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Lecture Notes in Computer Science

7624

Commenced Publication in 1973

Founding and Former Series Editors:

Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen

Editorial Board

David Hutchison

Lancaster University, UK

Takeo Kanade

Carnegie Mellon University, Pittsburgh, PA, USA

Josef Kittler

University of Surrey, Guildford, UK

Jon M. Kleinberg

Cornell University, Ithaca, NY, USA

Alfred Kobsa

University of California, Irvine, CA, USA

Friedemann Mattern

ETH Zurich, Switzerland

John C. Mitchell

Stanford University, CA, USA

Moni Naor

Weizmann Institute of Science, Rehovot, Israel

Oscar Nierstrasz

University of Bern, Switzerland

C. Pandu Rangan

Indian Institute of Technology, Madras, India

Bernhard Steffen

TU Dortmund University, Germany

Madhu Sudan

Microsoft Research, Cambridge, MA, USA

Demetri Terzopoulos

University of California, Los Angeles, CA, USA

Doug Tygar

University of California, Berkeley, CA, USA

Gerhard Weikum

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Anton Nijholt Teresa Romão

Dennis Reidsma (Eds.)

Advances in

Computer Entertainment

9th International Conference, ACE 2012

Kathmandu, Nepal, November 3-5, 2012

Proceedings

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Volume Editors Anton Nijholt Dennis Reidsma University of Twente Human Media Interaction

Drienerlolaan 5, 7522 NB Enschede, The Netherlands E-mail: {a.nijholt, d.reidsma}@utwente.nl

Teresa Romão

Universidade Nova de Lisboa

CITI, Faculdade de Ciências e Tecnologia Quinta da Torre, 2829-516 Caparica, Portugal E-mail: tir@fct.unl.pt

ISSN 0302-9743 e-ISSN 1611-3349

ISBN 978-3-642-34291-2 e-ISBN 978-3-642-34292-9

DOI 10.1007/978-3-642-34292-9

Springer Heidelberg Dordrecht London New York Library of Congress Control Number: 2012949672

CR Subject Classification (1998): I.2.1, H.5, H.3, H.4, I.4, F.1, I.5

LNCS Sublibrary: SL 3 – Information Systems and Application, incl. Internet/Web and HCI

© Springer-Verlag Berlin Heidelberg 2012

This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer. Violations are liable to prosecution under the German Copyright Law.

The use of general descriptive names, registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.

Typesetting: Camera-ready by author, data conversion by Scientific Publishing Services, Chennai, India

Printed on acid-free paper

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Preface

These are the proceedings of the 9th International Conference on Advances in Computer Entertainment (ACE 2012). ACE has become the leading scientific forum for dissemination of cutting-edge research results in the area of entertain-ment computing. Interactive entertainentertain-ment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world. ACE 2012 brought together leading researchers and practitioners from academia and industry to present their innovative work and discuss all aspects and challenges of interactive entertainment technology, in an exciting, cultural, and stimulating environment.

ACE is by nature a multidisciplinary conference, therefore attracting people from across a wide spectrum of interests and disciplines including computer sci-ence, design, arts, sociology, anthropology, psychology, and marketing. The main goal of ACE is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. At ACE conferences participants are encouraged to present work they believe will shape the future, going beyond the established paradigms, and focusing on all areas related to interactive entertainment.

This was the 9th ACE conference, and the first time that such an enter-tainment computing conference was held in the emerging world. The theme of ACE 2012 was “Entertaining the Whole World,” and Kathmandu in Nepal (“The Roof of the World,”) was chosen as the venue. In line with the theme, ACE 2012 emphasized the use of easily available technology. Technology for entertainment design is becoming cheap or even extremely cheap. Designing interactive enter-tainment with commercial off-the-shelf technology (cheap sensors, Kinect, Ar-duino, etc.) is becoming regular business. How can we use this development to invent yet more new ways of harnessing the entertainment power of creating? Can we convert consumers of entertainment into creators of entertainment, where the process of creating is perhaps as important as the resulting product? Young people in emerging markets can become creators as well as consumers of digital entertainment. They can distribute their work through apps and the Internet, and through media creativity benefit their country and economy. We wish to strike up discussions and initiate projects that will benefit the emerging world through digital entertainment.

