
Advances in Computer Entertainment Technology
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This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017.
The 59 full papers presented were selected from a total of 229 submissions.
ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.More details
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Content
- Intro
- Preface
- Organization
- Can Robots and Humans Make Babies Together? (Keynote Speech)
- Contents
- Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies
- Abstract
- 1 Introduction
- 2 Related Research
- 3 Accurate Real-Object Representations
- 3.1 Photogrammetry
- 3.2 3D Scanning
- 4 MR World Materialization
- 4.1 Real Object Registration to the MR World
- 4.2 Real-Time Hand Representation
- 4.3 Object Tracking Accuracy Issues
- 5 Conclusion and Future Work
- Acknowledgment
- References
- Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting
- 1 Introduction
- 2 Related Work
- 3 Our Concept of Supporting Motion Capture Acting
- 4 Prototype Description
- 5 User Tests
- 5.1 Procedure
- 5.2 Description of Acting Scenes
- 6 Evaluation Results
- 6.1 Card Sorting
- 6.2 Interviews
- 6.3 Technology and Usability Evaluation
- 6.4 Observation
- 7 Discussion and Conclusion
- 8 Future Work
- References
- Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience
- Abstract
- 1 Introduction
- 2 Related Work
- 3 MR Experience: "The Old Pharmacy"
- 4 Study: Navigation Styles in a MR Experience
- 4.1 Experimental Design
- 4.2 Demographics
- 4.3 Procedure and Measures
- 4.4 Data Analysis
- 4.5 Quantitative Data Results
- 4.6 Qualitative Data Results
- 5 Discussion
- 6 Conclusion and Future Work
- Acknowledgments
- References
- Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation
- 1 Introduction
- 2 Passive Haptics
- 2.1 Mixed Reality
- 2.2 Controls in Mixed Reality
- 3 Development of a Mixed Reality Application
- 3.1 Setting
- 3.2 Task
- 4 Evaluation
- 4.1 Participants
- 4.2 Results
- 5 Discussion
- References
- An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices
- Abstract
- 1 Introduction
- 2 Using Emotions in Video Games
- 3 Detecting Players Poses
- 4 Results and Discussion
- 5 Conclusion
- References
- Development and Evaluation of an Interactive Therapy Robot
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Internet Survey
- 3.1 Participants
- 3.2 Survey Items
- 3.3 Survey Results
- 4 Implementation
- 4.1 Interactive Functions
- 4.2 Design
- 4.3 System Configuration
- 5 Interview Evaluations of the Interactive Therapy Robot
- 5.1 Interview Style
- 5.2 Participants
- 5.3 Survey Procedure
- 5.4 Interview Results
- 6 Discussion
- 6.1 Target of the Interactive Therapy Robot
- 6.2 The Appearance of the Interactive Therapy Robot
- 6.3 Motions of the Interactive Therapy Robot While Listening and During Conversations
- 7 Conclusions
- 8 Future Work
- Acknowledgement
- Appendix
- References
- Lost Puppy: Towards a Playful Intervention for Wandering Dementia Patients
- 1 Introduction
- 2 Related Work
- 3 Addressing the Senses of People with Dementia
- 4 Context of the Exit
- 4.1 Interviews
- 5 Design of the Proposed Puppy Prototype
- 5.1 A Stuffed Animal
- 5.2 Location
- 5.3 Technical Implementation
- 6 Pilot Evaluation
- 7 Discussion
- 7.1 Improve the Setting, Sensors, Sounds, and Stimuli of the Puppy
- 7.2 Design for Dementia Insights: Towards Guidelines
- 8 Conclusion
- References
- A Dynamic Scenario by Remote Supervision: A Serious Game in the Museum with a Nao Robot
- 1 Introduction
- 2 Robots in Everyday Life
- 3 Playing with Nao in the Museum
- 3.1 First Approach: The Linear Programming of Nao
- 3.2 Modeling and Dynamic Supervision of the Game
- 4 A Dynamic Supervision Approach
- 4.1 Two-Layers Model
- 4.2 Example of the Model for the Robot in Museums
- 4.3 Dynamic Supervision
- 5 Conclusion and Future Work
- References
- Hugvie as a Therapeutic Agent in the Improvement of Interaction Skills in Children with Developmenta ...
- Abstract
- 1 Introduction
- 2 The Study
- 3 Participants
- 4 Methodology
- 4.1 RQ1: How Would the Children Respond to Hugvie?
