Byongsue Kang, Euisang Oh, Junghwan Sung, Semi Kim, Hwanik Jo
{"title":"The system for activity-visualization of the experience game of smart phone","authors":"Byongsue Kang, Euisang Oh, Junghwan Sung, Semi Kim, Hwanik Jo","doi":"10.1145/1900354.1900385","DOIUrl":"https://doi.org/10.1145/1900354.1900385","url":null,"abstract":"Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. There are many studies about game storytelling. In the paper of Won[Won 2009] they try to detail elements consisting of game scenario. They derived essential element of game scenario and applied them in their prototype game. In the Ha's study[Ha 1999], they develop original idea to draw time and events of game scenario. They tried to express complex relation between time and events by piling layers that represent time and events. These studies can provide good directions to develop game story and create contents in case of developing typical game using joystick or keyboard.","PeriodicalId":286776,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Posters","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114588256","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":"Surge: an experiment in real-time music analysis for gaming","authors":"Christian M. Hahn, P. Diefenbach","doi":"10.1145/1900354.1900371","DOIUrl":"https://doi.org/10.1145/1900354.1900371","url":null,"abstract":"Most current music-based games rely on the player's objective of following the rhythm of the game's music as precisely as possible using an external control interface. The emergence of these rhythm-based games has been due to the popularity of titles such as the Dance Dance Revolution, Guitar Hero, and Rock Band series of games. As a multi-discipline collaboration at Drexel University between the Digital Media graduate curriculum, ECE Music Entertainment Technology (MET) lab, and the RePlay Lab for gaming research, we have focused on expanding the concept of the music game genre through merging novel audio-analysis algorithms together with music-driven dynamic gameplay. This research has produced a new style of game, termed a music-reactive platform game.","PeriodicalId":286776,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Posters","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122751983","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}
Yusuke Tokuyoshi, Shinji Ogaki, Sebastian Schoellhammer
{"title":"Final gathering using adaptive multiple importance sampling","authors":"Yusuke Tokuyoshi, Shinji Ogaki, Sebastian Schoellhammer","doi":"10.1145/1900354.1900407","DOIUrl":"https://doi.org/10.1145/1900354.1900407","url":null,"abstract":"We propose an efficient final gathering technique using adaptive multiple importance sampling (AMIS) [Cornuet et al. 2009] for a scene containing a highly intense spot of light. AMIS is aimed at optimally recycling past simulations in an iterative importance sampling scheme. The difference to earlier adaptive importance sampling methods is that the past weighting functions are recomputed by multiple importance sampling [Veach 1997] at each iteration. In AMIS, the probability distribution function (PDF) at the tth iteration is parameterized by θt. The next parameter θt+1 is determined by estimating the optimal value from past samples (described in Section 2.2). The performance of AMIS depends on a sampling strategy, i.e. the choice of a PDF. This poster suggests a suitable PDF for final gathering. Our method increases error in some case, however, it is effective in the case of a scene contains a highly intense spot of light compared to the classic method.","PeriodicalId":286776,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Posters","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126646184","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}
Semi Kim, Hwanik Jo, Junghwan Sung, Hyohoun No, Byongsue Kang, Euisang Oh
{"title":"Pendulum, media art beyond the boundary between presence and absence","authors":"Semi Kim, Hwanik Jo, Junghwan Sung, Hyohoun No, Byongsue Kang, Euisang Oh","doi":"10.1145/1900354.1900370","DOIUrl":"https://doi.org/10.1145/1900354.1900370","url":null,"abstract":"The purpose of this study is to examine how emptiness, which shows much more meanings in space and acts as a factor of various human-perceived experiences, can be interpreted in media art.","PeriodicalId":286776,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Posters","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131327783","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}
Shinsuke Akabane, Johnson Leu, Ruri Araki, J. Choi, Emily Chang, Saori Nakayama, H. Shibahara, Madoka Terasaki, Susumu Furukawa, M. Inakage
{"title":"ZOOTOPIA: a tangible and accessible zoo for hospitalized children","authors":"Shinsuke Akabane, Johnson Leu, Ruri Araki, J. Choi, Emily Chang, Saori Nakayama, H. Shibahara, Madoka Terasaki, Susumu Furukawa, M. Inakage","doi":"10.1145/1900354.1900388","DOIUrl":"https://doi.org/10.1145/1900354.1900388","url":null,"abstract":"\"ZOOTOPIA\" is a tangible interactive toy set designed for hospitalized children to see animals in live streaming videos through playing. The system uses RFID reader and tag embedded toy figure and map to initiate different contents for display. The objective of the project is to provide a simple interface for young children to connect with the outside world and encourage communications with others during game play in order to reduce social and emotional difficulties.","PeriodicalId":286776,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Posters","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132445441","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":"Embedded motion: generating the perception of motion in peripheral vision","authors":"Yu Okano, S. Fukushima, M. Furukawa, H. Kajimoto","doi":"10.1145/1900354.1900400","DOIUrl":"https://doi.org/10.1145/1900354.1900400","url":null,"abstract":"We aimed to generate a visual sensation of motion in any direction, with both video and still images. In drawings such as comics, radial or parallel patterns are often used to represent the direction of motion and velocity of objects. In recent years, another approach has been developed, using characteristics of the human visual system to induce the perception of motion. One such example is the Fraser illusion [Chi et al. 2008]. In all these approaches, the background is hidden, which decreases the realism of the image. We propose a new method of conveying motion, utilizing characteristics of foveal and peripheral vision. Our method recognizes that users can perceive motion without image distortion.","PeriodicalId":286776,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Posters","volume":"2013 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134067875","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":"Pondang: artificial creature ecology with evolutionary sound","authors":"Se-Eok Cheon","doi":"10.1145/1900354.1900369","DOIUrl":"https://doi.org/10.1145/1900354.1900369","url":null,"abstract":"This project is an investigation into a tangible interactive art form called Pondang between virtual creatures in an artificial pond and humans. Since contemporary artwork rarely allows the audience to intervene within the virtual world, this project and its tangible interaction mechanisms have great significance in the field of interactive art. The project introduces new concepts and paradigms for tangible interaction between virtual creatures and information gathered from various physical interfaces in water. The virtual creatures created within a computer are designed with an emphasis on genetic algorithm and evolutionary sound derived from technique of genetic algorithm. Audiences can become involved in the virtual world through their senses -- touch, sight and sound.","PeriodicalId":286776,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Posters","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129209915","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":"Reiki: the dark light","authors":"Chieh Jen Chen, C. Teng","doi":"10.1145/1900354.1900382","DOIUrl":"https://doi.org/10.1145/1900354.1900382","url":null,"abstract":"According to the ancient legend of Chinese Taoism, everyone has his own particular \"Reiki\" around his body. It is a special energy that represents our health, mood and the circumstance where we are. \"Reiki\" is invisible for ordinary people, but some experts in Tao can see the Reiki by their eyes. Someone says that even you are not an expert in Tao, you may also see a dark light around a man if you can clam down and concentrate on looking at this man. This artwork wants to show these \"Reiki\" to normal people, showing how people leave their energy in the circumstance, and how it influences other people.","PeriodicalId":286776,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Posters","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114804593","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}