{"title":"Looking for a Good Time: Information Seeking in a Mobile Content Sharing and Gaming Environments","authors":"Guanghao Low, D. Goh, C. S. Lee","doi":"10.1109/CW.2010.64","DOIUrl":"https://doi.org/10.1109/CW.2010.64","url":null,"abstract":"Indagator is a mobile application which incorporates multiplayer, pervasive gaming elements into content sharing. The application allows users to annotate physical locations with multimedia content (annotations), and concurrently, provide opportunities for play through creating and engaging interactive game elements, earning points, and socializing. This paper examines the motivations for accessing and viewing annotations in Indagator, and highlights the influence of introducing games to mobile content sharing applications in general. Participants used Indagator for one week and were thereafter interviewed. Results were drawn by triangulating data from the interview, server logs, and the content of the annotations accessed. Three overarching motivation categories for accessing annotations emerged from our analysis – Facts, Friends, and Fun. Further, participants generally felt that games would sustain their interest in accessing annotations in the long run. Implications of our work are also discussed.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129468170","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":"Interactive Lighting and Material Design System for Cyber Worlds","authors":"Kei Iwasaki, Y. Dobashi, T. Nishita","doi":"10.1109/CW.2010.54","DOIUrl":"https://doi.org/10.1109/CW.2010.54","url":null,"abstract":"Interactive rendering under complex real world illumination is essential for many applications such as material design, lighting design, and virtual realities. For such applications, interactive manipulations of viewpoints, lighting, BRDFs, and positions of objects are beneficial to designers and users. This paper proposes a system that acquires complex, all-frequency lighting environments and renders dynamic scenes under captured illumination, for lighting and material design applications in cyber worlds. To capture real world lighting environments easily, our method uses a camera equipped with a cellular phone. To handle dynamic scenes of rigid objects and dynamic BRDFs, our method decomposes the visibility function at each vertex of each object into the occlusion due to the object itself and occlusions due to other objects, which are represented by a nonlinear piecewise constant approximation, called cuts. Our method proposes a compact cut representation and efficient algorithm for cut operations. By using our system, interactive manipulation of positions of objects and real time rendering with dynamic viewpoints, lighting, and BRDFs can be achieved.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"173 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128633673","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}
I. Remolar, M. Chover, R. Quirós, J. Gumbau, Francisco Ramos, P. Castelló, Cristina Rebollo
{"title":"Virtual Trade Fair: A Multiuser 3D Virtual World for Business","authors":"I. Remolar, M. Chover, R. Quirós, J. Gumbau, Francisco Ramos, P. Castelló, Cristina Rebollo","doi":"10.1109/CW.2010.52","DOIUrl":"https://doi.org/10.1109/CW.2010.52","url":null,"abstract":"Online virtual trade fairs are becoming more popular in the business world. They enable companies to establish a economic trade relationship with their customers. This article presents a multi-user virtual trade fair developed using the technology of 3D game engines. This makes it possible to obtain a high degree of realism and benefit from every advantage of using this software: very real lighting, cast shadows, collision detection, animation, etc. Moreover, the virtual trade fair is accessible online only requiring a plug-in to be installed on the visitor’s computer for them to be able to enter the virtual world. In order to facilitate management of the business fair, our application builds the 3D objects automatically. Participants in the trade fair can customize their virtual stand and the application will generate the necessary code for it to be included in the rendered virtual world. In addition, some interactive objects can be added to the virtual stand to provide fair visitors with essential information such as business contact details, publicity catalogues and so on. Finally, users, who are represented by avatars, can interact with each other while they are visiting the virtual fair.