Complete Download Advances in Computer Entertainment 10th International Conference ACE 2013 Boekelo The Netherlands November 12 15 2013 Proceedings 1st Edition Mathew Burns PDF All Chapters
Complete Download Advances in Computer Entertainment 10th International Conference ACE 2013 Boekelo The Netherlands November 12 15 2013 Proceedings 1st Edition Mathew Burns PDF All Chapters
Complete Download Advances in Computer Entertainment 10th International Conference ACE 2013 Boekelo The Netherlands November 12 15 2013 Proceedings 1st Edition Mathew Burns PDF All Chapters
com
https://textbookfull.com/product/implants-in-the-esthetic-zone-a-step-
by-step-treatment-strategy-ueli-grunder/
textbookfull.com
Song Loves the Masses Herder on Music and Nationalism
Johann Gottfried Herder
https://textbookfull.com/product/song-loves-the-masses-herder-on-
music-and-nationalism-johann-gottfried-herder/
textbookfull.com
https://textbookfull.com/product/handbook-of-citizen-science-in-
ecology-and-conservation-1st-edition-christopher-a-lepczyk/
textbookfull.com
https://textbookfull.com/product/cybersecurity-and-applied-
mathematics-1st-edition-leigh-metcalf/
textbookfull.com
https://textbookfull.com/product/changing-english-global-and-local-
perspectives-1st-edition-markku-filppula/
textbookfull.com
The Hunt for Earth Gravity: A History of Gravity
Measurement from Galileo to the 21st Century John Milsom
https://textbookfull.com/product/the-hunt-for-earth-gravity-a-history-
of-gravity-measurement-from-galileo-to-the-21st-century-john-milsom/
textbookfull.com
Dennis Reidsma
Haruhiro Katayose
Anton Nijholt (Eds.)
LNCS 8253
Advances in
Computer Entertainment
10th International Conference, ACE 2013
Boekelo, The Netherlands, November 2013
Proceedings
123
Lecture Notes in Computer Science 8253
Commenced Publication in 1973
Founding and Former Series Editors:
Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen
Editorial Board
David Hutchison
Lancaster University, UK
Takeo Kanade
Carnegie Mellon University, Pittsburgh, PA, USA
Josef Kittler
University of Surrey, Guildford, UK
Jon M. Kleinberg
Cornell University, Ithaca, NY, USA
Alfred Kobsa
University of California, Irvine, CA, USA
Friedemann Mattern
ETH Zurich, Switzerland
John C. Mitchell
Stanford University, CA, USA
Moni Naor
Weizmann Institute of Science, Rehovot, Israel
Oscar Nierstrasz
University of Bern, Switzerland
C. Pandu Rangan
Indian Institute of Technology, Madras, India
Bernhard Steffen
TU Dortmund University, Germany
Madhu Sudan
Microsoft Research, Cambridge, MA, USA
Demetri Terzopoulos
University of California, Los Angeles, CA, USA
Doug Tygar
University of California, Berkeley, CA, USA
Gerhard Weikum
Max Planck Institute for Informatics, Saarbruecken, Germany
Dennis Reidsma Haruhiro Katayose
Anton Nijholt (Eds.)
Advances in
Computer Entertainment
10th International Conference, ACE 2013
Boekelo, The Netherlands, November 12-15, 2013
Proceedings
13
Volume Editors
Dennis Reidsma
University of Twente, Human Media Interaction/Creative Technology
Drienerlolaan 5, 7522 NB Enschede, The Netherlands
E-mail: [email protected]
Haruhiro Katayose
Kwansei Gakuin University, School of Science and Technology
Department of Human System Interaction
Gakuen Sanda 2-1, Sanda 669-1337, Japan
E-mail: [email protected]
Anton Nijholt
University of Twente, Human Media Interaction
Drienerlolaan 5, 7522 NB Enschede, The Netherlands
E-mail: [email protected]
the proceedings of ACE 2012, creating has always been an important form of
entertainment. People paint for a hobby, play music, build model airplanes, or
write amateur poetry in their free time. Just for the fun of designing and creating
their own entertainment; the final result may be less important than the process.
