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Art and Technology of Entertainment Computing and Communication (eBook)

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2010 | 2010
XX, 299 Seiten
Springer London (Verlag)
978-1-84996-137-0 (ISBN)

Lese- und Medienproben

Art and Technology of Entertainment Computing and Communication - Adrian David Cheok
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Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It's main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the 'engine' to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory.

Adrian David Cheok is Director of the Mixed Reality Lab, National University of Singapore. He is Associate Professor in the Department of Electrical and Computer Engineering.
Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It s main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "e;engine"e; to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory.

Adrian David Cheok is Director of the Mixed Reality Lab, National University of Singapore. He is Associate Professor in the Department of Electrical and Computer Engineering.

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
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

Erscheint lt. Verlag 3.8.2010
Zusatzinfo XX, 299 p.
Verlagsort London
Sprache englisch
Themenwelt Geisteswissenschaften Geschichte
Mathematik / Informatik Informatik Betriebssysteme / Server
Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung User Interfaces (HCI)
Mathematik / Informatik Informatik Theorie / Studium
Schlagworte 3D graphics • Design • Entertainment Computing • Games • Interaction Design • interactive media • Internet • New Media
ISBN-10 1-84996-137-9 / 1849961379
ISBN-13 978-1-84996-137-0 / 9781849961370
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