Intelligent Technologies for Interactive Entertainment -  Anton Nijholt

Intelligent Technologies for Interactive Entertainment (eBook)

Third International Conference, INTETAIN 2009, Amsterdam, The Netherlands, June 22-24, 2009, Proceedings
eBook Download: PDF
2009 | 1. Auflage
279 Seiten
Springer-Verlag
978-3-642-02315-6 (ISBN)
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This book constitutes the proceedings of the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). The papers focus on topics such as emergent games, exertion interfaces and embodied interaction. Further topics are affective user interfaces, story telling, sensors, tele-presence in entertainment, animation, edutainment, and interactive art.

Preface 5
Organization 7
Table of Contents 10
Entertainment Computing, Social Transformation and the Quantum Field 13
Introduction 13
How Can Social Transformation Be Achieved? 14
A ‘Conscious’ Field and Quantum Physics 16
Discussion and Conclusions 17
References 18
Non-verbal Full Body Emotional and Social Interaction: A Case Study on Multimedia Systems for Active Music Listening 21
Introduction 21
Previous Research and Systems 22
Case Study: Social Active Music Listening 26
Discussion 29
References 30
Home Exercise in a Social Context :Real-Time Experience Sharing Using Avatars 31
Introduction 31
Exercise Monitoring System 33
System Design 35
Representation by Avatars 36
Current State and Work in Progress 37
Preliminary User Preferences Study 38
User Survey 39
Survey Results 40
Conclusions 41
References 42
Generating Instructions in a 3D Game Environment: Efficiency or Entertainment? 44
Introduction 44
The GIVE Challenge 45
The Task 45
Architecture 46
Questionnaire 48
OurNLGSystems 48
The Twente System 48
The Warm/Cold System 49
Evaluation 50
Measuring Efficiency 50
Measuring Entertainment 51
Results 51
Discussion 53
References 55
Interactive Documentary: A Production Model for Nonfiction Multimedia Narratives 56
Introduction 56
Related Work 57
Production in a Heterogeneous Media Ecosystem 58
Interactive Documentary Production Model 58
Interactive Documentary Prototype 59
Graphical User Interface: Path-Making for Interactive Authoring 61
Interactive Media Use Case 62
Narrative Instances 62
Ontological Data Design for Narrative Association among Media of Multiple Types 63
Dual Root Data Design Relating Concepts to Individual Media Resources 63
Structured Concept Vocabulary 65
Concluding Remarks and Future Direction 65
References 66
A Design Approach to Decentralized Interactive Environments 68
Introduction 68
Decentralized Systems 69
Research-through-Design Approach 71
Design of the Objects 71
Research-through-Design: Case Studies 73
Coming Home Ritual 73
Smartgoals 74
Synchronizing Fireflies 75
Next Iteration: Interactive Objects for Open-Ended Play 77
Conclusions 78
References 79
Accessible Gaming through Mainstreaming Kinetic Controller 80
Introduction 80
Requirements from the End Users and Approach 81
System Architecture 82
Software Architecture 83
Configuration Tool 84
System Evaluation 86
Conclusions 87
References 88
Interactive Play Objects: The Influence of Multimodal Output on Open-Ended Play 90
Introduction 90
Related Work 91
Prototype 92
Participants and Procedure 95
Results 96
Design Considerations 96
Creativity and Game Experience 97
Conclusions and Discussion 99
Design Considerations for Multimodal Open-Ended Play 99
The Influence of Output Modalities on Play Behavior 100
References 100
Swinxsbee: A Shared Interactive Play Object to Stimulate Children’s Social Play Behaviour and Physical Exercise 102
Introduction 102
Background 103
Related Work 104
Theories 104
Design Case 105
Design of a New Swinxs Object 105
Study 107
Set-Up 107
Methodology and Analysis 107
Results 109
Conclusions and Discussion 111
References 112
Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application 114
Introduction 114
Affective Factors and Adaptive Interfaces 115
Description of Santa Cecilia 116
Scenario 117
Adaptation of the Interface – State Transition Diagram 119
Future Work – Adaptive Interface Evaluation 120
References 121
iTheater Puppets Tangible Interactions for Storytelling 122
Introduction 122
Related Work 123
Envisioned Application Scenario and Education Goals 124
iTheater Description 125
Early Prototype 126
Preliminary Users Feedback 127
Concluding Remarks and Future Work 129
References 129
Automatic and Interactive Key Posture Design by Combing the PIK with Parametric Posture Splicing 131
Introduction 131
Related Works and Contribution 132
Overview 134
Parametric Posture Splicing 134
Posture Database Setup 135
Parametric Partial Posture Generation 136
Whole Body Posture Splicing 137
Automatic and Interactive Posture Generation 137
Overview of the Prioritized Inverse Kinematics Algorithm 138
Using the PIK Algorithm for Further Refining of the Spliced Posture 138
Experimental Results and Discussion 139
Conclusions and Future Work 140
References 141
Web-Enabled 3D Game Playing for Looped Knight’s Tour 143
Introduction 143
Background 143
Motivation 144
Loop Knight’s Tour (LKT) in 3D 144