Tinkering can also be a strong source of learning, something that has been known
at least since the seminal work of Seymour Papert. In a video lecture on Carnegie
Commons, John Seely Brown suggests that the role of a teacher partly shifts
from imparting knowledge to building a learning community. Clearly, tools for
programming and physical computing can serve as tinkering materials in such
a community, and maybe there are further roles that computer entertainment
technology can play in building and facilitating such a learning community.
These thoughts are not only reflected in a number of papers and extended
abstracts in these proceedings, but also in several of the additional activities
that were organized during this year’s conference. There were panels, workshops
in which the participants sit down together to actively make things or to discuss
the role (and challenges!) of tinkering in scientific education, the Kids’ Workshop
Track featuring activities for children making stories, animations, and elements
for games, and there were special efforts to include more students at various
levels in their education in the conference. All this took place at the beautiful
resort Bad Boekelo, situated in the pastoral countryside of Twente.
Of course, there cannot be a conference without the submission of many good
papers. This year, 133 papers were submitted to the various tracks. With an ac-
ceptance rate of 22% for long regular presentations, and 54% for all contributions
including extended abstracts for the poster presentations, these proceedings rep-
resent the very interesting and relevant work currently carried out by the ACE
community.
Like every year, many people worked hard to make this 10th edition of ACE a
success. To the Program Committee, reviewers, authors, track chairs, workshop
organizers, delegates visiting the conference, and the sponsors supporting the
conference in various ways: Thank you! We are proud to have served as this
year’s general and program chairs to bring everything together in the lovely
countryside of Boekelo, The Netherlands!
Steering Committee
Adrian David Cheok Keio University, Japan and NUS, Singapore
Masahiko Inami Keio University, Japan
Teresa Romão CITI, FCT, Universidade Nova de Lisboa,
Portugal
General Chair
Anton Nijholt University of Twente, The Netherlands
Program Chairs
Haruhiro Katayose Kwansei Gakuin University, Japan
Dennis Reidsma University of Twente, The Netherlands
Poster Chair
Günter Wallner University of Applied Arts, Vienna, Austria
Workshop Chair
Randy Klaassen University of Twente, The Netherlands
Local Chair
Gijs Huisman University of Twente, The Netherlands
Program Committee
A. Augusto Sousa Angelika Mader
Aderito Marcos Ann Morrison
Adrian Cheok Annika Waern
Adrian Clark Anton Nijholt
Akihiko Shirai Antonio Coelho
Alan Chatham Arjan Egges
Ana Veloso Athanasios Vasilakos
Andrei Sherstyuk Atsushi Hiyama
Organization IX
Additional Reviewers
Ana Tajadura Philip Voglreiter
André Pereira Philipp Grasmug
Andreas Hartl Raphael Grasset
Anton Eliens Rui Craveirinha
Christian Pirchheim Samuel Silva
Daniel Rea Simon Hoermann
Doros Polydorou Stefan Hauswiesner
Jens Grubert Stefan Liszio
Katharina Emmerich Takao Watanabe
Kening Zhu Tom Penney
Marielle Stoelinga Viridiana Silva-Rodriguez
Markus Steinberger Zsófia Ruttkay
Visit https://textbookfull.com
now to explore a rich
collection of eBooks, textbook
and enjoy exciting offers!
Organization XI
Collaboration
ACE 2013 at the University of Twente, The Netherlands, was organized in part-
nership with the Centre for Telematics and Information Technology, The Nether-
lands Organisation for Scientific Research (NWO), the SIKS Graduate School,
and Springer Publishing.
Keynote Talks
“Mindful or Mindless Entertainment?”
