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
{"title":"Analysis of Multiple Users' Experience in Daily Life Using Wearable Device for Facial Expression Recognition","authors":"Katsutoshi Masai, Yuta Itoh, Yuta Sugiura, M. Sugimoto","doi":"10.1145/3001773.3014351","DOIUrl":"https://doi.org/10.1145/3001773.3014351","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"7 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":"129129708","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}
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
{"title":"Find Kirigami!: an Augmented Papercutting Play Activity Realized with Tablet Terminals","authors":"Wataru Ogasa, Masanori Fukui, Yuji Sasaki, H. Katayose","doi":"10.1145/3001773.3001817","DOIUrl":"https://doi.org/10.1145/3001773.3001817","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"43 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":"121377547","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}
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
{"title":"Can People Develop a Sense of Belonging ThroughPlaying League of Legends?","authors":"V. Scholtes, Mirte van Hout, Louise van Koppen","doi":"10.1145/3001773.3001784","DOIUrl":"https://doi.org/10.1145/3001773.3001784","url":null,"abstract":"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.","PeriodicalId":127730,"journal":{"name":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology","volume":"144 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":"115306603","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}
引用次数: 7
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