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Entertainment Computing: ICEC 2006: 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings

Richard Harper ; Matthias Rauterberg ; Marco Combetto (eds.)

En conferencia: 5º International Conference on Entertainment Computing (ICEC) . Cambridge, UK . September 20, 2006 - September 22, 2006

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

User Interfaces and Human Computer Interaction; Information Systems Applications (incl. Internet); Multimedia Information Systems; Artificial Intelligence (incl. Robotics); Computer Graphics; Computer Appl. in Arts and Humanities

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No detectada 2006 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-45259-1

ISBN electrónico

978-3-540-45261-4

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© IFIP International Federation for Information Processing 2006

Tabla de contenidos

Design Implications of Social Interaction in Online Games

Kuan-Ta Chen; Chin-Laung Lei

While psychologists analyze network game-playing behavior in terms of players’ social interaction and experience, understanding user behavior is equally important to network researchers, because how players act determines how well systems, such as MMORPGs, perform. To gain a better understanding of patterns of player interaction and their implications for game design, we analyze a 1,356-million-packet trace of , a mid-sized commercial MMORPG. To the best of our knowledge, this work is the first to put forward architectural design recommendations for online games based on analysis of player interaction.

We find that the dispersion of players in a virtual world is heavy-tailed, which implies that static and fixed-size partitioning of game worlds is inadequate. Neighbors and teammates tend to be closer to each other in network topology. This property is an advantage, because message delivery between the hosts of interacting players can be faster than between those of unrelated players. In addition, the property can make game playing fairer, since interacting players tend to have similar latencies to their servers. We also find that participants who have a higher degree of social interaction tend to play much longer, and players who are closer in network topology tend to team up for longer periods. This suggests that game designers could increase the “stickiness” of games by supporting, or even forcing, team playing.

- Posters | Pp. 318-321

TEMPEST: A Text Input System for Musical Performers

Yoshinari Takegawa; Tsutomu Terada; Shojiro Nishio

Recently, due to the widespread use of computers, text-based communication methods, such as e-mail and chat, have attracted a great deal of attention. If pianists can apply their musical expressions to the text input, they can input texts with their own emotion richly. Therefore, the goal of our study is to construct TEMPEST (TExt input and Musical PErforming SysTem) that is a text input system to input texts with various musical expressions using a clavier. Since this system provides text input methods considering musical artistry, a performer can input texts like playing music.

- Posters | Pp. 322-325

Design Strategies for Enhancing Experience-Based Activities

Lena Pareto; Ulrika Lundh Snis

Enjoyment and experience-based activities are important in today’s society. The purpose of this paper is to explore and better understand how experiences can be enhanced using IS in such experience-based enterprises. The research is based on a case study conducted in collaboration with a Swedish regional museum, where a location-aware auditory museum application for experience enhancement is being designed. The results include design approach recommendations, enhancement strategies and a model for estimating the potential benefits related to enhancements features of the system design.

- Posters | Pp. 326-331

Imitating the Behavior of Human Players in Action Games

Atsushi Nakano; Akihito Tanaka; Junichi Hoshino

In action games, the computer’s behavior lacks diversity and human players are able to learn how the computer behaves by playing the same game over and over again. As a result, human players eventually grow tired of the game. Therefore, this paper proposes a method of imitating the behavior of human players by creating profiles of players from their play data. By imitating what many different players do, a greater variety of actions can be created.

- Posters | Pp. 332-335

Electronic Treasure Hunt: Real-Time Cooperation Type Game That Uses Location Information

Jun Munemori; Shunsuke Miyai; Junko Itou

The electronic treasure hunt developed this time uses location information and operates avatar. The participant competes for the point looking for the treasure arranged virtually. The feature of this game is that the treasure cannot be obtained if two people do not cooperate. From the experiments the following points became clear that participants evaluated highly the avatar operation system that used GPS location information. The cooperation system by which each player’s position became a point allowed location information to be used well.