Yvonne Rogers
Ali Israr
Disney Research
Arjan Egges and Kaśka Porayska-Pomsta
1 Session Overview
Over the last decade serious gaming has become a prominent and important
field of research. Serious games are increasingly used to support learning of and
training in diverse and traditionally unrelated domains. These domains range
from formal learning of traditional subjects such as mathematics, vocational
training for professions such as air pilots or dentists, coaching individuals in
acquiring better job interview skills, to therapeutic applications which aim to
support the development of skills associated with socio-emotional coping, e.g. in
schizophrenia or autism. Serious games leverage both the intrinsic motivation
associated with playing computer games as well as a serious intent to furnish
their players with skills that are useful in the real world. As such, these games
present their own set of challenges to game designers and developers. First, as
most serious games will have some sort of educational goal, the design of a game
should ensure that these educational goals are reached when someone plays the
game. Second, a serious game should be able to measure the success of the player
within the game itself. Although tracking a player’s progress is something that
any game should do, for serious games this is even more important to get right,
since the quality of the training in part determines the performance of the trainee
in the real world.
Serious games are also challenging from the technological and engineering
point of view. In many cases, serious games use specific hardware such as 3D
screens, plates that can measure exerted forces, motion trackers, or 3D sound
generators. Incorporating all of these modalities into a coherent and seamless
game environment is complex. Designing and developing serious games becomes
even more challenging when one wants to incorporate capabilities such as track-
ing of individual players over different sessions, allowing for simultaneous par-
ticipation of multiple players over a network connection. Furthermore, games
often need to be adapted to different languages and cultures—this process is
Virtual Human Technology Lab, Dept. of Information and Computing Sci-
ences, Utrecht University, the Netherlands. Website: http://vhtlab.nl. Email:
[email protected]
London Knowledge Lab, Institute of Education, United Kingdom. Website:
http://http://www.lkl.ac.uk/. Email: [email protected]
XVIII A. Egges and K. Porayska-Pomsta
2 Program Committee
– Sylvester Arnab, Serious Games Institute, UK
– Jannicke Baalsrud Hauge, BIBA - Bremer Institut für Produktion und Lo-
gistik GmbH, Germany
– Francesco Bellotti, University of Genoa, Italy
– Ionut Damian, Augsburg University, Germany
– Cathy Ennis, Utrecht University, the Netherlands
– Igor Mayer, TU Delft, the Netherlands
– Nicolas Sabouret, LIMSI-CNRS, France
Table of Contents
Long Presentations
Web Analytics: The New Purpose towards Predictive Mobile Games . . . . 1
Mathew Burns and Martin Colbert
An Author-Centric Approach to Procedural Content Generation . . . . . . . 14
Rui Craveirinha, Lucas Santos, and Licı́nio Roque
Providing Adaptive Visual Interface Feedback in Massively Multiplayer
Online Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Chris Deaker, Masood Masoodian, and Bill Rogers
Persuasive Elements in Videogames: Effects on Player Performance and
Physiological State . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Luı́s Duarte and Luı́s Carriço
Evaluating Human-like Behaviors of Video-Game Agents Autonomously
Acquired with Biological Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Nobuto Fujii, Yuichi Sato, Hironori Wakama, Koji Kazai, and
Haruhiro Katayose
Comparing Game User Research Methodologies for the Improvement of
Level Design in a 2-D Platformer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Marcello Andres Gómez Maureira, Dirk P. Janssen,
Stefano Gualeni, Michelle Westerlaken, and Licia Calvi
Touch Me, Tilt Me – Comparing Interaction Modalities for Navigation
in 2D and 3D Worlds on Mobiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Wolfgang Hürst and Hector Cunat Nunez
Virtual Robotization of the Human Body via Data-Driven Vibrotactile
Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Yosuke Kurihara, Taku Hachisu, Katherine J. Kuchenbecker, and
Hiroyuki Kajimoto
BOLLOCKS!! Designing Pervasive Games That Play with the Social
Rules of Built Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Conor Linehan, Nick Bull, and Ben Kirman
Cuddly: Enchant Your Soft Objects with a Mobile Phone . . . . . . . . . . . . . 138