In order to emphasize the theme of the conference some special tracks and events were organized. One of them was the Art and Culture track, with papers, games and other forms of entertainment, and interactive works of art show-casing the diversity of art and culture found in today’s digital artifacts. This diversity can also be found in the tracks on Creative Showcases and Demon-strations and the Poster and Late-Breaking Results tracks. All the presenta-tions from the regular sessions and those of these tracks can be found in these

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VI Preface

proceedings. We received about 140 submissions in the various categories (papers, posters, demonstrations, workshops, panels). From the regular paper submissions, ten papers were accepted for long presentations (about 14%), and 20 for short presentations (about 27%). Many poster papers and papers accom-panying demonstrations could be accepted. There are agreements with some journals to have special issues devoted to some subthemes of ACE 2012 and containing a selection of the best papers from ACE 2012.

ACE 2012 had several satellite workshops. There were regular workshops on entertainment research and technology, but new for ACE and particularly important for the theme of the conference were the Entertainment Kids Work-shops. The underlying idea of these workshops is that entertainment can em-power children and young people in developing countries and communities with creative thinking and new media technologies. We hope to nurture and inspire young children to create new value propositions that will benefit their individual selves, communities, and countries. We want to view young children in develop-ing countries as creative innovators and ambassadors of new technologies, rather than passive end-user consumers. And this last point in particular was addressed successfully in many of the proposals for Kids Entertainment Workshops that the organizers received. Several of these workshops could be organized, aiming at children aged between 4 and 12 as participants. Among the issues that were explored individually or in small groups we can find participatory design, using gaming platforms for body movement design, tangible interfaces and storytelling. During plenary sessions of the conference two panels were organized. One panel was devoted to the results of the Kids Entertainment Workshops. The other panel was titled: Where Buddhism Encounters Entertainment Computing. At ACE 2012, as in all previous ACE conferences, prizes were awarded for the best papers and best demonstrations. The top three in each category were awarded Gold, Silver, and Bronze prizes. For the first time, in 2012, there was a special “Diamond Best Award” for the best academic work in any category. This was co-awarded together with Springer, with a book prize sponsored by Springer.

ACE attendees brought books for donation in the fields of digital media, computer science, electronics, and related areas. These books were presented to a high school in Nepal during ACE. It is hoped that this will be a positive push that will allow some smart Nepalese kids to have a jump start in creativity. Although it is a small contribution to Nepal, we hope it will inspire a few young people to become creative media designers or interest them to become computer scientists or engineers, and perhaps start a new game or Internet service. We hope to create a “geek” culture.

ACE 2012 was organized in Kathmandu, Nepal. We think that there is a perfect match between the theme of the conference (“Entertaining the Whole World”) and the location (“The Roof of the World”) with its political and economic problems. Nepal is a developing country. It is a rich country when you look at people, nature, and ambitions. It is a poor country when you look at characteristics that play a role in comparisons between countries when measuring the economic situation and

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Preface VII

economic developments. Obviously, ACE 2012 does not pretend to make immedi-ate changes. But maybe the participants of ACE 2012 will learn from the theme, how it relates to a local situation, and how advanced research and advanced tech-nology can be adapted to the affordable design and implementation of interesting entertainment applications. And, obviously, we hope the people that attended and experienced demonstrations learned that advanced research and technology can be used in creative and not necessarily expensive ways.

Part of the conference was organized in a Kathmandu hotel that hopefully, when necessary, will have utilities for generating its own electricity. For part of the conference there was no guarantee that electricity would be available owing to electricity rationing and power interruptions. Participants were asked to be prepared for situations in which they would have to present their paper, their poster, and their demonstration without having the guarantee that electricity is available. Workshop proposers and participants, including the Kids Entertain-ment Workshops, were asked to prepare their workshops and presentations in such a way that they could be successful without having access to electricity or when being forced to shift their activities to non-scheduled periods. We think that the creativity needed to deal with such situations is also helpful to designing and applying advanced entertainment technology in developing countries.