- Posters | Pp. 336-339

Design of Positive Biofeedback Using a Robot’s Behaviors as Motion Media

Nagisa Munekata; Naofumi Yoshida; Shigeru Sakurazawa; Yasuo Tsukahara; Hitoshi Matsubara

The purpose of this study is to develop a game system that uses biofeedback to provide an attractive entertaining game. In general, negative biofeedback is used for relaxing users; however, in our game system positive biofeedback is used for arousing them. We assumed that the latter biofeedback method could affect the users’ emotional states effectively; that is why we call it positive biofeedback. We used skin conductance response (SCR) as a biofeedback signal in our game system because SCR can effectively reflect the mental agitation of users. Therefore, we developed a teddy bear robot to be the motion media for providing feeding back the measured SCR information to users. When the value user SCR increases during interaction with this robot, the robot starts moving its arms and head in relation to the transition of SCR values so that it appears to be agitated. We then conducted two experiments to measure the participants’ SCR transitions. From the results of these experiments, we can state that the users’ emotional attachment to the robot and the robot’s behaviors in reaction to user biological signals are important cues that create positive biofeedback.

- Posters | Pp. 340-349

Social Landscapes: Visual Interface to Improve Awareness in Human Relationships on Social Networking Sites

Yuya Nomata; Junichi Hoshino

This paper proposes Social Landscapes, a visual interface which supports exploring by visually displaying histories of user and interrelations between users in a social networking site. Social Landscapes visualizes the activities of each user through diary postings and the access status to online services, and the number of comments to the diary as landscape scenery. We describe a case study that did not emphasize the analysis of the total social network structure or for user search, but rather emphasized a visualized interface for improving the user’s recognition of other users and friends in SNS.

- Posters | Pp. 350-353

Bare Hand Interface for Interaction in the Video See-Through HMD Based Wearable AR Environment

Taejin Ha; Woontack Woo

In this paper, we propose a natural and intuitive bare hand interface for wearable augmented reality environment using the video see-through HMD. The proposed methodology automatically learned color distribution of the hand object through the template matching and tracking the hand objects by using the Meanshift algorithm under the dynamic background and moving camera. Furthermore, even though users are not wearing gloves, extracting of the hand object from arm is enabled by applying distance transform and using radius of palm. The fingertip points are extracted by convex hull processing and assigning constraint to the radius of palm area. Thus, users don’t need attaching fiducial markers on fingertips. Moreover, we implemented several applications to demonstrate the usefulness of proposed algorithm. For example, “AR-Memo" can help user to memo in the real environment by using a virtual pen which is augmented on the user’s finger, and user can also see the saved memo on his/her palm by augmenting it while moving around anywhere. Finally, we experimented performance and did usability studies.

- Posters | Pp. 354-357

Studying User Experience with Digital Audio Players

Sascha Mahlke

Several attempts have been made to broaden the traditional focus on the efficient achievement of goals and incorporate a fuller understanding of additional aspects of the user experience. These approaches are especially interesting for the area of entertainment computing, where the efficient completion of tasks is not the main focus. The presented research project investigates the role of non-instrumental aspects as hedonics and aesthetics and their interplay with emotions in shaping the user experience. After introducing an integrative model, a first application of the approach in a study of user experience with digital audio players is described. The findings show that this approach offers a wealth of insights that can be used to improve product design from a user perspective.

- Posters | Pp. 358-361

The Development of a Collaborative Virtual Heritage Edutainment System with Tangible Interfaces

Hyung-Sang Cho; Binara Lee; Sora Lee; Youngjae Kim; Yongjoo Cho; Seung-Mook Kang; Soyon Park; Kyoung Shin Park; Minsoo Hahn

This paper presents an interactive, collaborative virtual heritage system that employs tangible interfaces to make learning experience more interesting and effective. The system is designed for a group of users collaboratively play games to learn a Korean cultural heritage site, the ‘Moyang’ castle. While most virtual heritage applications focus on the reconstruction of objects or places, it aims to encourage the visitors to get more involved with the activities and increase social interaction to develop collaborative learning experiences. This paper describes an overview of cultural meanings behind the ‘Moyang’ castle and some details in the system design and implementation for interactive education.

- Posters | Pp. 362-365