Conference Welcome Package

Welcome to the 13th International Conference on Entertainment Computing 1-­‐ 3 October 2014, Sydney Welcome The University of Technology, Sydney welcomes you to the 13th International Conference on Entertainment Computing. We hope that your enjoy ICEC 2014 and take advantage of all the great things that Sydney has to offer. We have tried our best to make this conference one of the better ones. We acknowledge and the support of our sponsors. Yusuf Pisan Nikitas Marinos Sgouros Tim Marsh 1/14 Important Information Locations Main Conference: CB11.05.102 UTS Building 11, Level 5, Room 102 Corner of Jones Street and Broadway 81 Broadway, NSW 2007 http://maps.uts.edu.au/ Demos & Posters – Wednesday 3:45 – 5:00pm UTS Aerial Centre – CB10.07 UTS Building 10, Level 7 (next to Building 11, Jones Street) http://www.aerialutsfunctioncentre.com.au/ Conference Dinner – Thursday 7:00 – 11:00pm Star City Casino Wharf, opposite steps of Star City Casino Name of boat: Olympic Storm, Elite Cruise Company 80 Pyrmont Street, Pyrmont – and then walk to Pirrama 2/14 3/14 4/14 Darling Harbour Map 5/14 Oct 1: Wednesday
8:30 Registration
9:00 Opening
9:15 Keynote: Leila Alem
10:15 Tea and Coffee Break+
10:45 Session #1 (3)
11:45 Tea and Coffee Break
12:00 Session #2 (3)
1:00 Lunch
2:30 Session #3 (3+1)
3:45 - 5:00 Posters / Demos (11)
Oct 2: Thursday
8:30 Registration
9:00 Keynote: Anaisa Franco
10:00 Tea and Coffee Break+
10:30 Session #4 (3+1)
11:45 Tea and Coffee Break
12:00 Session #5 (3)
1:00 Lunch
2:30 Session #6 (3+2)
4:00 - 5:00 Special Session
7:00 - 11:00 Conference Dinner
Oct 3: Friday
8:30 Registration
9:00 Keynote: Stefan Greuter
10:00 Tea and Coffee Break+
10:30 Session #7 (2+2)
11:40 Tea and Coffee Break
12:00 Closing Session / Awards
1:00 Lunch
2:30 - 5:30 IFIP TC14 Meeting*
*Restricted to TC14 members.
6/14 Keynote: Leila Alem – Wednesday, 1 Oct 2014
Wearable
computing
&
Augmented
Reality
to
maintenance operations and services: a HCI perspective
support
Abstract: In this talk I will provide an overview of the work conducted within
my research team at CISRO in the area of Computer supported collaborative
work using wearable and augmented reality technologies. The work draws on
industry needs and technology drivers to design, deploy and evaluate
innovative remote collaboration solutions. In this talk I will present ReMoTe ,
CSIRO
platform
for
remote
mobile
tele
assistance
(http://www.csiro.au/remote) and the range of user studies that we have
conducted including usability, mobility, spatial awareness, telepresence. The
use of wearable computing and AR offer new forms of interaction and
collaboration with promising strong uptake by industry.
Biography: Leila Alem is a principal research scientist at the CSIRO
Computational Informatics based in Sydney. Her formal training is in artificial
intelligence and cognitive psychology. She has designed and evaluated
numerous advanced decision support systems and advanced computer
supported training. Over the last 18 years of her career at CSIRO she has
designed and evaluated various advanced user interfaces for domains including
mining, aviation, automotive and health. Since 2005 her main focus of
research has been in the area Human Factors in computer mediated
collaboration settings. She has conducted several laboratory and field
experiments to investigate these factors. Drawing on cognitive psychology,
social science and human-computer-interface research she has investigated
the media factors, the cognitive factors and the social factors at play in
telepresence
systems
and
environments. http://www.ict.csiro.au/staff/leila.alem/
7/14 Keynote: Anaisa Franco – Thursday, 2 Oct 2014
Affectivate: Experiencing other senses within sculptures
Abstract: In this talk, I will present an overview to the artworks I have been
producing since 2007, introducing my approach to technology as a creative
tool to expand the sensorial experience between artworks and the spectator.
My artworks have been developed through commissions, grants and prizes in
different art in residency programs, Medialabs and universities, in collaboration
with teams of engineers and programmers. Inspired in psychology, dreams
and cognitive sciences, my work is research-based, implying a constant
experimentation process with new materials and digital fabrication to arrive at
an “affective” situation where people expand their senses through the
interaction with the objects. In these dynamics of interaction, I deal with three
levels of stimulation and perceptual simulation, by: 1. expanding people’s
senses -- where technology dialogues with their body expanding their
imageries and perceptive possibilities using computer vision as eye, faces and
body tracking; 2. by taking objects out of their inertia -- where technological
interfaces imbue a certain type of life/emotion/dream into them activated by
people through the use of a diversity of sensors triggered by pulse, touch and
human presence; 3. by expanding the matter through digital projections
creating unconventional displays.