As can be expected, the organization of ACE 2012 was a team effort and a large number of people worked very hard to organize ACE 2012. A list of committees and committee members appears on the next pages. These commit-tees were successful, because a record number of potential contributions were submitted and reviewed. However, particular thanks should go to Adrian Cheok who, together with our Nepalese research colleagues, took the daring initiative to have ACE 2012 in Nepal. And particular thanks should also go to the local organizers in Kathmandu for their pioneering efforts to make ACE 2012 a suc-cess, not only for the visitors from abroad, but also for the Nepalese community, from children to students, researchers, and policy makers interested in new and advanced technology and its use in creative applications that can bring joy.

August 2012 Anton Nijholt

Teresa Rom˜ao Dennis Reidsma

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Welcome Messages from the General Chairs

It gives me immense pleasure and utmost pride to welcome you all to the ACE 2012 conference proceedings. As we all know, the ACE conference is a multidis-ciplinary meeting attracting people of varied interests and disciplines across the globe. I feel honored and privileged to have such a mega conference held in the capital of the pristine Himalayan country, Nepal. Moreover, I am very happy to be one of the Organizing Chairs of the conference, hosted for the first time in Nepal.

All ACE participants were encouraged to present work they believe will shape the future, going beyond the established paradigms, and focusing on all areas related to interactive entertainment. I am very sure that the conference will make a tremendous contribution toward the development of new and compelling entertainment computing and interactive art concepts and applications.

I am also confident that the Kathmandu conference will be a vital guideline for future entertainment markets.

I hope you enjoy the proceedings of this event.

Aashmi Rajya Lakshmi Rana

Every nation has its own pop culture which can be developed and empowered by digital technology. This pop culture can bring about a stronger change and effect developing countries and children. I hope we have a happy convergence of culture and technology for everyone on earth!

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Organization

ACE Steering Committee

Chair

Adrian David Cheok Keio University, Graduate School of Media

Design, Japan

Members

Teresa Rom˜ao CITI, FCT, Universidade Nova de Lisboa,

Portugal

Masahiko Inami Keio University, Graduate School of Media

Design, Japan

General Chairs

Aashmi Rajya Lakshmi Rana Kathmandu, Nepal

Ichiya Nakamura Keio University, Japan

Program Chair

Anton Nijholt University of Twente, The Netherlands

Program co-chair

Teresa Rom˜ao CITI, FCT, Universidade Nova de Lisboa,

Portugal

Social Media and Poster Chair

Andr´es Lucero Nokia Research Center, Tampere, Finland

Organizing Chairs

Aashmi Rajya Lakshmi Rana Kathmandu, Nepal

Roshan Chamling Rai Kathmandu, Nepal

Ajith Perakum

Madurapperuma Keio-NUS CUTE Center, Singapore

Creative Showcases Chairs

Dennis Reidsma University of Twente, Enschede,

The Netherlands

Shoichi Hasegawa The University of Electro-Communications,

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XII Organization

Art and Culture Track Chair

Guenter Wallner University of Applied Arts, Austria

Kids Workshops Chairs

Yoram Chisik University of Madeira, Portugal

Janak Bhimani Keio University, Japan

Workshops Chair

Fernando Birra CITI, FCT, Universidade Nova de Lisboa,

Portugal

Senior Program Committee

Elisabeth Andre Augsburg University, Germany

Regina Bernhaupt Ruwido, Toulouse, France

Nadia Berthouze University College London, UK

Mark Billinghurst HIT Lab NZ, University of Canterbury,

New Zealand

Nick Bryan-Kinns Queen Mary University of London, UK

Marc Cavazza University of Teesside, UK

Luca Chittaro HCI Lab, University of Udine, Italy

Kentaro Fukuchi Meiji University, Tokyo, Japan

Mathew Gardiner Ars Electronica, Linz, Austria

Chris Geiger University of Applied Sciences, D¨usseldorf,

Germany

Florian Floyd Mueller RMIT University, Melbourne, Australia

Beatriz Sousa Santos Universidade de Aveiro/IEETA, Portugal

Masanori Sugimoto University of Tokyo, Japan

Annika Waern Mobile Life Center, Interactive Institute,

Sweden

Program Committee

Clemens Arth Rog´erio Bandeira Riccardo Berta Staffan Bj¨ork Pedro Branco Markus Broecker Stefan Bruckner Marian Carr David Carrol Teresa Chambel Fred Charles Alan Chatham Foo Chek-Yang Kai-Yin Cheng Narisa Chu Adrian Clark Esteban Clua Antonio Coelho Nuno Correia Paul Coulton

