A. Figueiredo, C. Sylla, Pedro Branco, Nelson Zagalo
{"title":"Merry go round: a physical, virtual, physical... toy","authors":"A. Figueiredo, C. Sylla, Pedro Branco, Nelson Zagalo","doi":"10.1145/2663806.2663812","DOIUrl":"https://doi.org/10.1145/2663806.2663812","url":null,"abstract":"We present a mixed-reality interface, in which a carrousel-like platform carries a set of wooden figures from the physical world into a game running inside a tablet, bringing them back to the physical world again by further rotating the platform. The wooden figurines allow young children to manipulate and play with them, working at the same time as characters of a game. Along the interaction, users are confronted with different problem solving situations that they can solve with the help of the wooden characters.","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"162 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115991230","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}
T. Hirai, Satoshi Nakamura, Tsubasa Yumura, S. Morishima
{"title":"VRMixer: mixing video and real world with video segmentation","authors":"T. Hirai, Satoshi Nakamura, Tsubasa Yumura, S. Morishima","doi":"10.1145/2663806.2663834","DOIUrl":"https://doi.org/10.1145/2663806.2663834","url":null,"abstract":"This paper presents VRMixer, a system that mixes real world and a video clip letting a user enter the video clip and realize a virtual co-starring role with people appearing in the clip. Our system constructs a simple virtual space by allocating video frames and the people appearing in the clip within the user's 3D space. By measuring the user's 3D depth in real time, the time space of the video clip and the user's 3D space become mixed. VRMixer automatically extracts human images from a video clip by using a video segmentation technique based on 3D graph cut segmentation that employs face detection to detach the human area from the background. A virtual 3D space (i.e., 2.5D space) is constructed by positioning the background in the back and the people in the front. In the video clip, the user can stand in front of or behind the people by using a depth camera. Real objects that are closer than the distance of the clip's background will become part of the constructed virtual 3D space. This synthesis creates a new image in which the user appears to be a part of the video clip, or in which people in the clip appear to enter the real world. We aim to realize \"video reality,\" i.e., a mixture of reality and video clips using VRMixer.","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"178 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122856397","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":"Head-worn mixed reality projection display application","authors":"K. Akşit, Daniel Kade, Oğuzhan Özcan, H. Urey","doi":"10.1145/2663806.2663826","DOIUrl":"https://doi.org/10.1145/2663806.2663826","url":null,"abstract":"The main goal of this research is to develop a mixed reality (MR) application to support motion capture actors. This application allows seeing and exploring a digital environment without occluding the actor's visual field. A prototype is built by combining a retro-reflective screen covering surrounding walls and a headband consisting of a laser scanning projector with a smartphone. Built-in sensors of a smartphone provide navigation capabilities in the digital world. The integrated system has some unique advantages, which are collectively demonstrated for the first time: (i) providing fixed field-of-view (50° in diagonal), fixed retinal images at full-resolution, and distortion-free images that are independent of the screen distance and shape; (ii) presenting different perspectives to the users as they move around or tilt their heads, (iii) allowing a focus-free and calibration-free display even on non-flat surfaces using laser scanning technology, (iv) enabling multiple users to share the same screen without crosstalk due to the use of retro-reflectors, and (v) producing high brightness pictures with a projector of only 15 lm; due to a high-gain retro-reflective screen. We demonstrated a lightweight, comfortable to wear and low cost head-mounted projection display (HMPD) which acts as a stand-a-lone mobile system. Initial informal functionality tests have been successfully performed. The prototype can also be used as a 3D stereo system using the same hardware by additionally mounting polarized glasses and an active polarization rotator, while maintaining all of the advantages listed above.","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121873944","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":"Session details: Content generation and gamification","authors":"M. Masuch","doi":"10.1145/3251047","DOIUrl":"https://doi.org/10.1145/3251047","url":null,"abstract":"","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116728136","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":"Hierarchical generation of dynamic and nondeterministic quests in games","authors":"E. S. D. Lima, B. Feijó, A. Furtado","doi":"10.1145/2663806.2663833","DOIUrl":"https://doi.org/10.1145/2663806.2663833","url":null,"abstract":"Quests are a fundamental storytelling mechanism used by computer role-playing games to engage players in the game's narrative. Although role-playing games have evolved in many different ways in the last years, their basic narrative structure is still based on static plots manually created by game designers. In this paper, we present a method for the generation of dynamic quests based on hierarchical task decomposition and planning under non-determinism. The proposed approach combines planning, execution, and monitoring to efficiently handle nondeterministic events and support quests with multiple endings that affect the game's narrative and create interactive and dynamic story plots. These plots are directly or indirectly affected by player's actions and decisions. Furthermore, this paper presents the concept of hierarchical quests.","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128218886","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}
