carlo Tree Search (MCTS) in a fighting game AI and proposes an improvement for the algorithm. Most existing fighting game AIs rely on rule bases and react to every situation with predefined actions, making them predictable for human players. We attempt to overcome this weakness by applying MCTS, which can adapt to different circumstances without relying on predefined action patterns or tactics. In this paper, an AI based on Upper Confidence bounds applied to Trees (UCT) and MCTS is first developed. Next, the paper proposes improving the AI with Roulette Selection and a rule base. Through testing and evaluation using FightingICE, an international fighting game AI competition platform, it is proven that the aforementioned MCTS-based AI is effective in a fighting game, and our proposed improvement can further enhance its performance.","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":"114356251","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}
Mohd Hezri Amir, Albert Quek, Nur Rasyid Bin Sulaiman, John See
{"title":"DUKE","authors":"Mohd Hezri Amir, Albert Quek, Nur Rasyid Bin Sulaiman, John See","doi":"10.1145/3001773.3001804","DOIUrl":"https://doi.org/10.1145/3001773.3001804","url":null,"abstract":"We calculated the thresholds for charged–current electron neutrino and antineutrino interactions for most of the stable isotopes. Looking at the isotopes with the lowest thresholds, we found that 181 Ta and 160 Gd are reasonable candidates for low–threshold neutrino detectors, with thresholds at 0 . 188 MeV and 0 . 105 MeV respectively. These materials are both metals, have relatively high natural abundance, and are not frequently found in conjunction with radioactive substances, making them potentially viable for this task. Using the SNOwGLoBES software library, we computed estimated cross sections and event rates for supernova fluxes in these two materials. When neutron stars in a low mass x-ray binary system collect matter from their H or He rich companion star, nuclear burning can occur on the high temperature and pressure surface. If a critical accretion rate is reached, it can cause the nuclear reactions to run away, resulting in an X-Ray Burst (XRB). By studying the sensitivity of XRB models to different nuclear reactions, we can help identify which are most important in the burst process. The stellar model used for this study was of an XRB in Modules for Experiments with Stellar Astrophysics (MESA) with a co-processed nuclear network. A single stellar model was rerun once for each nuclear reaction and its inverse in the network, varying its reaction rate by 100. The models with the greatest change indicate reactions that are key to XRB nucleosynthesis. Preliminary results identified 5 significant nuclear reactions. While the study is in its preliminary stage, it has proved capable of highlighting reactions that significantly affect XRB properties. Λ 0 hyperons can be produced from hadronization of a struck quark in Semi-Inclusive Deep In- elastic Scattering (SIDIS). This process is of interest because the Λ 0 hyperon polarization may be inferred from its self-analyzing weak decay. Such probes allow one to extract information about the polarization of the constituent quarks within the proton and provide a test of fundamental aspects of Quantum Chromodynamics (QCD). In this study, we generated SIDIS events using a Lund Monte Carlo and simulated the response of the CLAS12 detector at Jefferson Lab’s Continuous Electron Beam Accelerator Facility (CEBAF)using GEANT4 with different toroidal magnet field strengths and configurations (either inbending or outbending). We then processed events using the CLAS12 reconstruction framework to find the optimal configuration and maximize our reconstruction efficiency from the Λ 0 → π − + p + decay channel. For Λ 0 hyperons coming from a struck quark ( x F > 0 ), we obtained our best reconstruction efficiency in the low field outbending toroidal configuration. Nuclear data for photo-nuclear reactions is scarce. By using the activation technique, ( γ,n ) cross sections can be measured to a high precision. 169 Tm( n, 2 n ) is a common neutron monitor reaction, but there is no available data on its photo-nuclear counterpart, t","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"30 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120932046","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}