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Organization XIII Jos´e Danado Eduardo Dias Paulo Dias Frank Dignum Carlos Duarte Luis Duarte

Mirjam Palosaari Eladhari Kjetil Falkenberg Hansen Haakon Faste

Owen Noel Newton Fernando Manuel J. Fonseca

Mark Gajewski

Eduardo Calvillo Gamez Christos Gatzids Roland Geraerts Nicholas Gold Lindsay Grace Hayrettin G¨urkok Mads Haahr Atsushi Hiyama Christina Hochleitner Jussi Holopainen Wolfgang Huerst Veikko Ikonen Masataka Imura Ido Aharon Iurgel Rui Jesus Arnav Jhala Rui Jos´e M. Carmen Juan Ichiroh Kanaya Hirokazu Kato Norbert Kikuchi Jongwon Kim Ben Kirman Florian Klompmaker Jeffrey Koh Itaru Kuramoto Michael Lankes Petri Lankoski Iolanda Leite Christopher Lindinger Sheng Liu Sandy Louchart Joaquim Madeira Angelika Mader Aderito Marcos Carlos Martinho Maic Masuch Kohei Matsumura Oscar Mealha Monica Mendes Hongying Meng Hiroyuki Mitsuhara Ramon Molla Vaya Leonel Morgado Ann Morrison Frank Nack J¨org Niesenhaus Ian Oakley Philippe Palanque Holger Reckter Licinio Roque Marco De Sa Christian Sandor Pedro Santos Hartmut Seichter Andrei Sherstyuk Danqing Shi Frutuoso Silva A. Augusto Sousa Maki Sugimoto Kaoru Sumi Cristina Sylla Tsutomu Terada Mariet Theune Julian Togelius Chad Toprak Betsy van Dijk Marco van Leeuwen Herwin van Welbergen Ana Isabel Veloso Dhaval Vyas James Young Nelson Zagalo Job Zwiers

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XIV Organization

Additional Reviewers

Dzmitry Aliakseyeu Pedro ˆAngelo Juha Arrasvuori Cedric Bach Katharina Emmerich Cornelia Graf Andreas Hartl Wolfgang Hochleitner Mark Lochrie Michael Pirker Mikko Rissanen Johanna Schmidt Samuel Silva Andrej Varchola Eduardo Veas Kening Zhu

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Keynote Talks

Keynote Talk: Spreading ICT in India: Connectivity,

Content, Devices and Training for a Billion People

Kannan M. Moudgalya

This talk explains the Spoken Tutorial methodology that creates instructional material on ICT, suitable for self-learning. During the last year, about 100,000 students were provided free training on many open source software systems, in 1,000 colleges, through student and faculty volunteers. One may also access these tutorials from http://spoken-tutorial.org free of cost. Synchronous support can be provided through an ongoing teacher training program that allows up to 10,000 people to interact with experts with audio-video connectivity. We dub only the spoken part of these tutorials into the many languages of India to teach ICT to children weak in English, while keeping the employment potential intact. This method has the potential to also bridge the digital divide.

The Indian government is also establishing 1GBps connectivity in every one of the about 1,000 universities in India and their affiliated colleges. To realize the benefits of these ICT tools and techniques, one needs computers, which are unfortunately not affordable to most Indians. To provide this important link, this Mission has come up with the Aakash project. As a part of this project, for testing purposes, we have placed an order for 100,000 units of a 7” tablet, at a cost of INR 2,263 (about USD 40). We have been successful in porting to Aakash, C, C++, Python, PHP and Perl, and also Scilab, an open source alternative to Matlab. This device will also help access video content, e-books, and the Internet through wireless. Based on the feedback obtained through this pilot study, we will freeze the specifications and order several million units. Aakash will be demonstrated during this talk. A video that explains the current state of Aakash is available at http://media.sakshat.ac.in/Play/?ID=1. These projects are funded by the National Mission on Education through ICT.

The work reported in this talk has the potential to be of use to all children of the world in general, and to those in the developing world in particular.

Brief CV of Kannan M. Moudgalya

Kannan M. Moudgalya is a professor at IIT Bombay. He studied chemical en-gineering and electrical enen-gineering at IIT Madras and at Rice University. He has been a visiting professor at the University of Alberta. He has written two textbooks: (1) Digital Control, published by John Wiley & Sons, Chichester and (2) Optimization: Theory and Practice, jointly with M. C. Joshi, published by Narosa, New Delhi.