Biography: Searching for the creation of a “sixth” sense, Anaisa Franco
creates interfaces that interconnect the physical with the digital inspired by
concepts of psychology, cognitive science and dreams, she provides behaviors,
feelings and imagination for the artworks. She has a Master in Digital Art and
technology at University of Plymouth in England, UK and graduated in Visual
Arts at FAAP in Sao Paulo. In the last years she has been developing New
media Artworks in Medialabs, residencies and commissions such as Medialab
Prado, Mecad, MIS, Hangar, Taipei Artist Village, China Academy of Public Art
Research Center, Mediaestruch, Cite des Arts, ZKU, SP_Urban and MAC
Fenosa. Mostly of the works were developed by grants and prizes and has been
exhibiting in America, Asia and Europe as the as EXIT Festival in Paris; ARCO
Madrid in Spain; Europalia in Brussels; Live Ammo at MOCA Museum of
Contemporary Art in Taipei, Taiwan; TÉKHNE at MAB Museum of Brazilian Art
in São Paulo, Brazil; Sonarmática at CCCB Centre de Cultura Contemporània
de Barcelona in Barcelona, Spain; the 5th Seoul International Media Art
Bienalle, Seoul, Korea; Vision Play at Medialab PRADO; SLOW at Plymouth Art
Centre in England and many others.http://www.anaisafranco.com/
8/14 Keynote: Stefan Greuter – Friday, 3 Oct 2014
Virtual Reality in your Living Room
Abstract: Professional full body immersive Virtual Reality interfaces are
generally expensive; unsuited to routine use; and obtrusive. Markers,
transmitters, sensors and gyroscopes all have to be carefully positioned on the
user and problems of poor registration, occlusion and interference remain
common. Virtual Reality has therefore generally remained in the laboratory
rather than at work or in people’s homes. What is needed is motion tracking
that is easy to set up and calibrate, does not en-cumber the user, and works
over a reasonable area. This talk will demonstrate how software and hardware
intended for the mainstream gaming market can be used as a viable,
inexpensive and extremely portable full body immersive virtual reality
interface. In transforming the lecture theatre space into a virtual reality
laboratory, the presenter discusses the challenges and limitations and invites
members of the audience to take a step into a strange new world.
Biography: Stefan Greuter the Director of the Centre for Game Design
Research in the School of Media and Communication at RMIT University in
Australia. From 2009, Stefan was the Associate Dean for the Games and
Animation Cluster of programs at RMIT University. Stefan holds a Doctor of
Philosophy in Visual Communication from RMIT University. Stefan’s research
focus is on solving existing problems through the design of new gameful
experiences that bring together research from multiple disciplines. Stefan
specialises on innovative solutions involving the use of hardware and software
for electronic games. He recently designed and produced the award winning
game ‘Trouble
Tower’. https://www.designresearch.rmit.edu.au/contact/researcherdirectory/stefan-greuter
9/14 Wednesday, 1 Oct 2014
Session #1 (3) – 10:45am
Session Chair: Helmut Hlavacs
Design for Creative Activity: A Framework for Analyzing the Creative Potential
of Computer Games
Wilawan Inchamnan and Peta Wyeth.
Gamicards - an alternative method for paper-prototyping the design of
gamified systems
Lauren S Ferro.
Trees of Tales: A Playful Reading Application for Arabic Children
Fatma Al Aamri, Stefan Greuter and Steffen P. Walz.
Session #2 (3) – 12:00pm
Session Chair: Erik Champion
Designing Digital Climbing Experiences through Understanding Rock Climbing
Motivation
Richard Byrne and Florian Mueller.
Race By Hearts: Using Technology to Facilitate Enjoyable and Social Workouts
Tobias Sonne and Mads Møller Jensen.
Code your own game: the Case of Children with Hearing Impairments
Michail Giannakos and Letizia Jaccheri.
Session #3 (3+1) – 2:30pm
Session Chair: Letizia Jaccheri
HANASUI: Multi-View Observable and Movable Fogscreen
Ishikawa Yu, Masafumi Muta, Junki Tamaru, Eisuke Nakata, Akira Uehara and
Junichi Hoshino.
SONAR: Communication System for Supporting Information Gathering and
Social Interaction in a Niche Market
Junichi Hoshino, Takeru Umemura, Sachi Urano and Daiki Satoi.
The Active Use of Online Presence, Movies and Gameplay to Improve
Classroom Engagement
Dale Patterson and Sean Costain.
A Tool for Evaluating, Adapting and Extending Game Progression Planning for
Diverse Game Genres
Katharine Neil and Stéphane Natkin.
10/14 Demo and Posters presented at UTS Aerial Centre
3:45 – 5:00pm, Wednesday, 1 Oct 2014
Demo Papers (3)
Virtual Tourism using Live Streams from Drones
David Mirk and Helmut Hlavacs.