- 4.2 How Would Children Respond to Technology Embedded in Hugvie?
- 4.3 Is It just a Novelty Effect?
- 5 Observational Notes
- 6 Discussion
- 7 Future Work
- Acknowledgments
- References
- A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Design Process
- 4 Description of the Projects
- 5 Public Presentation and Preliminary Evaluation
- 6 Conclusions
- References
- A Tentative Assumption of Electroacoustic Music as an Enjoyable Music for Diverse People
- Abstract
- 1 Introduction
- 1.1 Workshop
- 1.2 Research on Emotions Evoked by Music
- 1.3 Moving Toward Integration
- 2 Workshop Methods
- 3 Scientifically and Academically Relevant Workshops
- 3.1 Activity 1: Measuring the Effects of the Workshop
- 3.2 Activity 2: Electroacoustic Listening Experiment
- 3.3 Activity 3: Music and Emotion (Symmetric Cognitive Bias)
- 3.4 Activity 4: Music and Its Complexity
- 4 Strategies Toward Funology
- 4.1 Activity Example 4 - Music and Its Complexity
- 4.2 Extension of Awareness and Recognition
- 4.3 Deconstruction of Belief
- 5 Conclusion
- Acknowledgments
- References
- Voice Animator: Automatic Lip-Synching in Limited Animation by Audio
- 1 Introduction
- 2 Related Work
- 2.1 Lip-Sync Animation
- 2.2 Stylized Cartoon Animation
- 2.3 Lip Motion Capture and Estimation
- 3 System Overview
- 3.1 Lip Motion Estimation
- 3.2 Animation Filtering
- 4 Results and Discussion
- 4.1 User Study A: Naturalness
- 4.2 User Study B: Our Method Vs. Previous Methods
- 5 Implementation
- 6 Conclusions and Future Work
- References
- Polymorphic Cataloguing and Interactive 3D Visualization for Multiple Context of Digital Content: MoSaIC
- Abstract
- 1 Introduction
- 2 Polymorphic Cataloguing
- 2.1 Modeling of Relationships
- 2.2 Cataloguing Objects with Properties
- 3 Visualization of Catalogue
- 3.1 Polymorphic Topology View
- 3.2 Layer View
- 4 Experiments
- 4.1 Experiment System: MoSaIC
- 4.2 Experiments
- 4.3 Discussion
- 5 Conclusion
- Acknowledgments
- References
- Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Voice Communication in Games
- 2.2 Icebreakers to Facilitate Social Interaction
- 3 RET: A System to Study Icebreaking Tasks in Games
- 3.1 Gameplay
- 3.2 Integration of Icebreaking Tasks
- 4 Study: Exploring the Effects of Icebreaking Tasks in Multiplayer Games
- 4.1 Research Questions
- 4.2 Measures
- 4.3 Participants and Procedure
- 4.4 Quantitative Results
- 4.5 Data Analysis
- 4.6 Qualitative Results
- 5 Discussion
- 5.1 The Effects of Icebreaking Tasks on Player Experience
- 5.2 Adapting Icebreaking Tasks to Games
- 6 Limitations and Future Directions
- 7 Conclusion
- References
- Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research
- 1 Introduction
- 2 Background
- 3 The Game
- 3.1 Iterations and User Testing
- 4 Experiment Design
- 4.1 Measurements
- 4.2 Procedure
- 4.3 Data Processing
- 5 Results
- 6 Discussion
- 7 Conclusion
- References
- Player Adaptivity and Safety in Location-Based Games
- Abstract
- 1 Introduction
- 1.1 Location-Based Games
- 1.2 Adaptivity
- 1.3 Pervasive Exergames
- 2 Gathering Geo-Information
- 2.1 GeoStream
- 3 Grappher - A Node-Based Editor for Pervasive Games
- 4 GhostChase - A Case Study
- 5 Adaptivity in GhostChase
- 6 Discussion
- 7 Conclusions and Future Work
- Acknowledgements
- References
- Dreadful Virtualities: A Comparative Case Study of Player Responsespg to a Horror Game in Virtualpg Reality and Flat Screen
- 1 Introduction
- 2 Theoretical Foundation
- 2.1 Horror
- 2.2 Embodied Emotions
- 2.3 Spatial Presence and Immersion
- 3 The Game
- 3.1 Design and Implementation
- 4 Pilot Test
- 5 Experiment Design
- 5.1 Equipment
- 5.2 Questionnaire and Interview Data