Game Features 145
Two Move Directions 145
Game Box 145
The Window of 5x5x5 146
Selecting Next Legal Move 147
Move Tables 149
Neighbor Pool 150
Control Panel 150
LKT Game Environment 151
Conclusion 152
Solving the LKT Problems 152
Assessment of Potentials 153
References 154
Robosonic: Randomness-Based Manipulation of Sounds Assisted by Robots 155
Introduction 155
Development of Application 157
Robot Agency 158
Sound Manipulation 160
Conclusion 163
References 164
Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games 165
Introduction 165
BCI for Controlling and Adapting Games 167
Internally Evoked Potentials 168
Externally Evoked Potentials 168
Games That Employ BCI 170
‘Medical’ Games 170
‘Research’ Games 170
Commercial Game Environments: Controlling the Game 171
Commercial Game Environments: Neurofeedback Games 172
Turn Shortcomings into Challenges 173
Developments and Challenges 175
Multimodal Interaction and Artefacts 175
Measuring Brain Signals 176
Training and Illiteracy 177
Conclusions 178
References 178
Immersion in Movement-Based Interaction 181
Introduction 181
Movement-Based Interaction 182
Immersion in HCI 184
Levels of Immersion 184
Types of Immersion 185
Movement-Based Interaction and Immersion 186
Interview Study 186
Movement-Specific Features 187
Discussion 188
Conclusions 190
References 191
Mood Swings: An Affective Interactive Art System 193
Introduction 193
Related Work 194
Mood Swings’ Foundations 195
Emotions Expressed in Movement 195
Visualizing Emotion in Color 195
User Test 196
Discussion 197
References 198
Navigating a Maze with Balance Board andWiimote 199
Introduction 199
Related Work 199
Lower Body Input 199
Evaluating Input Devices 200
Methodology 200
Devices for Navigating the Maze 200
The Maze Task 201
User Evaluation 202
Results 202
Conclusions and Future Work 203
References 204
Experiences with Interactive Multi-touch Tables 205
Introduction 205
Related Work 206
Abstract Software Layer - $/mu^{3}$ 207
Multi-touch Experiences 208
Collaboration – 3D Molecule 208
Competition – AirHockey 209
Crowding – MT-Pong 209
Artistic Expression – FeelSound 210
Discussion and Future Work 210
References 211
The Hyper-trapeze: A Physically Active Audio-Visual Interface for Performance and Play 213
Introduction 213
Trapeze Background 213
Hyper-trapeze Design Considerations 214
Hyper-trapeze Implementation 216
Application of the Hyper-trapeze 217
Related Work 217
Conclusion 217
References 218
Dead on Arrival: Adapting Games to Finish at a Given Time or Location 219
Introduction 219
Related Work 220
Room Generation 220
Adaptation 221
PrototypeandUserTest 222
Conclusion and Outlook 223
References 224
Design and Implementation of a Mobile Exergaming Platform 225
Introduction 225
The Mobile Exergaming Platform (MEP): Game Play 226
MEP Architecture 228
User Experience with a Trial MEP Game 229
Related Work 230
Conclusion 231
References 232
Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments 233
Introduction 233
Previous Work 234
Design 234
Requirements 234
Game Design 235
Experiment Design 235
Sensors and Recording 236
Preliminary Results 236
Conclusions and Future Work 238
References 238
Stay Tuned! An Automatic RSS Feeds Trans-coder 240
Introduction 240
Related Works 240
Concept Description 241
TheExperiment 242
Questionnaire 243
Results 243
Questionnaire Trends 243
Conclusion and Further Works 244
References 244
An Experiment in Improvised Interactive Drama 246
Introduction 246
Setup of the Experiment 247
Results 248
Participants and Stories 249
Interview Results 249
The Actors: Observations and Interview Results 250
Discussion 251
References 251
Big Fat Wand: A Pointing Device for Open Space Edutainment 252
Introduction 252
Background and Motivation 253
Big Fat Wand: Handy Laser Show Device 254
Experiments 255
Concluding Remarks 257
References 257
Enhancing Mediated Interpersonal Communication through Affective Haptics 258
Introduction 258
iFeel_IM! Architecture 259
Affective Haptic Devices 260
HaptiHug: The Way of Realistic Hugging over Distance 261
HaptiHeart, HaptiCooler, HaptiWarmer, HaptiTickler. Or How We Can Enhance and Influence on Our Emotions by Haptics 262
Conclusion 263
References 263
Opinion Elicitation in Second Life 264
Introduction 264
Opinion Extraction from the Web 265
Pilot Study 266
Experimental Design 266
Subjects and Procedure 267
Results 268
Conclusions 269
References 269
Hidden Markov Models Implementation for Tangible Interfaces 270
Introduction 270
Hardware Overview 271
Hidden Markov Models 271
The Forward Algorithm 272
Normalization 272
Likelihood 272
Evaluation 273
Classification Accuracy 273
Discussion 274
Conclusion and Future Works 275
References 275
Author Index 276

Erscheint lt. Verlag 1.1.2009
Sprache englisch
Themenwelt Geisteswissenschaften Geschichte
Informatik Grafik / Design Digitale Bildverarbeitung
Informatik Software Entwicklung User Interfaces (HCI)
Mathematik / Informatik Informatik Web / Internet
ISBN-10 3-642-02315-0 / 3642023150
ISBN-13 978-3-642-02315-6 / 9783642023156
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