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
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