- 5.3 Game Metrics and Psycho-Physiological Measures
- 6 Procedure
- 7 Data Analysis and Results
- 7.1 Questionnaire
- 7.2 Interview
- 7.3 Sensor Measures and Game Metrics
- 8 Discussion
- 9 Conclusion
- References
- HapPull: Enhancement of Self-motion by Pulling Clothes
- Abstract
- 1 Introduction
- 2 Related Work
- 3 System
- 3.1 System Configuration
- 3.2 Sensation
- 4 Experiment
- 4.1 Methods
- 4.2 Results and Discussion
- 5 Conclusion
- Acknowledgements
- References
- Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation
- 1 Introduction
- 2 Productivity in Digital Exertion Games
- 3 Music Composition Through Physical Exercise
- 4 Design
- 4.1 Drawing Through Physical Exercise
- 5 Discussion
- 6 Future Work
- 7 Conclusion
- References
- Towards Player Adaptivity in Mobile Exergames
- Abstract
- 1 Introduction
- 2 Player Adaptivity
- 3 User Profiling
- 4 Exergames and Serious Games
- 5 Context-Aware Exergames
- 6 Estimating Player Effort
- 7 Grappher - A Node-Based Editor for Pervasive Games
- 8 User Study
- 8.1 GhostStand - A Mobile Virtual Reality Exergame
- 9 Experimental Setup
- 10 Conclusion
- Acknowledgements
- References
- A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness
- Abstract
- 1 Introduction and Related Work
- 2 Description of the System
- 3 Architecture
- 3.1 Augmented Reality Module
- 3.2 Virtual Content Module
- 4 Experiments and Results
- 5 Conclusions and Further Work
- References
- Cheer Me!: A Video Game System Using Live Streaming Text Messages
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Cheer Me!
- 3.1 Evaluation Program
- 3.2 Game Program
- 4 Evaluation
- 4.1 Method of a User Test
- 4.2 Results
- 5 Conclusion
- References
- Exploring the Use of Second Screen Devices During Live Sports Broadcasts to Promote Social Interaction
- Abstract
- 1 Introduction
- 2 Related Research
- 3 ReactIt
- 3.1 Smartphone Application
- 3.2 Smartwatch Application
- 4 Evaluation
- 4.1 Participants and Methodology
- 4.2 Questionnaire
- 4.3 Results and Discussion
- 5 Conclusions and Future Work
- Acknowledgements
- References
- Picognizer: A JavaScript Library for Detecting and Recognizing Synthesized Sounds
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Audio Event Detection/Sound Event Detection
- 2.2 Web-Based Sound Detection/Recognition Platforms
- 2.3 Implementation of Sound Recognition/Detection in IoT Devices
- 2.4 Programming Environment
- 3 Picognizer
- 3.1 Implementation
- 3.2 How to Use
- 4 Basic Performance Evaluation
- 4.1 Test Data Set
- 4.2 Methods
- 4.3 Results
- 4.4 Discussion
- 5 Example Usage Scenarios
- 5.1 Augmentation of Digital Games
- 5.2 Autoplay System for Digital Games
- 6 Discussion and Future Work
- 6.1 Support for Setting Parameters
- 6.2 Extension to Sounds with More Complex Audio Properties
- 6.3 Application to Synthesized Sounds in Nongame Contexts
- 6.4 Toward Supervised Machine Learning
- 7 Conclusion
- Acknowledgements
- References
- Towards an Emotion-Driven Adaptive System for Video Game Music
- 1 Introduction
- 2 Adaptive Music and Basic Emotions
- 3 Problems of Current Dynamic Music Systems
- 4 Proposal of an Emotion-Driven Adaptive System
- 5 Conclusions
- References
- Koto Learning Support Method Considering Articulations
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Augmented Pianos
- 2.2 Augmented String Instruments
- 2.3 Music Games
- 3 System
- 3.1 System Configuration
- 3.2 Presented Information
- 3.3 Mapping
- 3.4 Implementation
- 4 Evaluation
- 4.1 User Study 1: One-Week Performance
- 4.2 User Study 2: Verification of an Improvement in Reading Ability
- 4.3 User Study 3: Verification of the Usefulness for Experienced People