Y. Miyazaki, Yuichi Itoh, Yuki Tsujimoto, Masahiro Ando, T. Onoye
{"title":"Ketsuro-Graffiti: water condensation display","authors":"Y. Miyazaki, Yuichi Itoh, Yuki Tsujimoto, Masahiro Ando, T. Onoye","doi":"10.1145/2663806.2663872","DOIUrl":"https://doi.org/10.1145/2663806.2663872","url":null,"abstract":"We propose a novel interactive display called Ketsuro-Graffiti, which allows users to write or apply graffiti to the surface of water-condensed mirror-like displays. Ketsuro-Graffiti controls the temperature of arbitrary points on its surface by moving heat conductive actuators up and down to control the condensation's generation and evaporation. We describe the details of its implementation and preliminary evaluation results.","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128518953","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":"Session details: Locative media","authors":"Mon-Chu Chen","doi":"10.1145/3251043","DOIUrl":"https://doi.org/10.1145/3251043","url":null,"abstract":"","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130294761","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}
K. Bergström, Annika Wærn, Daniel Rosqvist, Lisa Månsson
{"title":"Gaming in the crucible of science: gamifying the science center visit","authors":"K. Bergström, Annika Wærn, Daniel Rosqvist, Lisa Månsson","doi":"10.1145/2663806.2663840","DOIUrl":"https://doi.org/10.1145/2663806.2663840","url":null,"abstract":"Gamification can be done for many purposes. We describe an experiment with gamification that, while addressing an informal learning environment, was not done to directly support learning. In the design of an overarching game experience for a science center, the goals were to support a focused visit, and create incitement for families to engage together. We describe how the science center environment poses multiple challenges for game and interaction design, which differ from ordinary gamification projects. We explain how these were addressed by designing for group interactivity, supporting both open and challenge-based play, and a careful combination of physical and digital interaction.","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"151 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124204289","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":"Evaluating the effects of orchestrated, game-based learning in virtual environments for informal education","authors":"P. Apostolellis, D. Bowman","doi":"10.1145/2663806.2663821","DOIUrl":"https://doi.org/10.1145/2663806.2663821","url":null,"abstract":"In informal learning spaces employing digital content, such as museums, visitors often do not get adequate exposure to content, or they passively receive instruction offered by a museum docent to the whole group. This research aims to identify which elements of co-located group collaboration, virtual environments, and serious games can be leveraged for an enhanced museum learning and entertaining experience. We developed C-OLiVE, an interactive virtual environment supporting tripartite group collaboration, which we used to explore our hypothesis that synchronous, co-located, group collaboration will afford greater learning compared to conventional approaches. In an empirical study, we found some evidence supporting this hypothesis, taking into consideration other factors such as game experience and social presence. Students participating in the three-player condition demonstrated a better understanding of the collaborative tasks compared to their single-player counterparts. We discuss these results and outline future studies using the same virtual environment.","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123450329","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}
Lauren Abramsky, Antonio Gomes, Paul Strohmeier, Roel Vertegaal
{"title":"GoonQuad: an emotive quadruped for exploring human-robot interaction","authors":"Lauren Abramsky, Antonio Gomes, Paul Strohmeier, Roel Vertegaal","doi":"10.1145/2663806.2663819","DOIUrl":"https://doi.org/10.1145/2663806.2663819","url":null,"abstract":"We present GoonQuad, an emotive quadruped capable of expressing emotional behaviours as a response to human touch. GoonQuad comprises five prerecorded states: angry, cheerful, sleepy, confused and a baseline breathing state. Each state is triggered by human touch in areas specified by the eyebrows and a tattoo, painted with conductive ink. Moreover, GoonQuad is capable of recording and replaying movements via direct user manipulation. To enable the robot to record and replay new motions, analog feedback servos were embedded in the 3D printed structure. Our aim was to develop a system where users can interact with a robot naturally and the robot can adapt to this natural interaction.","PeriodicalId":367646,"journal":{"name":"Proceedings of the 11th Conference on Advances in Computer Entertainment Technology","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114636743","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}