Suzanne Low, Yuta Sugiura, Kevin Fan, and Masahiko Inami
GuideMe: A Mobile Augmented Reality System to Display User
Manuals for Home Appliances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Lars Müller, Ilhan Aslan, and Lucas Krüßen
XX Table of Contents
Short Presentations
The Art of Tug of War: Investigating the Influence of Remote Touch
on Social Presence in a Distributed Rope Pulling Game . . . . . . . . . . . . . . . 246
Thomas Beelen, Robert Blaauboer, Noraly Bovenmars, Bob Loos,
Lukas Zielonka, Robby van Delden, Gijs Huisman, and
Dennis Reidsma
Extended Abstracts
Development of a Full-Body Interaction Digital Game for Children to
Learn Vegetation Succession . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 492
Takayuki Adachi, Hiroshi Mizoguchi, Miki Namatame,
Fusako Kusunoki, Masanori Sugimoto, Keita Muratsu,
Etsuji Yamaguchi, Shigenori Inagaki, and Yoshiaki Takeda
How to Make Tangible Games and Not Die in the Attempt . . . . . . . . . . . . 513
Eva Cerezo, Javier Marco, and Sandra Baldassarri
1 Introduction
Prediction is the simple designation to a possible outcome which can lead to one of
two eventualities, right or wrong, win or lose [1]. Many businesses and theories ex-
ploit either possibility. In the instance of economics or gambling a prediction is sup-
ported on the supposed understanding of risk [2]. Placing a prediction in conjunction
with a commodity is nothing new. However this concept has previously not been
applied to the usage of internet traffic known as web analytics. Web analytics has
remained confined to the repetitive accumulation and conclusion of online activity
[3], where its predefined purpose has not yet been explored beyond.
The current wide acceptance and ever growing popularity of mobile technology
over many cultural and social boundaries has witnessed a level of unity with a user’s
life [4]. Mobile technologies ability to allow access to games and applications beyond
the geographical limitations of desktop computers presents a unique conduit to assess
the effective entertainment of an analytic based prediction game. The domestication
of users towards the technology has caused an “industrial revolution of data” [5]. The
scale of this data explosion can be observed in a singular instance such as social me-
dia. Facebook in a single day alone generates sixty terabytes of data [6]. Potentially
harnessing these scales of data in the form of a game presents an intriguing pursuit of
research.
D. Reidsma, H. Katayose, and A. Nijholt (Eds.): ACE 2013, LNCS 8253, pp. 1–13, 2013.
© Springer International Publishing Switzerland 2013
Random documents with unrelated
content Scribd suggests to you:
“Then farewell, madmen!” cried the Fool, and he jerked the monkey
from his shoulder and descended from the platform.
The people, still rubbing their hands together and dancing, but
laughing withal, rapidly left the square, and my sister and myself
started to go; and as we started, the dwarf appeared before us with
his monkey, and cocked his eye up at us waggishly.
“What, ho!” said the Fool. “Strangers, by the ears of a donkey!
Greeting, strangers, what do you among my mad subjects?”
“To tell you the truth, my lord,” said I, making up my mind on the
spur of the moment, “I have come here with my sister from a distant
land, to cure the people and their King of the itching palm.”
“How so?” said the hunchback, sharply.
“With a little remedy of my own,” said I, tapping my pouch.
“Bah!” said the Fool, jerking the monkey’s cord. “Go home, madman,
you are wasting your time.”
“One moment!” I said. “Conduct me to the King, I beg you. You shall
see me prove my boast.”
He looked up at me sidewise. “Pouf!” said he, snapping his fingers.
“Old Fatchaps is as big a fool as you are. Here; I’ll give you a
chance; there’s nobody here to help me. I ask you, will you help me?
I have a plan to gather the leaves together and burn them. With
your help I can do it, and we will save the people together. Will you
help?”
“Not I,” said I, laughing again. “The people would tear us both to
pieces.”
“What does that matter?” said the Fool.
“It matters to me,” said I.
“Is that your choice?” said the Fool. “You have made your choice?
Done, then. Come with me. I will take you to the King; and you will
wish that I hadn’t. Oh, these fools! The time is coming when I must
take the case in hand myself, all alone; for I will tell you a secret;
lend me your ear.” He pulled my head down, and whispered fiercely
in my ear. “I love this people, and I will save them; whether they will
or no. D’ye hear? They are my people, and they must be saved!