- 5 Discussion
- 5.1 Limitations
- 5.2 Comparison of the Proposed and Traditional Methods
- 5.3 Usefulness of the Proposed Method
- 6 Conclusion and Future Work
- Acknowledgments
- References
- Evaluation of the Game Exermon - A Strength Exergame Inspired by Pokémon Go
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Related Work
- 2.2 Strength Training
- 2.3 The Theoretical Framework for the Game Design
- 3 Exermon - Exergame for Strength Training
- 3.1 Introduction to the Exermon Game
- 3.2 Gameplay
- 4 Research Questions and Research Approach
- 5 Results
- 5.1 Physical Results (RQ1)
- 5.2 Results on Motivation (RQ2)
- 5.3 Results on Enjoyment (RQ3)
- 5.4 Results on Engagement (RQ4)
- 5.5 Results on Control, Progression and Social Interaction (RQ5)
- 6 Discussion
- 6.1 Technical Issues
- 6.2 Cheating
- 6.3 Threats to Validity
- 7 Conclusion
- Acknowledgements
- References
- Photo Curation Practices on Smartphones
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Curating Photo-Collections on Smartphones
- 3.1 Participants
- 3.2 Procedure
- 3.3 Data Analysis
- 4 Findings
- 4.1 Applications
- 4.2 Curating Activities
- 5 Design Considerations
- 5.1 Make Curating More Fun
- 5.2 Support Deleting
- 5.3 Provide Overview and Support Reminiscing
- 6 Conclusion
- Acknowledgements
- References
- The Handling of Personal Information in Mobile Games
- Abstract
- 1 Introduction
- 2 Method
- 3 Results
- 3.1 Requirement and Display of User Information
- 3.2 Privacy Policies
- 3.3 Information Disclosure and Deletion
- 4 Discussion and Conclusion
- References
- A Serious Mobile Game with Visual Feedback for Training Sibilant Consonants
- 1 Introduction
- 2 Sibilant Consonants and the Isolated Sibilants Exercise
- 3 Game and Architecture
- 3.1 System Platform and Game Engine
- 3.2 System Architecture
- 3.3 Mobile Game
- 4 Sound Data
- 5 Automatic Recognition of Isolated Sibilant Consonants
- 5.1 Feature Vectors
- 5.2 Classification Results
- 6 Feedback from Potential Users
- 6.1 Feedback from SLPs
- 6.2 Feedback from Children
- 7 Conclusion and Future Work
- References
- Optimized HMD System for Underwater VR Experience
- 1 Introduction
- 1.1 Contributions
- 2 Related Works
- 2.1 Head-Mounted Displays
- 2.2 Underwater VR/AR
- 2.3 Position of This Study
- 3 Designing the Underwater Head Mounted Display
- 3.1 Optical Design
- 3.2 Buoyancy and Center of Gravity Evaluation
- 3.3 External Design
- 4 Evaluation
- 4.1 Method
- 4.2 Imagery Assessment
- 4.3 Feeling While Swimming
- 4.4 Immersion into Virtual Reality
- 5 Discussion
- 6 Conclusion
- References
- Magnetic Table for Levitating Food for Entertainment
- 1 Introduction
- 2 Prototype
- 3 Effects of Objects on Levitation
- 4 Applications to Levitating Food
- 5 Future Work
- 6 Conclusions
- References
- FunCushion: Fabricating Functional Cushion Interfaces with Fluorescent-Pattern Displays
- 1 Introduction
- 2 Related Work
- 2.1 Deformable User Interfaces (DUI)
- 2.2 Interactive Fabric Applications and Fabrications
- 2.3 Cloth Displays
- 2.4 Printed Displays with Functional Inks
- 3 FunCushion
- 4 Fabrication Process
- 4.1 Printing
- 4.2 Controller: UV/IR Module
- 5 Materials
- 5.1 Cloths
- 5.2 Soft Diffusers
- 6 Display Primitives
- 6.1 Spatial Control and Luminescent Color
- 6.2 Integration with Static Visual Print and Embroidery
- 7 Push Sensing
- 8 Shapes and Durability
- 8.1 3D Shapes
- 8.2 Durability
- 9 Technical Evaluation
- 9.1 Cloths
- 9.2 Diffusers
- 10 Discussion
- 10.1 System Thickness and Effect on Display and Sensing
- 10.2 Discussion of Illuminations and Other Materials
- 10.3 Heat and Power Supply
- 11 Conclusion
- References
