{"title":"Interacting with virtual and augmented worlds","authors":"N. Magnenat-Thalmann","doi":"10.1145/1413634.1413747","DOIUrl":"https://doi.org/10.1145/1413634.1413747","url":null,"abstract":"For more than three decades, the main focus was to be able to model realistic decors, lights and living beings, particularly humans that should look realistic. Actually, we are aiming for interacting with these worlds in a sensitive and meanful way. In this invited talk, I will present the research that we are developping on many aspects at MIRALab: interactive modelling of virtual humans, interactive clothes modelling and animation, touching textiles, haptic interaction with hair, gaze interaction with Virtual Humans in Augmented Reality, talking and being recognized by virtual humans with memory and personality models. In this short summary, we describe mainly the problematic of modelling any body size and shape and also dress it up, all in real-time.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121917431","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":"Pervasive awareness applications: aesthetic and ludic aspects","authors":"M. Divitini, I. Mavrommati","doi":"10.1145/1413634.1413724","DOIUrl":"https://doi.org/10.1145/1413634.1413724","url":null,"abstract":"This paper presents a workshop organized in conjunction with DIMEA2008 with focus on ludic and aesthetic aspects of Pervasive Awareness Systems. The workshop aims at bringing together different perspectives on the topic and challenge mainstream assumptions underlying the design of these systems. The workshop combines presentations and hands-on activities with the aim to promote interactivity and creativity.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123270754","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}
S. A. Paul, Marianne Jensen, Chui Yin Wong, C. Khong
{"title":"Socializing in mobile gaming","authors":"S. A. Paul, Marianne Jensen, Chui Yin Wong, C. Khong","doi":"10.1145/1413634.1413641","DOIUrl":"https://doi.org/10.1145/1413634.1413641","url":null,"abstract":"Currently the most prevalent format for mobile gaming is the single-player variety, where users interact with the game's artificial intelligence within a number of genres such as sports, action, racing, and puzzle games, etc. The users install the game and play it for entertainment and to pass the time until repetitiveness and boredom prompts them to stop playing that game and switch to another one. We would like to suggest the incorporation of socializing elements into mobile game concepts, in order to enrich the user experience and allow users to share this experience with other members of their readily available social networks. Empirical studies with Malaysian and Thai youths were conducted to gain insights on behavior in playing videogames in general and playing mobile games to be specific. These studies identified socializing as one of the key drivers in playing these games. The results were shared and resulted in a jointly collaborated interface design project to explore the theme of 'socializing in mobile games'. Interface design students created new game concepts incorporating elements of socializing. Two of these mobile design projects were shown as examples to illustrate the mobile game concepts and also to identify the common themes in the context of socializing within mobile games.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121474676","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":"Educational game Europe 2045","authors":"Vít Šisler, C. Brom, Petr Jakubícek","doi":"10.1145/1413634.1413734","DOIUrl":"https://doi.org/10.1145/1413634.1413734","url":null,"abstract":"This paper describes Europe 2045, a serious game for high school social science courses, aimed at familiarising students with political, economic, and social issues in contemporary Europe.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123639748","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":"Toward accessible 3D virtual environments for the blind and visually impaired","authors":"Gareth R. T. White, G. Fitzpatrick, G. McAllister","doi":"10.1145/1413634.1413663","DOIUrl":"https://doi.org/10.1145/1413634.1413663","url":null,"abstract":"3D virtual environments are increasingly used for education, business and recreation but are often inaccessible to users who are visually impaired, effectively creating a digital divide. Interviews with 8 visually impaired expert users were conducted to guide design proposals, and a review of current research into haptics and 3D sound for auditory displays is presented with suggestions for navigation and feedback techniques to address these accessibility issues. The diversity and volatility of the environment makes Second Life an unusually complex research object, suggesting the applicability of our work for the field of HCI and accessibility in 3D virtual environments.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123674873","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":"Software engineering for and with artists: a case study","authors":"A. Trifonova, Øyvind Brandtsegg, M. L. Jaccheri","doi":"10.1145/1413634.1413671","DOIUrl":"https://doi.org/10.1145/1413634.1413671","url":null,"abstract":"The article presents ImproSculpt -- a live performance instrument for algorithmic composition and improvised audio manipulation. A custom version of the software has been used within several interactive art installations, one of which (i.e. Flyndre) will be described. Besides the software characteristics and usage modes we present and discuss the software engineering challenges, problems and lessons learned during the development of ImproSculpt. Several methodologies were used in the case study: observing the project through its life cycle; analyzing the software and its documentation; questionnaire with the artist who is also the main developer; two software engineering interventions. The support of high performance, easy modifiability and availability were found to be particularly important. The development of a modular architecture has been identified as a way to satisfy some of the non-functional quality attributes of the software that appeared with the growth of the project. Furthermore, ImproSculpt has been published as open source software in order to increase access to wider public and stimulate input from interested community - software developers and artists.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126553199","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. Camanho, A. Ciarlini, A. Furtado, C. Pozzer, B. Feijó
{"title":"Conciliating coherence and high responsiveness in interactive storytelling","authors":"M. Camanho, A. Ciarlini, A. Furtado, C. Pozzer, B. Feijó","doi":"10.1145/1413634.1413709","DOIUrl":"https://doi.org/10.1145/1413634.1413709","url":null,"abstract":"Interactive storytelling is a new form of digital entertainment that brings together techniques and tools for the creation, visualization and control of interactive stories through electronic means. One of the main challenges of interactive storytelling is the generation of stories that are both coherent and interesting, while providing means to allow the user to interact with the story. On the other hand, user's intervention should not violate the rules of the chosen genre, leading to unlikely developments. Another problem arises when storytelling environments require high responsiveness, as is the case in interactive TV. The fact that storytelling systems are usually very CPU intensive should not affect responsiveness. This paper describes a model to deal with these requirements, which has been implemented over a previous version of Logtell, a logic-based tool for interactive generation and dramatization of stories.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114955760","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":"Development and evaluation of a centaur robot","authors":"S. Tsuda, K. Shinozaki, R. Nakatsu","doi":"10.1145/1413634.1413677","DOIUrl":"https://doi.org/10.1145/1413634.1413677","url":null,"abstract":"Recently various types of robots are being studied and developed, which can be classified into two groups: humanoid type and animal type. Since each group has its own merits and demerits, a new type of robot is expected to emerge with greater strengths and fewer weaknesses. In this paper we propose a new type of robot called the \"Centaur Robot\" by merging the concepts of these two types of robots. This robot has a human-like upper body and a four-legged animal-like lower body. Due to this basic architecture, the robot has several merits, including human-like behaviors and stable walking even on non-smooth ground. We describe its hardware and software architectures. Also we describe the experiments to evaluate its walking capability.","PeriodicalId":259533,"journal":{"name":"Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115229956","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}