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- research-articleNovember 2011
Play with fire
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 89, Pages 1–2https://doi.org/10.1145/2071423.2071530Play with Fire is an interactive art installation that proposes participants to ignite generative fires over live streaming video of selected forests. This experience paradoxically encourages playing with fire to stimulate awareness and prevention of ...
- research-articleNovember 2011
"Office Brawl": a conversational storytelling game and its creation process
- Florian Glock,
- Anne Junker,
- Marina Kraus,
- Christian Lehrian,
- Alexander Schäfer,
- Steve Hoffmann,
- Ulrike Spierling
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 88, Pages 1–2https://doi.org/10.1145/2071423.2071529This demonstration is a showcase of an interactive storytelling (IS) game consisting of verbal conversations between two virtual agents and a user. It is the result of a University project in interactive media, based on the IS platform Scenejo. As novel ...
- research-articleNovember 2011
Intuitively interactive pamphlets using augmented reality
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 85, Pages 1–2https://doi.org/10.1145/2071423.2071526We developed a multimedia display system for information kiosks that clearly presents the structure and amount of information available in a tangible and interactive environment with an intuitive interface---a common paper pamphlet. With this interface, ...
- research-articleNovember 2011
"interacumos": an interactive digital cubic kaleidoscope
- Junichi Kanebako,
- Masafumi Oda,
- Kanako Matsuo,
- Keisuke Shuto,
- Takenori Hara,
- Goro Motai,
- Minori Yamazaki,
- Hiroko Uchiyama
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 84, Pages 1–2https://doi.org/10.1145/2071423.2071525We developed a new digital kaleidoscope called "interacumos," which generates interactive videos with depth perception based on the infinite reflections of a six-sided mirrored cubic kaleidoscope. We installed OLED panels and pressure sensors in a cubic ...
- research-articleNovember 2011
Educational narrative games with choice: the simula family
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 82, Pages 1–2https://doi.org/10.1145/2071423.2071523This paper presents a demonstration of a pedagogical highly interactive drama, which provides the user with many choices on the course of the narrative, by controlling a character in an immersive 3D story.
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- research-articleNovember 2011
Towards immersive interactive video through 360° hypervideo
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 78, Pages 1–2https://doi.org/10.1145/2071423.2071518Immersion in video has a strong impact on the viewers' emotions, their sense of presence and engagement, and thus on the entertainment quality of the experience. 360° videos have the potential to generate highly immersive video environments, by allowing ...
- research-articleNovember 2011
Augmented emotion by superimposing depiction in comics
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 66, Pages 1–2https://doi.org/10.1145/2071423.2071506This paper proposes a method for conveying emotions in face-to-face communication by superimposing comic book images on real world using augmented reality technology. We implemented a system named "Intra-expo" that superimposes comic book images which ...
- research-articleNovember 2011
E-IMPACT: exaggerated illustrations using multi-perspective animation control tree structure
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 63, Pages 1–8https://doi.org/10.1145/2071423.2071502A more flexible and impressive depiction results with traditional hand-drawn animation than with computer graphics. We propose a technique for anime-like exaggeration of perspective. Our technique is used to achieve a dynamic depiction when rendering ...
- research-articleNovember 2011
Takumi: a real-time video converter that generates cartoon-style animated images using depth map
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 61, Pages 1–7https://doi.org/10.1145/2071423.2071500A new non-photorealistic rendering method using a depth map has been developed, on the basis of which a real-time cartoon-like video converter called Takumi was created. Many systems have been proposed that convert a given image into a non-...
- research-articleNovember 2011
Lessons learnt from an experience with an augmented reality iPhone learning game
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 52, Pages 1–8https://doi.org/10.1145/2071423.2071488In this paper, we present an augmented reality (AR) iPhone game for learning multiculturalism and solidarity. The subject was chosen based on a study in which participated 150 professionals. The game was designed following different design principles. ...
- research-articleNovember 2011
Difficulty in videogames: an experimental validation of a formal definition
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 49, Pages 1–8https://doi.org/10.1145/2071423.2071484This paper synthetically presents a reliable and generic way to evaluate the difficulty of video games, and an experiment testing its accuracy and concordance with subjective assessments of difficulty. We propose a way to split the gameplay into ...
- research-articleNovember 2011
A survey of Japanese gamers' ratings of experience elements for different game genres
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 47, Pages 1–8https://doi.org/10.1145/2071423.2071482Although there has been a surge in computer games research in recent years, studies of gamers' experience of different game genres are very few. Furthermore, even these few studies of gamers' experience are almost all based on Western/European players. ...
- research-articleNovember 2011
Creating interactive driver experiences with the scenario markup language
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 41, Pages 1–7https://doi.org/10.1145/2071423.2071474Serious games became an important device for increasing the awareness of issues that are important to society. One such issue is the environmental impact of driving. To support the training and wide promotion of eco-friendly driving, an appropriate ...
- research-articleNovember 2011
Introducing interactive story creators to conversation modelling
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 38, Pages 1–8https://doi.org/10.1145/2071423.2071470This paper presents an approach for non-programming writers in Interactive Storytelling to structure interactive conversations in the authoring process to achieve high potential variability during interactions. At the same time, the presentation ...
- research-articleNovember 2011
Persu: an architecture to apply persuasion in interactive storytelling
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 36, Pages 1–8https://doi.org/10.1145/2071423.2071468In this paper we describe an architecture to influence a user in an interactive storytelling context that is based on results from the social psychology's area of persuasion. Several important concepts of persuasion, such as how people make decisions, ...
- research-articleNovember 2011
Hearing is believing: evaluating ambient audio for location-based games
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 32, Pages 1–8https://doi.org/10.1145/2071423.2071463In location-based games, players act as their own avatar within in the physical world. Such games are increasing in popularity due to the wide adoption of smartphones that contain the location sensors necessary for their play. When played on a small, ...
- research-articleNovember 2011
Mobile 3D graphics and virtual reality interaction
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 28, Pages 1–8https://doi.org/10.1145/2071423.2071458Mobile devices such as smartphones and tablets offer great new possibilities for the creation of 3D games and virtual reality environments. However, interaction with objects in these virtual worlds is often difficult -- for example due to the devices' ...
- research-articleNovember 2011
WeQuest: scalable alternate reality games through end-user content authoring
- Andrew Macvean,
- Sanjeet Hajarnis,
- Brandon Headrick,
- Aziel Ferguson,
- Chinmay Barve,
- Devika Karnik,
- Mark O. Riedl
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 22, Pages 1–8https://doi.org/10.1145/2071423.2071450Alternate Reality Games (ARGs) are interactive narrative experiences that engage the player by layering a fictional world over the real world. Mobile ARG stories are often geo-specific, requiring players to visit specific locations in the world. ...
- research-articleNovember 2011
Towards a conversational agent architecture to favor knowledge discovery in serious games
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 17, Pages 1–7https://doi.org/10.1145/2071423.2071444"Conversational Agents" (CAs) are virtual characters controlled by the computer and able to dialogue with users in natural language. CAs are usually employed in virtual world applications, such as for training, gaming or advertising, in order to ...
- research-articleNovember 2011
Serious Games: design and development of OxyBlood
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 15, Pages 1–8https://doi.org/10.1145/2071423.2071442Following the growing phenomenon that is video games, interest on Serious Games has been increasing. Serious Games aim to add educational or training purposes to traditional video games, in order to take advantage of video games' inherent engaging ...