- Immersion and Togetherness: How Live Visualization of Audience Engagement Can Enhance Music Events
- 1 Introduction
- 2 Related Work
- 2.1 Visual Enrichment of a Concert
- 2.2 Sensing User Engagement
- 2.3 Enriched Performances: Immersion and Togetherness
- 3 Methodology and Data Collection
- 3.1 Requirement Gathering with Performers and Event Organizers
- 3.2 Requirement Gathering with Concert Audience
- 3.3 Summary of the Requirements
- 3.4 GSR Data Collection
- 4 Creation of the Visualizations
- 5 Evaluation of the Visualizations
- 5.1 Experimental Design
- 5.2 Results: Quantitative Analysis
- 5.3 Results: Qualitative Analysis
- 6 Discussion and Future Research
- 7 Conclusion
- References
- Accuracy Evaluation of Remote Photoplethysmography Estimations of Heart Rate in Gaming Sessions with Natural Behavior
- 1 Introduction
- 2 Related Work
- 2.1 Principles of rPPG
- 2.2 HR Measurement for Emotion Detection
- 2.3 Natural Behavior and Accuracy of rPPG Techniques
- 3 Experiment
- 3.1 Games and Stimuli Elicitation
- 3.2 Data Collection
- 4 Methodology
- 4.1 Data Analysis
- 4.2 Implementation of the rPPG Technique
- 5 Experimental Results
- 6 Discussion
- 6.1 Limitations
- 7 Conclusion and Future Work
- References
- eSport vs irlSport
- Abstract
- 1 Introduction
- 2 eSport: Impact and Popularity
- 3 eSports: Current Definitions and Approaches
- 4 Defining eSports or Re-defining irlSport? Why not Both!
- 5 What is irlSport?
- 5.1 The Suits/Meier Formulation for Sport
- 6 Where to Next?
- References
- Heritage Hunt: Developing a Role-Playing Game for Heritage Museums
- 1 Introduction
- 2 Related Work
- 2.1 Learning in Museum Spaces
- 2.2 Interactivity and Museums
- 2.3 Roleplaying Games
- 3 Research Approach
- 4 The Game
- 4.1 The Characters
- 4.2 Playing the Game
- 5 Development Process
- 5.1 Paper Prototype Testing
- 5.2 Digital Prototype Testing
- 6 On-Site User Testing
- 6.1 Testing Results
- 7 Discussion
- 8 Conclusion
- References
- Words in Freedom: A Manifesto Machine as Critical Design
- Abstract
- 1 Background
- 2 Introduction
- 3 Designing for Bold Expression
- 4 Discussion
- 5 Conclusions and Future Work
- Acknowledgments
- References
- Omnidirectional Video in Museums - Authentic, Immersive and Entertaining
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Road Grader Simulator
- 3.1 System Description
- 3.2 Evaluation
- 3.3 Results
- 4 360° Rally Simulator
- 4.1 System Description
- 4.2 Evaluation
- 4.3 Results
- 5 Discussion and Future Work
- 5.1 Immersion
- 5.2 Interactivity
- 5.3 Additional Modalities
- 6 Conclusions
- Acknowledgements
- References
- Photographing System Employing a Shoulder-Mounted PTZ Camera for Capturing the Composition Designated by the User's Hand Gesture
- 1 Introduction
- 2 Related Work
- 3 System Configuration
- 4 Getting a Picking Region Image
- 5 PTZ Control Method
- 5.1 Estimation of the Positional Difference of Feature Points
- 5.2 Tracking the Target Region
- 6 Experiment
- 6.1 Experimental Method
- 6.2 Result
- 7 Discussion
- 7.1 Limitation
- 7.2 Usability
- 8 Concluding Remarks and Future Work
- References
- Roulette++: Integrating Physical Lottery Process with Digital Effects
- 1 Introduction
- 2 Approach
- 3 Implementation
- 4 Observation
- 5 Discussion
- 6 Conclusion
- References
- Online Communication of eSports Viewers: Topic Modeling Approach
- 1 Introduction
- 2 Dota 2, Streaming, eSports
- 3 Related Work
- 4 Data and Methods
- 5 Analysis and Results
- 6 Conclusion
- References
- The Development of an Augmented Virtuality for Interactive Face Makeup System
- 1 Introduction
- 2 Makeup Survey
- 3 Proposed Method
- 3.1 Face Tracking and UV Mapping
- 3.2 Development of Makeup Tools