He has published a large number of papers in refereed international confer-ences and journals in the areas of mathematical modelling, control, and simula-tion. Kannan is now devoting his time to spreading education on a massive scale,

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XVI Keynote Talks

without quality dilution. He has been focusing on spoken tutorials, open source software systems, virtual labs and the low-cost tablet, Aakash. He has held the posts of Associate Dean (R&D), Head of Office Automation and Head of Dis-tance Education, at IIT Bombay. He is a member of the Standing Committee of the National Mission on Education Through ICT, Government of India.

Keynote Talk: When Robots Do Wrong

David Levy

Before long, robots will be assisting us in many different aspects of our lives, becoming our partners in various practical and companionable ways and enter-taining us. As robot and AI technologies advance, the proliferation of robots and their applications will take place in parallel with increases in their complexity. One of the disadvantages of those increases will be a burgeoning in the number of robot accidents and wrongdoings, resulting in enormous numbers of robot-based court cases throughout the developed world, many of them involving complex legal arguments based on technological evidence from expert witnesses.

Here we address the questions: What are the implications when something goes wrong? Who, or what, is responsible? Should responsibility be attributed to the robot itself, or to its manufacturer, designers or developers, or to its owner, or its operator . . .? And above all, how best should society deal with an ever-increasing number of robot accidents, their diverse causes and their negative consequences?

We discuss the concept of blaming the robots themselves for their accidents, based on three possible rationales for doing so: treating them as quasi-people, as quasi-animals, or simply as man-made products. And we examine how robots might be punished if society decides that they should take the blame for the accidents they cause.

We also consider the more likely approach of blaming homo sapiens, with the manifold complications that can affect the blame attribution process put for-ward as a powerful argument against society employing litigation as its primary response to robot accidents.

Robot vehicles are introduced as an example of a category of robot for which legal constraints already exist, namely, motoring laws, including the laws requir-ing cars and their drivers to be adequately insured. The idea of compulsory insur-ance, supported by a technologically driven system of enforcement, is extended from robot cars to robots in general as an alternative approach to litigation.

Brief CV of David Levy

David Levy graduated from St. Andrews University, Scotland, in 1967, and then taught practical classes in computer programming at Glasgow University for four years, before moving into the world of business and professional chess playing and writing. He wrote more than 30 books on chess, won the Scottish Championship, and he was awarded the International Master title by FIDE, the World Chess

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Keynote Talks XVII

Federation, in 1969. In 1968 David started a bet with four artificial intelligence professors that he would not lose a chess match against a computer program within ten years. He won that bet. Since 1977 David has been involved in the development of many chess playing and other programs for consumer electronic products. David’s interest in artificial intelligence expanded beyond computer games into other areas of AI, including human–computer conversation, and in 1997 he led the team that won the Loebner Prize competition in New York. David won this prestigious prize again in 2009. His 50th book, Love and Sex with

Robots, was published in November 2007, shortly after he was awarded a PhD by

the University of Maastricht for his thesis entitled “Intimate Relationships with Artificial Partners.” David is President of the International Computer Games Association, and CEO of the London-based company Intelligent Toys Ltd. His hobbies include classical music and playing poker.

Workshops and Panels at ACE 2012

Kids Workshops

• Dance It and Make My Sound with the Oriboo. Organizers: Elena M´arquez

Segura, Annika Waern, and Jin Moen

• Parapara Animation: Organizers: Daisuke Akatsuka, Brian Birtles, Hiroki

Ito, Masami Ishiyama, and Satoko Takita Yamaguchi

• LuTrack: Bringing Tangible Interaction to Low-Computer-Literacy Children.