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127249255","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":"CollaBoard: A Novel Interactive Electronic Whiteboard for Remote Collaboration with People on Content","authors":"A. Kunz, Thomas Nescher, Martin Küchler","doi":"10.1109/CW.2010.17","DOIUrl":"https://doi.org/10.1109/CW.2010.17","url":null,"abstract":"In this paper, we present a device called ‘CollaBoard’. It was developed in the context of ongoing CSCW research efforts in developing groupware that mediates remote collaboration processes. CollaBoard combines video- and data-conferencing by overlaying a life-sized video showing the entire upper body of remote people in front of the displayed shared content. By doing so, CollaBoard shows pose, gaze, and gestures of remote partners, preserves the meaning of users’ deictic gestures when pointing at displayed shared artifacts, and keeps shared artifacts editable at both conference sites. For this, a new whiteboard software is also introduced, which allows a real-time synchronization of the generated artifacts. Finally, the functionality of two interconnected CollaBoard prototypes was verified in a usability assessment.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129995349","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":"Optimizing Triangulation of Implicit Surface Based on Quadric Error Metrics","authors":"Mingqiang Wei, M. Pang, Z. Pan","doi":"10.1109/CW.2010.51","DOIUrl":"https://doi.org/10.1109/CW.2010.51","url":null,"abstract":"In this paper, based on quadric error metrics, we present an hybrid approach to optimize triangulation created from implicit surface with sharp features. The approach first uses a resampling process to update vertices positions of initial triangulation. A dual mesh of the triangulation is at the same time constructed to restrict the updated positions and to project the new positions onto the implicit surface. Each vertex position of the updated triangulation is then optimized by minimizing the squared distances from the vertex to tangent planes of the implicit surface at the corresponding vertex of the modified dual mesh. The optimization process combines with a curvature-dependent adaptive mesh subdivision. Our method uses an error metrics to measure deviation between the vertices in final triangulation and the implicit surface.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132165510","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":"CAPTCHA Challenges for Massively Multiplayer Online Games: Mini-game CAPTCHAs","authors":"Yang-Wai Chow, W. Susilo, Hua-Yu Zhou","doi":"10.1109/CW.2010.48","DOIUrl":"https://doi.org/10.1109/CW.2010.48","url":null,"abstract":"Botting or automated programs in Massively Multiplayer Online Games (MMOGs) has long been a problem in these networked virtual environments. The use of bots gives cheating players an unfair advantage over other honest players. Using bots, players can potentially amass a huge amount of game wealth, resources, experience points, etc. Without much effort, as bot programs can be run continuously for countless hours and will never get tired. Honest players on the other hand have to spend much more time and effort in order to gather an equal amount of game resources. This destroys the fun for legitimate players, ruins the balance of the game and threatens the game developer’s revenue base as discontented players may stop playing the game. Research efforts have proposed the incorporation of CAPTCHA(Completely Automated Public Turing test to tell Computers and Humans Apart) challenges in games to prevent or detect potential cheaters, by presenting challenges that are easy for a human to solve but are difficult for a computer to solve. However, the incorporation of CAPTCHA challenges in games is often seen in a negative light, as they are deemed to be intrusive and that they destroy the sense of immersion in the game. This research presents an approach of using CAPTCHAs in MMOGs that is both secure and adds game play value to the game.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126566436","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":"Human Action Recognition by Negative Space Analysis","authors":"Shah Atiqur Rahman, Liyuan Li, M. Leung","doi":"10.1109/CW.2010.29","DOIUrl":"https://doi.org/10.1109/CW.2010.29","url":null,"abstract":"we propose a novel region-based method to recognize human actions by analyzing regions surrounding the human body, termed as negative space according to art theory, whereas other region-based approaches work with silhouette of the human body. We find that negative space provides sufficient information to describe each pose. It can also overcome some limitations of silhouette based methods such as leaks or holes in the silhouette. Each negative space can be approximately represented by simple shapes, resulting in computationally inexpensive feature description that supports fast and accurate action recognition. The proposed system has obtained 100% accuracy on the Weizmann human action dataset and is found more robust with respect to partial occlusion, shadow, noisy segmentation and non-rigid deformation of actions than other methods.