Art and Technology of Entertainment Computing and Communication

von: Adrian David Cheok

Springer-Verlag, 2010

ISBN: 9781849961370 , 299 Seiten

Format: PDF, OL

Kopierschutz: Wasserzeichen

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Art and Technology of Entertainment Computing and Communication


 

Foreword

6

New Communications and the Direction Our Society Moves Toward

6

Preface

9

Acknowledgments

10

Contents

12

Introduction

18

Introduction to Embodied Media

19

Introduction to Mixed Reality

21

Feeling Communication

24

Emotional Communication and Entertainment Using Multi-sensory Media

26

Social and Physical Entertainment

29

Conclusion

33

References

34

Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

36

Introduction

36

Background

37

System Design and Game Play

40

Main Concepts: Team Collaboration, Ultimate Game Objectives and the Nature of Pac-world

41

Pacman and Ghost

44

Helper

46

Actual Game Play

48

Starting the Game

48

Collection of Plain Cookies

49

Collection of Ingredients

50

Collaboration Between Players

52

(i) Pacman/Ghost and Helper Collaboration

52

(ii) Pacman/Pacman Collaboration

52

Use of Special Cookie

52

Devouring Enemy Player

52

Ending the Game

53

User Study

53

Questions and Aims

54

Discussion

54

Analysis of Message Logs

62

Summary Findings

64

Mobile Service and Ubicomp Issues

65

Mobile Computing

66

Wireless Communication

66

Mobility

67

Portability

67

Ubicomp

68

Tangible Interface

68

Context Awareness in Outdoor Environment

69

Addressing Sensor-Tracking Issues

70

Conclusion

71

References

72

Interactive Theater Experience with 3D Live Captured Actors and Spatial Sound

76

Introduction

76

Previous Work on Interactive Theater

77

New Media Art and Interactive Theater

78

Background

79

Embodied Mixed Reality Space

79

Live 3D Actors

80

Hardware Setup

80

Software Components

81

Ambient Intelligence

85

Interactive Theater System

86

3D Live Capture Room

86

Interactive Theater Space

88

System Interaction Design

90

3D Sound in Interactive Theater Space

91

Conclusion

98

References

98

Metazoa Ludens: Mixed Reality Interaction and Play Between Humans and Animals

100

Introduction

100

Objectives

101

Related Works

102

Human-Animal Interaction System

102

Remote Interaction System

104

Mixed Reality System

104

Metazoa Ludens: Fundamental Design

105

Remote Interaction

105

Pet's Choice

105

Pet Interface

105

System Description

106

System Overview

107

Camera and Tracking Subsystem

107

Histogram Based Tracking

108

Hardware Subsystem

110

Moldable Latex Surface

110

Game Subsystem

111

Human Avatar

112

Pet Avatar

112

Virtual Terrain

113

Collision Detection and Collision Reaction

113

User Game Play Experience

113

Evaluation, Results and Discussion

115

Study 1: Health Benefits to the Hamsters

115

Subjects

115

Procedure

116

Statistical Analysis

116

Results

116

Study 2: Pets' Choice

117

Subjects

117

Procedure

117

Statistical Analysis

117

Results

117

Study 3: Users' Enjoyment Based on Flow

118

Subjects

118

Procedure

119

Results

119

Framework for Human-Animal Interaction System

120

Veracity of Telepresence

125

Conclusion

125

References

126

Poultry Internet

128

Introduction

128

Motivation for Human-Pet Touch Interaction

131

Why Do We Keep Animals as Companions?

131

The Effect of Touching and Caressing on Poultry and Other Animals

132

Review of Related Works

132

Previous Tele-haptic Systems

132

Previous Human-Pet Interaction Systems

133

Why Not Just Interact with Virtual or Robotic Pet?

134

Poultry Internet as a Cybernetics System

136

Technical Details of the Multi-modal Interaction System

136

Overall System

136

Remote Physical Touch

137

Mechanical Positioning Table

138

Doll

139

Mobile Wearable Computer Pet Jacket

140

Computer Vision Pet Tracking

142

Experiences and User Studies

144

Wider Applications

148

Multiplexing Existing Communication Channels

148

Intimacy Through Ubiquitous Computing

149

Spying/Rescuing Pet

150

Conclusion and Future Works

150

References

152

Age Invaders: Entertainment for Elderly and Young

154

Introduction

154

Related Work

156

Design Methodology

157

Problem Identification

157

Problem Exploration

158

Design Goals

159

Design Requirements

160

Resources and Time Constraints

160

User Needs

161

Context of Use

161

Design Idea Generation

161

Prototype Iterations

162

Current System Description

163

System Architecture

163

Game Play

165

User Studies Results

167

Intergenerational Player Study

167

Focus Group Session with Older Players

168

Physical Interface Design Issues

169

Physicality Issues of the Virtual and Physical Player Roles

171

Software Libraries and Toolkit

172

Aipic Object

173

Shoe Object

173

Convert Object

173

Instrument Object

174

Burn Object

174

Product Development

175

Conclusion

176

References

176

Huggy Pajama: A Remote Interactive Touch and Hugging System

178

Introduction

178

Background

181

Why Touch Communication?