Organizers: Javier Marco Rubio, Yoram Itzhak Chisik, Monchu Chen, Maria Clara Martins

• Playing with Blocks and Exploring Words and Sounds. Organizers: Cristina

Sylla, S´ergio Gon¸calves, Pedro Branco, Clara Coutinho, Valentina Nisi, and Ant´onio Gomes

• Creative Design Workshop: Exploring Value Propositions with Urban Nepalese

Children. Organizers: Alissa Antle and Allen Bevans

Regular Workshops

• Creating Pleasurable Interactive Brand Communications. Organizers: David

Williams and Hiroaki Kawamura

• Mediated Yoga Experiences. Organizers: Monique Park, Mario Pinto, Monchu

Chen, Valentina Nisi, and Ant´onio Gomes

Panels

• Where Buddhism Encounters Entertainment Computing. Organizers: Daisuke

Uriu, Naohito Okude, Masahiko Inami,Takafumi Taketomi, and Chihiro Sato

• Kids, Entertainment, Media Technologies and Developing Countries.

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XVIII Keynote Talks

Partnership

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Table of Contents

Long Presentations

Applaud Having Fun: A Mobile Game to Cheer Your Favourite Sports

Team. . . . 1

Pedro Centieiro, Teresa Rom˜ao, and A. Eduardo Dias

Paranga: An Interactive Flipbook. . . . 17

Kazuyuki Fujita, Hiroyuki Kidokoro, and Yuichi Itoh

Augmentation of Toothbrush by Modulating Sounds Resulting from

Brushing. . . . 31

Taku Hachisu and Hiroyuki Kajimoto

Bathcratch: Touch and Sound-Based DJ Controller Implemented on a

Bathtub . . . . 44

Shigeyuki Hirai, Yoshinobu Sakakibara, and Seiho Hayakawa

Airstic Drum: A Drumstick for Integration of Real and Virtual

Drums. . . . 57

Hiroyuki Kanke, Yoshinari Takegawa, Tsutomu Terada, and Masahiko Tsukamoto

Enhancing Level Difficulty and Additional Content in Platform

Videogames through Graph Analysis . . . . 70

Fausto Mourato, Fernando Birra, and Manuel Pr´ospero dos Santos

A System for Supporting Performers in Stuffed Suits . . . . 85

Tatsuhiko Okazaki, Tsutomu Terada, and Masahiko Tsukamoto

Socially Present Board Game Opponents. . . . 101

Andr´e Pereira, Rui Prada, and Ana Paiva

Localizing Global Game Jam: Designing Game Development for

Collaborative Learning in the Social Context . . . . 117

Kiyoshi Shin, Kosuke Kaneko, Yu Matsui, Koji Mikami, Masaru Nagaku, Toshifumi Nakabayashi, Kenji Ono, and Shinji R. Yamane

Producing while Consuming: Social Interaction around Photos Shared

within Private Group. . . . 133

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XX Table of Contents

Short Presentations

Extensible Sound Description in COLLADA: A Unique File for a Rich

Sound Design. . . . 151

Shih-Han Chan, St´ephane Natkin, Guillaume Tiger, and Alexandre Topol

An Automatic Race Track Generating System . . . . 167

Tai-Yun Chen, Hung-Wei Hsu, Wen-Kai Tai, and Chin-Chen Chang

Light Perfume: Designing a Wearable Lighting and Olfactory Accessory

for Empathic Interactions. . . . 182

Yongsoon Choi, Rahul Parsani, Xavier Roman, Anshul Vikram Pandey, and Adrian David Cheok

A Survey of Players’ Opinions on Interface Customization in World of

Warcraft. . . . 198

Chris Deaker, Masood Masoodian, and Bill Rogers

53.090 Virtual Rusks = 510 Real Smiles Using a Fun Exergame

Installation for Advertising Traditional Food Products. . . . 214

Dimitris Grammenos, George Margetis, Panagiotis Koutlemanis, and Xenophon Zabulis

Designing Playful Interactive Installations for Urban Environments –

The SwingScape Experience. . . . 230

Kaj Grønbæk, Karen Johanne Kortbek, Claus Møller, Jesper Nielsen, and Liselott Stenfeldt

Flashback in Interactive Storytelling. . . . 246

Olivier Guy and Ronan Champagnat

SanjigenJiten: Computer Assisted Language Learning System within a

3D Game Environment . . . . 262

Robert Howland, Sachi Urano, and Junichi Hoshino

A Caption Presentation System for the Hearing Impaired People

Attending Theatrical Performances. . . . 274

Yuko Konya and Itiro Siio

Emergent Gait Evolution of Quadruped Artificial Life . . . . 287

Kinyo Kou and Yoichiro Kawaguchi

Enjoying Text Input with Image-Enabled IME. . . . 297

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Table of Contents XXI

Train Window of Container: Visual and Auditory Representation of

Train Movement. . . . 309

Kunihiro Nishimura, Yasuhiro Suzuki, Munehiko Sato,

Oribe Hayashi, Yang LiWei, Kentaro Kimura, Shinya Nishizaka, Yusuke Onojima, Yuki Ban, Yuma Muroya, Shigeo Yoshida, and Michitaka Hirose