Autonomous Landing of AR.Drone
David Obdrzalek, Roman Bartak and Andrej Hrasko.
Generative Methods for Automated Music Video Editing
Julia Stefan.
Posters (8)
A Need for Interactive Music Videos
Metin Cakmak and Helmut Hlavacs.
Virtual Clients in Quake III Arena: A Proxy Based CS Benchmarking Tool
Stig Magnus Halvorsen and Kjetil Raaen.
Efficacy and Usability in the Design of a Pharmacy Education Game
Geoffrey Hookham, Joyce Cooper, Rohan Rasiah and Keith Nesbitt
TwitterFM: An experimental application in entertainment and social
broadcasting
Theodoros Kalaitzidis and Nikitas Sgouros.
Adaptive Decision Making in Microsimulations of Urban Traffic in Virtual
Environments
Fabian Krueger, Sven Seele, Rainer Herpers, Peter Becker and Christian
Bauckhage.
Entertainment and Language Learning: Voice Activated Digital Game and
Interactive Storytelling Trials in Singapore Schools
Tim Marsh and Joo Jin Sim.
Informative Sound and Performance in a Team Based Computer Game
Patrick Ng, Keith Nesbitt and Karen Blackmore.
Correlation between Facial Expressions and the Game Experience
Questionnaire
Chek Tien Tan, Sander Bakkes and Yusuf Pisan.
11/14 Thursday, 2 Oct 2014
Session #4 (3+1) – 10:30am
Session Chair: Matthias Rautenberg
Spheres and Lenses: Activity-Based Scenario/Narrative Approach for Design
and Evaluation of Entertainment Through Engagement
Tim Marsh and Bonnie Nardi.
Interactive Storytelling in a Mixed Reality Environment: The Effects of
interactivity on User Experiences
Marija Nakevska, Anika van der Sanden, Mathias Funk, Jun Hu and Matthiash
Rauterberg.
Conceptual Model and System for Genre-focused Interactive Storytelling
Börje Karlsson and Antonio Furtado.
Workflow Patterns as a Means to Model Task Succession in Games - A
Preliminary Case Study
Simone Kriglstein, Ross Brown and Guenter Wallner.
Session #5 (3) – 12:00pm
Session Chair:
Designing a Digital Experience for Young Children with Developmental
Disabilities
Peta Wyeth, Joshua Hall and Daniel Johnson.
Designing Interactive Public Art Installations: New Material therefore New
Challenges
Jun Hu.
Interactive Media Art For Healing
Youngmi Kim.
12/14 Session #6 (3+2) – 2:30pm
Session Chair: Erik van der Spek
Ora – Save the Forest! Designing a Social Impact Game
Hazel Bradshaw, E Penelope Holland and Mark Billinghurst.
Assessing the Kinect’s Capabilities to Perform a Time-based Clinical Test for
Fall Risk Assessment in Older People
Jaime Garcia, Yusuf Pisan, Chek Tien Tan and Karla Felix Navarro.
Developing Emergent Play In Collaborative Online Experiences
Damian Hills.
A Focused Review and Initial Conceptual Design for Merging Exergame And
Activity Monitoring Technologies
Reem Altamimi, Geoff Skinner and Keith Nesbitt.
The effect of familiar and fantasy aesthetics on learning and experience of
serious games
Erik Van Der Spek, Tatiana Sidorenkova, Paul Porskamp and Matthias
Rauterberg.
Friday, 3 Oct 2014
Session #7 (2+2) – 10:30am
Session Chair: Borje Karlsson
ARENA- Dynamic Run-time Map Generation for Multiplayer Shooters
Bhojan Anand and Hong Wei Wong
Personas versus Clones for Player Decision Modeling
Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N.
Yannakakis
Fractal Complexity in Built and Game Environments
Dale Patterson and Daniel Della-Bosca.
Artificial Intelligence Model of Smartphone-based Virtual Companion
Elham Saadatian, Thoriq Salafi, Hooman Samani, Yu De Lim and Ryohei
Nakatsu.
13/14 Proceedings
You will receive a draft copy of the conference proceedings on a USB stick in your conference bag. In addition, the draft conference proceedings are also accessible online at http://icec2014.info/proceedings/ If you would like a hardcopy of the proceedings, please fill out the form at http://icec2014.info/proceedings-­‐request.php by Oct 15th and we will mail a copy of the proceedings to you. If you would like to order additional proccedings from Springer the net list price of LNCS 8770 is EUR 60.00. Authors contributing to any of Springer’s Computer Science proceedings publications are entitled to a 33.3% discount off all Springer products when placing an order through springer.com. Please go to www.springer.com/authors, then click on ‘For Book Authors’ and then follow the instructions given in the Authors’ Discount section. You are requested to give full details of your Springer publication to obtain a so-­‐called SpringerToken. This token is a number that must be entered when placing an order through www.springer.com, in order to obtain the discount. 14/14