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125635276","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":"A Formal Methodology for Developing Enterprise Systems Procedurally: Homotopy, Pi-Calculus and Event-Driven Programs","authors":"K. Ohmori, T. Kunii","doi":"10.1109/CW.2010.47","DOIUrl":"https://doi.org/10.1109/CW.2010.47","url":null,"abstract":"A new approach for designing and modeling enterprise systems is described. The homotopy lifting property (HLP) is used to design an enterprise system in a bottom up way. As an example, task changes in a department are designed and implemented by our approach: the incrementally modular abstraction hierarchy (IMAH) starting at the most abstract level of homotopy and ending at the most concrete level of program codes. At first, the HLP is constructed as the most abstract level. Then, task changes and a state transition diagram, which constitute of two spaces of the HLP are defined from an abstract level to a concrete level. Then, agent diagrams are obtained in a bottom-up way. The agent diagrams are transformed from an abstract level to a concrete level until program codes written by the C-like programing language are implemented on an event-driven and multi-thread processor XMOS. While carrying out these procedures, invariants are preserved to avoid unnecessary testing, which usually consumes a large amount of time and cost in the traditional approaches. The established method is also effective in modeling an designing cyber worlds.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"154 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133377603","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":"Learning Character Design from Experts and Laymen","authors":"Md. Tanvirul Islam, Kaiser Md. Nahiduzzaman, Why Yong Peng, Golam Ashraf","doi":"10.1109/CW.2010.66","DOIUrl":"https://doi.org/10.1109/CW.2010.66","url":null,"abstract":"The use of pose and proportion to represent character traits is well established in art and psychology literature. However, there are no Golden Rules that quantify a generic design template for stylized character figure drawing. Given the wide variety of drawing styles and a large feature dimension space, it is a significant challenge to extract this information automatically from existing cartoon art. This paper outlines a game-inspired methodology for systematically collecting layman perception feedback, given a set of carefully chosen trait labels and character silhouette images. The rated labels were clustered and then mapped to the pose and proportion parameters of characters in the dataset. The trained model can be used to classify new drawings, providing valuable insight to artists who want to experiment with different poses and proportions in the draft stage. The proposed methodology was implemented as follows: 1) Over 200 full-body, front-facing character images were manually annotated to calculate pose and proportion, 2) A simplified silhouette was generated from the annotations to avoid copyright infringements and prevent users from identifying the source of our experimental figures, 3) An online casual role-playing puzzle game was developed to let players choose meaningful tags (role, physicality and personality) for characters, where tags and silhouettes received equitable exposure, 4) Analysis on the generated data was done both in stereotype label space as well as character shape space, 5) Label filtering and clustering enabled dimension reduction of the large description space, and subsequently, a select set of design features were mapped to these clusters to train a neural network classifier. The mapping between the collected perception and shape data give us quantitative and qualitative insight into character design. It opens up applications for creative reuse of (and deviation from) existing character designs.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115216450","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":"Real-Time EEG-Based Human Emotion Recognition and Visualization","authors":"Yisi Liu, O. Sourina, M. K. Nguyen","doi":"10.1109/CW.2010.37","DOIUrl":"https://doi.org/10.1109/CW.2010.37","url":null,"abstract":"Emotions accompany everyone in the daily life, playing a key role in non-verbal communication, and they are essential to the understanding of human behavior. Emotion recognition could be done from the text, speech, facial expression or gesture. In this paper, we concentrate on recognition of “inner” emotions from electroencephalogram (EEG) signals as humans could control their facial expressions or vocal intonation. The need and importance of the automatic emotion recognition from EEG signals has grown with increasing role of brain computer interface applications and development of new forms of human-centric and human-driven interaction with digital media. We propose fractal dimension based algorithm of quantification of basic emotions and describe its implementation as a feedback in 3D virtual environments. The user emotions are recognized and visualized in real time on his/her avatar adding one more so-called “emotion dimension” to human computer interfaces.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123519534","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}