Pinch: An Interface That Relates Applications on Multiple

Touch-Screen by ‘Pinching’ Gesture . . . . 320

Takashi Ohta and Jun Tanaka

Exploring Playability of Social Network Games . . . . 336

Janne Paavilainen, Kati Alha, and Hannu Korhonen

A Gesture Interface Game for Energy Consumption Awareness . . . . 352

Ricardo Salvador, Teresa Rom˜ao, and Pedro Centieiro

UBI, The Guardian Dragon: Your Virtual Sidekick. . . . 368

Rossana Santos and Nuno Correia

Construction of a Prototyping Support System for Painted Musical

Instruments. . . . 384

Yoshinari Takegawa, Kenichiro Fukushi, Tod Machover, Tsutomu Terada, and Masahiko Tsukamoto

Reflex-Based Navigation by Inducing Self-motion Perception with

Head-Mounted Vection Display . . . . 398

Tomohiro Tanikawa, Yuma Muroya, Takuji Narumi, and Michitaka Hirose

POPAPY: Instant Paper Craft Made Up in a Microwave Oven. . . . 406

Kentaro Yasu and Masahiko Inami

Art and Culture Track

Games Bridging Cultural Communications . . . . 421

Adrian David Cheok, Narisa N.Y. Chu, Yongsoon Choi, and Jun Wei Existential Waters: On Employing a Game Engine for Artistic

Expression within a Theater Play, and on the Implications of This

towards Existential Games. . . . 429

Ido Aharon Iurgel and M´ario Pinto

Reframing Haute Couture Handcraftship: How to Preserve Artisans’

Abilities with Gesture Recognition . . . . 437

Gustavo Marfia, Marco Roccetti, Andrea Marcomini, Cristian Bertuccioli, and Giovanni Matteucci

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XXII Table of Contents

PURE FLOW: Gallery Installation / Mobile Application. . . . 445

Duncan Rowland and Katy Connor

Juke Cylinder: Sound Image Augmentation to Metamorphose Hands

into a Musical Instrument. . . . 453

Masamichi Ueta, Osamu Hoshuyama, Takuji Narumi, Sho Sakurai, Tomohiro Tanikawa, and Michitaka Hirose

Extended Abstracts

Puppet Theater System for Normal-Hearing and Hearing-Impaired

People. . . . 461

Takayuki Adachi, Masafumi Goseki, Hiroshi Mizoguchi, Miki Namatame, Fusako Kusunoki, Ryohei Egusa, and Shigenori Inagaki