- 3.3 Face Painting
- 4 Evaluation
- 5 Result and Discussion
- 6 Conclusions
- References
- UPP (Unreal Prank Painter): Graffiti System Focusing on Entertainment of Mischievous Play
- 1 Introduction
- 2 Related Work
- 3 Approaches
- 4 Application Design
- 4.1 Design of Graffiti Mode
- 4.2 Design of Gallery Mode
- 5 Evaluation and Discussion
- 5.1 Setting of Evaluation Items and Evaluation by Evaluation Table
- 5.2 Discussion
- 6 Conclusions
- References
- Interactive Dance Choreography Assistance
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Automatic Creativity and Dance
- 2.2 Dance Sensing
- 2.3 Dance Representation
- 2.4 Dance Presentation
- 3 Dance Representation
- 3.1 Survey Setup
- 3.2 Survey Results
- 3.3 Prototype
- 3.4 User Study
- 4 Dance Presentation
- 4.1 Four Presentation Methods
- 4.2 Setup
- 4.3 Results
- 5 Discussion and Future Work
- 6 Conclusion
- Acknowledgements
- References
- DanceDJ: A 3D Dance Animation Authoring System for Live Performance
- 1 Introduction
- 2 Related Work
- 2.1 User Interfaces for Character Control
- 2.2 DJ-Like Interaction in Research
- 2.3 Implementation Requirements
- 3 DanceDJ Interface
- 4 A Transition Function for Dance Motions
- 4.1 Beat Matching Between Music and Motion
- 4.2 Posture Similarity
- 5 Visual Guidance for Motion Transition
- 5.1 Visualization of Transition Frames
- 6 User Study
- 6.1 Audience Perspective
- 6.2 User Perspective
- 6.3 Other Feedback
- 7 Discussions
- 8 Conclusion
- References
- Automatic System for Editing Dance Videos Recorded Using Multiple Cameras
- 1 Introduction
- 2 Related Works
- 3 Automatic Dance-Video-Editing System
- 3.1 Principles of Video Editing
- 3.2 System Overview
- 3.3 Probabilistic Model
- 4 Experiment
- 4.1 Procedure
- 4.2 Results and Consideration
- 5 Discussion
- 5.1 Limitations
- 5.2 Interview
- 5.3 Principles and Constraints
- 5.4 Interactivity
- 5.5 Expandability
- 6 Conclusion
- References
- Structured Reciprocity for Musical Performance with Swarm Agents as a Generative Mechanism
- Abstract
- 1 Introduction
- 1.1 In and Out of a Musical Paradigm
- 1.2 Basis for Reciprocity
- 2 Rationale and Research Methods
- 2.1 Analytic Autoethnographic Method
- 3 How Swarms Work in Performance
- 4 How to Work with Swarms in Experimental Performance
- 4.1 Experimental Compositional Dimensions
- 4.2 Design and Implementation of Model Based Indirection
- 4.3 Performance Gestural Articulation Units (PGAU)
- 5 Composing Structured Reciprocity
- 6 Discussion
- Acknowledgements
- References
- Creating a Theatrical Experience on a Virtual Stage
- 1 Introduction
- 2 The Theatrical Experience in the Physical World
- 3 Farewell to Dawn
- 3.1 Physical Setup
- 3.2 Participant Experiences
- 4 Discussion
- 4.1 Liveness
- 4.2 Perspective
- 4.3 Social Presence
- 4.4 Playback Options
- 5 Conclusions and Future Work
- References
- Serious.ly! Just Kidding in Personalised Therapy Through Natural Interactions with Games
- Abstract
- 1 Introduction
- 2 Related Work
- 3 A Therapy Platform with Games Based on NUI
- 3.1 A Prototype for Children with Special Needs
- 3.2 The "just Physio kidding" Platform
- 3.3 Rationale and Game Mechanics
- 3.4 Interaction Design
- 3.5 Gameplay Basics
- 4 Evaluation
- 4.1 Phase 1 - The Rehabilitation Professionals
- 5 Conclusions and Future Work
- Acknowledgments
- References
- Building Virtual World for a Project Management Game - A Case Study
- Abstract
- 1 Introduction
- 2 Literature on Dimensions of Virtual World
- 3 Overview of Software Project Management
- 4 Virtual World Design Process
- 5 Designing the Project Management Game - A Case Study
- 5.1 Obtain
- 5.2 Observe
- 5.3 Outline
- 5.4 Outcomes