Whether they will or no! And then what a bonfire! What a bonfire!”
He jerked the monkey’s cord again, and made off swiftly. We
followed him, and my sister said to me, in a low voice, “Do you think
he is mad?”
“That,” said I, “is precisely what I do not know.”
When I was a young man (said the King of Wen), I left my father’s
castle one morning for a day’s hunting in the forest. Late in the
afternoon it chanced that I had wandered away from my attendants,
and being warm and weary I threw myself down upon the moss to
rest. I had lain there but a moment when I saw, not far off among
the trees, a fine buck, the only game I had come upon that day. I
crept cautiously in his direction, and soon came within easy bowshot
of him; but just as I was fitting my arrow to the string he tossed his
head and trotted off into the forest and disappeared.
I made off after him as fast as I could, marking his trail by a broken
branch here and there and an occasional hoof-print in the damp
earth, and presently I found myself deep in a considerable thicket of
underwood, and from this thicket I came out, to my surprise, upon a
forest road.
“She stood, she looked me through and through, she said not even
‘How d’ye do,’ she merely gave a laugh or two,
And munched her gums together:
A witch, a sorceress of the wood! I nearly fainted where I stood,
I really truly think you could
Have felled me with a feather.
A witch, as sure, as sure could be! You see what she has done to
me! And all because I carelessly
Forgot my early training.
From which you learn this lesson true that it will never never
From which you learn this lesson true, that it will never, never
do to speak before you’re spoken to
Or stay out when it’s raining.”
The voice stopped, and the wasp flew off, directly before my nose,
as if leading me away.
“Why, dear me!” interrupted the Queen. “I believe this wasp was
nothing more nor less than a Highwayman.”
“What I don’t understand is,” said the King, “how a Highwayman
could have learned to make up verses.”
“In the Forest of Wen, your majesty,” said Solario, “the Highwaymen
always talked in that fashion. It was their regular custom. I am told
that no Highwayman could get his certificate until he had passed an
examination in arithmetic, swordplay, and composition; and of
course composition included verse making.”
“Well,” said the King, “I don’t see what that had to do with making a
good Highwayman of him; but then I don’t pretend to understand
these notions about education. As far as I’m concerned, if I had to
pass an examination in arithmetic in order to be a King, I’d simply
have to look about for something else to do. I never could see the
sense in teaching a King arithmetic, and I don’t see the sense in
teaching a Highwayman how to make verses. I know it’s done in
some places; it’s gotten to be quite the thing, I understand that
perfectly well; but I don’t see any sense in it.”
“My dear,” said the Queen, “you mustn’t forget that a Highwayman
has to know a great deal more than a King. It’s so very much harder
to be a good Highwayman. But I don’t think I should like to be
married to one.”
“This one was a widower, evidently,” said the King. “I know I
shouldn’t like to be a widower with ten daughters on my hands. I
don’t see how any human being could keep ten daughters in ribbons
and—”
“When Dorobel was little,” said the Queen, “I always had the most
terrible time to make her remember that she mustn’t speak until she
was spoken to. I don’t wonder the poor man forgot it, when he was
so worried about sashes for his dear children,—and out so late at
night, and in the rain, too!”
“Why don’t you let the man go on with his story?” said the King.
“We’ll never get to bed at this rate. Solario, be kind enough to
proceed.”
The wasp flew off (said the King of Wen), directly before my nose,
as if leading me away; and I followed him down the road.
We had gone about a mile, when the wasp turned off into the forest.
I hesitated a moment, but I was curious to know what this
unfortunate Highwayman intended, and I pushed on after him into a
portion of the forest which was wilder and gloomier than any I had
yet seen. The branches of the trees hung low, and the ground was
thick with underbrush; I had to part the bushes and branches with
my hands in order to get through.
The wasp flew within a foot of my nose, and I kept on after him thus
for more than half an hour. He seemed to know the way, but for my
part I began to wonder whether I should ever be able to find my
way back. Suddenly he flew off, and I saw him no more.