Creative Design: Exploring Value Propositions with Urban Nepalese

Children. . . . 465

Alissa N. Antle and Allen Bevans

DriveRS: An In-Car Persuasive System for Making Driving Safe

and Fun . . . . 469

Anne Bergmans and Suleman Shahid

When Away Applaud Anyway. . . . 473

Pedro Centieiro, Teresa Rom˜ao, and A. Eduardo Dias

Making a Toy Educative Using Electronics. . . . 477

Edwin Dertien, Jelle Dijkstra, Angelika Mader, and Dennis Reidsma

Enhancing Tactile Imagination through Sound and Light. . . . 481

Hideyuki Endo and Hideki Yoshioka

Streaming DirectX-Based Games on Windows . . . . 485

Alexander Franiak, Yohann Pitrey, Christoph Czepa, and Helmut Hlavacs

Autonomously Acquiring a Video Game Agent’s Behavior: Letting

Players Feel Like Playing with a Human Player. . . . 490

Nobuto Fujii, Yuichi Sato, Hironori Wakama, and Haruhiro Katayose

Chop Chop: A Sound Augmented Kitchen Prototype. . . . 494

Veronica Halupka, Ali Almahr, Yupeng Pan, and Adrian David Cheok

Time Telescopic Replay of Tactile Sensations. . . . 498

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Table of Contents XXIII

Compact Ultrasound Device for Noncontact Interaction. . . . 502

Takayuki Hoshi

Pillow Fight 2.0: A Creative Use of Technology for Physical

Interaction. . . . 506

Anne Sofie Juul Sørensen

Immobile Haptic Interface Using Tendon Electrical Stimulation . . . . 513

Hiroyuki Kajimoto

STRAVIGATION: A Vibrotactile Mobile Navigation for

Exploration-Like Sightseeing . . . . 517

Hiroki Kawaguchi and Takuya Nojima

Earth Girl: A Multi-cultural Game about Natural Disaster Prevention

and Resilience. . . . 521

Isaac Kerlow, Muhammad Khadafi, Harry Zhuang, Henry Zhuang, Aida Azlin, and Aisyah Suhaimi

PowerFood: Turns Fruit Eating into Fun and Makes Snacks Not

Done. . . . 525

Lies Kroes and Suleman Shahid

City Pulse: Supporting Going-Out Activities with a Context-Aware

Urban Display. . . . 529

Mohammad Obaid, Ekaterina Kurdyukova, and Elisabeth Andre

Physiological Signals Based Fatigue Prediction Model for Motion

Sensing Games . . . . 533

Ziyu Lu, Ling Chen, Changjun Fan, and Gencai Chen

JECCO: A Creature-Like Tentacle Robot . . . . 537

Haipeng Mi and Yoichiro Kawaguchi

Yusabutter: A Messaging Tool That Generates Animated Texts. . . . 541

Mitsuru Minakuchi, Shougo Kinoshita, and Yu Suzuki

HomeTree – An Art Inspired Mobile Eco-feedback Visualization . . . . 545

Filipe Quintal, Valentina Nisi, Nuno Nunes, Mary Barreto, and Lucas Pereira

Augmenting Trading Card Game: Playing against Virtual Characters

Used in Fictional Stories. . . . 549

Mizuki Sakamoto, Tatsuo Nakajima, and Todorka Alexandrova

Changing Environmental Behaviors through Smartphone-Based

Augmented Experiences . . . . 553

Bruno Santos, Teresa Rom˜ao, A. Eduardo Dias, Pedro Centieiro, and B´arbara Teixeira

(21)

XXIV Table of Contents

flona: Development of an Interface That Implements Lifelike Behaviors

to a Plant. . . . 557

Furi Sawaki, Kentaro Yasu, and Masahiko Inami

HOJI*HOJI: The Hole-Type Interactive Device for Entertainment. . . . 561

Yuta Suzuki, Yusaku Okada, Hiroki Kawaguchi, Takashi Kimura, Yoichi Takahashi, Kodai Horita, Takuya Nojima, and Hideki Koike

t-words: Playing with Sounds and Creating Narratives. . . . 565

Cristina Sylla, S´ergio Gon¸calves, Pedro Branco, and Clara Coutinho

Semi-transparent Augmented Reality System. . . . 569

Tomoya Tachikawa, Takenori Hara, Chiho Toyono,

Goro Motai, Karin Iwazaki, Keisuke Shuto, Hiroko Uchiyama, and Sakuji Yoshimura

Awareness Support for Remote Music Performance. . . . 573

Hiroyuki Tarumi, Keiichi Akazawa, Masaki Ono, Erina Kagawa, Toshihiro Hayashi, and Rihito Yaegashi

GENIE: Photo-Based Interface for Many Heterogeneous LED Lamps . . . 577

Jordan Tewell, Sunao Hashimoto, Masahiko Inami, and Takeo Igarashi

Disaster Experience Game in a Real World. . . . 581

Sachi Urano, Peichao Yu, and Junichi Hoshino

Entertainment Displays Which Restore Negative Images of Shopping

Center. . . . 585

Sachi Urano, Tetsuya Saito, and Junichi Hoshino

Where Buddhism Encounters Entertainment Computing. . . . 589

Daisuke Uriu, Naohito Okude, Masahiko Inami, Takafumi Taketomi, and Chihiro Sato

IUstream: Personal Live Streaming Support System with Automatic

Collection and Real-Time Recommendation of Topics. . . . 593

Keiko Yamamoto, Soya Kirito, Itaru Kuramoto, and Yoshihiro Tsujino

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