181

Previous Work

182

System Description

185

Mediated Touch Module

185

Input Touch Sensing Module

186

QTC-Based Force Sensing Unit

187

Output Touch Actuation Module

188

Thermal Controlled Fabric Display

190

Temperature Control System

191

Thermo-Electric Temperature Control System

191

Design of Experiments

192

Quantitative Study

192

Experiment Setup

194

Participants Description

194

Procedure

194

Data Analysis

196

Qualitative Study

197

Results and Discussion

197

Input Touch Sensing Module

197

Output Touch Actuation Module

198

Thermal Control System

202

Color Changing Fabric Display

202

Evaluation of System

204

Quantitative Study

204

Qualitative Study

206

Conclusion

208

References

209

Culture Computing: Interactive Technology to Explore Culture

212

Introduction

212

Prior Research

213

Features of Cultural Computing

214

Media Me

215

Introduction

215

Motivation

218

System Description

218

Video Indexing

221

BlogWall

223

Introduction

223

Motivation

223

System Description

224

Standard Display Mode

225

Polling Mode

225

Keyword Triggering Mode

225

Poetry Mixing Mode

226

An Example of Poetry Mixing

229

Confucius Computer

232

Introduction

232

Motivation

232

System Description

232

Conclusion

235

References

237

Kawaii/Cute Interactive Media

240

Introduction

240

The Cute Aesthetic

240

Kawaii: Cute Culture History and Development in Japan

240

History of Manga

242

Kawaii Culture Development in Modern Japan

244

Kawaii Globalization

245

Contemporary Perceptions of Kawaii/Cute

247

Cuteness in Interactive Systems

247

Child-Like Innocence and Play

248

Moments of Surprise

248

Relationship with Object's Personality

249

Studying Cuteness

249

Defining Cuteness

250

Color Selection

250

Why These Colors?

251

Texture

252

Texture Study Details

252

Why These Textures?

253

Motion

253

Why These Movements?

254

Sound

254

Why Are These Sounds so Cute?

255

Size and Proportion

255

Why Are These Proportions Cute?

257

Shapes and Form

257

Smell and Taste

260

Related Works. Cute Interactive Systems

260

Cute Engineering

261

Cute Filter

261

Research-Oriented Design

263

Qoot Systems. Petimo and Virtual World for Social Networking

263

Sensing, Actuation and Feedback

266

Sensing

267

Touch Sensing

267

Actuation and Feedback

268

Display Module

268

Conclusion

270

References

270

Designing for Entertaining Everyday Experiences

272

Introduction

272

Everyday Media

273

Amagatana

274

Interaction Design

275

Technology

275

Tabby

275

Interaction Design

275

Technology

276

Embodied Media

276

Morel

277

Interaction Design

277

Technology

277

MYSQ

278

Interaction Design

278

Technology

278

livePic

279

Interaction Design

279

Technology

280

Sensuous Media

281

Nozoki-Hana

281

Interaction Design

282

Technology

282

Mamagoto

283

Interaction Design

283

Technology

283

Collective Media

284

Mopie

284

Interaction Design

284

Technology

285

Conclusion

285

References

286

Tabletop Games: Platforms, Experimental Games and Design Recommendations

288

Introduction

288

Tabletop Hardware & the Types of Interaction They Support

289

SmartBoard

290

DiamondTouch

290

SmartSkin

291

Microsoft Surface

292

Frustrated Total Internal Reflection (FTIR)

293

Entertaible

293

Stylus

294

Experimental Tabletop Games

295

Educational

295

Therapeutic

297

Entertainment

300

Case Studies

301

Jam-O-World: CircleMaze

301

CircleMaze

302

User Testing and Observations

303

Porting to a Direct-Touch Tabletop

303

Comino and NeonRacer

303

User Testing and Observations

304

Interaction Design for a Walk-up-and-Use Tabletop Game

305

Heuristics for Tabletop Games

306

Evaluation Process

307

Ten Heuristics for Tabletop Games

310

Cognitive Workload

310

Challenge

310

Reach

310

Examinability

311

Adaptability

311

Interaction

311

Level of Automation

311

Collaboration and Communication

312

Feedback

312

Comfort of the Physical Setup

313

Conclusions

313

References

313

Index

316