- 6 Conclusion and Future Work
- References
- Timebender: A Multiplayer Game Featuring Bullet Time Mechanics
- 1 Introduction
- 2 Related Work
- 3 Design Considerations
- 3.1 The Player Model
- 3.2 Bullet Time
- 4 Evaluation and Discussion
- 4.1 Interpretation of the Results
- 5 Conclusions and Future Work
- References
- Move, Interact, Learn, Eat - A Toolbox for Educational Location-Based Games
- Abstract
- 1 Introduction
- 2 Related Work
- 3 The MILE Project
- 3.1 Design Framework
- 3.2 Experience Description
- 3.3 System Overview
- 4 Study
- 4.1 Iterative Development
- 4.2 Designing MILE Games - Development Phase
- 4.3 Implementation and Summative Evaluation
- 5 Results
- 6 Discussion
- 7 Conclusion
- Acknowledgments
- Acknowledgments
- References
- Awkward Annie: Game-Based Assessment of English Pragmatic Skills
- Abstract
- 1 Introduction
- 1.1 Communication
- 1.2 English Language Pragmatics
- 2 Game-Based Assessments
- 3 Study 1
- 3.1 Procedure
- 3.2 Study 1 Results
- 4 Study 2
- 4.1 Study 2 Results
- 5 Conclusions
- References
- Using a Serious Game to Assess Spatial Memory in Children and Adults
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Gesture Interaction
- 2.2 Smart Devices
- 2.3 Assessment of Spatial Memory
- 3 Design and Development of the Game
- 3.1 Design of the Game
- 3.2 Hardware and Software
- 4 Study
- 4.1 Participants
- 4.2 Measurements
- 4.3 Study Design
- 4.4 Performance Outcomes Using the Game
- 4.5 Outcomes Using Traditional Methods
- 4.6 Correlations Between Our Game and Traditional Methods
- 4.7 User Experience
- 5 Discussion
- 6 Conclusion
- Acknowledgments
- References
- Mafia Game Setting Research Using Game Refinement Measurement
- 1 Introduction
- 2 Related Works
- 3 Assessment Methodology
- 3.1 Simple Version of Mafia Game
- 3.2 Methodology
- 3.3 Game Progress Model of Mafia Game
- 4 Simulation and Data Collection
- 5 Data Analysis and Discussion
- 5.1 Data Analysis
- 5.2 Mafia Game and SC2Mafia Compared
- 6 Concluding Remarks
- References
- Exploring Patterns of Shared Control in Digital Multiplayer Games
- 1 Introduction
- 2 Game Enjoyment as Need Satisfaction
- 3 Towards a Classification of Shared Control
- 3.1 Shared Control of Distinct Loci of Manipulation
- 3.2 Shared Control of a Mutual Locus of Manipulation
- 3.3 Player Interdependence in Shared Control
- 4 Shairit - A Shared Control Game
- 4.1 Alternating Control Modes
- 4.2 Simultaneous Control Modes
- 5 Evaluation
- 5.1 Study Design
- 5.2 Results
- 6 Discussion
- 6.1 Differences in Player Experience
- 6.2 Familiarity and Game Expertise
- 6.3 Associations Between Enjoyment and Facets of Player Experience
- 6.4 Limitations
- 7 Conclusion
- References
- RAIL: A Domain-Specific Language for Generating NPC Behaviors in Action/Adventure Game
- Abstract
- 1 Introduction
- 2 Related Work
- 3 RAIL: The Essential Concepts
- 4 DSL Design and Implementation
- 4.1 RAIL Meta-Model
- 4.2 Tool Chain Implementation
- 4.3 Integration of RAIL with Torque 2D Engine
- 4.4 Tool Chain Architecture
- 5 Orc's Gold: A Prototype Game
- 6 Conclusion
- References
- Speech Emotion Recognition Based on a Recurrent Neural Network Classification Model
- 1 Introduction
- 2 Previous Works
- 3 Materials and Methods
- 3.1 Feature Extraction
- 3.2 Deep Learning Strategy for Audio Emotion Recognition
- 3.3 Adaptive Moment Estimation (Adam) Optimizer
- 3.4 The eNTERFACE'05 Database
- 4 Experimental Results
- 4.1 Experimental Setup
- 4.2 Gender-Independent Emotion Recognition Results
- 4.3 Gender-Dependent Emotion Recognition
- 5 Conclusions and Future Work
- References
- Author Index
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