Ryohei Nakatsu ATR MI&C
Kwansei Gakuin University Welcome to Singapore and welcome to ACE2004. ACE is a pioneering international conference in the area of entertainment computing. As you know, entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. ACE brings together researchers, developers, and practitioners working in the area of entertainment computing. I hope that by attending this conference you would learn the most recent research trend in this area and would have chases to exchange opinions with other researchers.
Mark Billinghurst HIT Lab NZ
University of Canterbury In 2001 for the first time worldwide revenue generated from computer games was higher than that from films. Since that time computer entertainment has continued its dominance over more traditional media. Despite this, academic and industrial researchers have not had a forum in which to discuss computer-based entertainment. ACE 2004 was established to meet this need. For the first time there is a conference at which researchers can present referred papers on this important topic, meet others in the field and see leading edge computer entertainment technologies.Computer Entertainment is an exciting topic that crosses over a large variety of different areas such as human computer interface design, computer music, graphics, software and hardware development, education, psychology and communication. In an era where researchers are becoming increasingly specialized it is refreshing to be able to participate in a truly multi-disciplinary field. Attendees at the conference should relish the opportunity to discover the links between their research interests and those from a range of different disciplines.Although I am listed as one of the general chairs, the driving force behind this conference has been Adrian Cheok and the other members of the organizing and program committees. I would like to thank them on behalf of all the conference attendees for the outstanding work they put into organizing the event. I know that they have put in countless hours into getting the conference to this point.Welcome to ACE 2004, I hope that you gain a lot from it and that together we can lay a strong foundation for a continuing conference series on computer entertainment.
Gino Yu MIC
The Hong Kong Polytechnic University Entertainment applications are becoming the main factor driving innovation in digital technology. As what we see and hear influence how we feel, think, and interact, entertainment applications can drive personal development and global transformation. I welcome all participants to this exciting event and hope our interactions will stimulate collaboration that fuels further innovation.
Proceeding Downloads
Gaze-triggered selective information display
We propose a 2 dimensional information display triggered by the eye movement of the viewer. This display is composed of two units, a rapid frame rate camera and a single LED (Light Emitting Diode) array. The camera captures images around the viewer's ...
"Fancy a schmink?": a novel networked game in a café
In this paper we describe a week long public field trial called Schminky. Based on our findings from the trial we consider the design implications for spontaneous, networked sound-based games. The venue for the trial was a café in a digital media ...
How can entertainment improve workers' motivation and their productivity?
We still have dull but nonautomated work. The work falls workers' motivation down, so their productivity is decreased. In order to keep their motivation high, we propose the method to install the power of entertainment, which makes people relax, fun and ...
Compelling experiences in mixed reality interactive storytelling
Entertainment systems promise to be a significant application for Mixed Reality. Recently, a growing number of Mixed Reality applications have included interaction with virtual actors and storytelling. However, AI-based Interactive Storytelling ...
Free viewpoint video synthesis and presentation of sporting events for mixed reality entertainment
This paper presents a new framework for arbitrary view synthesis and presentation of sporting events for mixed reality entertainment. In accordance with the viewpoint position of an observer, virtual view image of sporting scene is generated by view ...
IPD for emotional NPC societies in games
"Using Emotional Drives and Interaction to model Intelligent NPC's in Role Playing Games"; Modern video games have very little in the way of producing realistic Non Player Characters (NPCs) behavior based on its emotions. In life there are effects on ...
A novel interaction system with force feedback between real - and virtual human: an entertainment system: "virtual catch ball"
In the existed studies, interaction system involving force and touch feedback, have been scarely suggested any research. Therefore, we focus on touch and force-feedback activities in interaction with real human. In this paper, we propose the interaction ...
Multi-Audible table for collaborative work
This paper presents a prototype Multi-Audible system. By Multi-Audible, we mean that plural users have a portable device to hear different audio information during the interaction. The proposed system is an interactive art system that sends auditory ...
Robot's play: interactive games with sociable machines
Personal robots for human entertainment form a new class of computer-based entertainment that is beginning to become commercially and computationally practical. We expect a principal manifestation of their entertainment capabilities will be socially ...
The sensing board enhanced by interactive sound system for collaborative work
In this paper, we describe a new sensing board system enhanced with audio devices. Our previous board system provides users with common display images using tangible pieces, thus, users collaboratively work with visual and tangible information. On the ...
Scene-driver: a narrative-driven game architecture reusing broadcast animation content
Currently there is much interest in the development of computer and DVD-based games and activities that supplement or are marketed alongside broadcast television content. Scene-Driver was developed for the purpose of reusing content from an animated ...
Extending game participation with embodied reporting agents
We introduce a multi-agent framework to generate reports of players' activities within multi-player computer games so that other players who are currently unable to participate can keep track of the activities of their colleagues. We describe an initial ...
A user-centric adaptive story architecture: borrowing from acting theories
Interactive virtual environments are becoming increasingly popular for their utility in education, virtual training, and entertainment. These applications often rely on a scenario that is revealed to the user as he/she interacts with synthetic objects ...
Augmented Reality Chinese Checkers
- Nicholas Cooper,
- Aaron Keatley,
- Maria Dahlquist,
- Simon Mann,
- Hannah Slay,
- Joanne Zucco,
- Ross Smith,
- Bruce H. Thomas
This paper presents an application, Augmented Reality Chinese Checkers that we created to investigate user interface issues for table top projected augmented reality entertainment applications. A new tangible interaction device, the wireless button ...
An intra-stream synchronization algorithm for haptic media in networked virtual environments
This paper proposes an intra-stream synchronization algorithm for haptic media in networked virtual environments where a user manipulates a CG object collaboratively in a 3-D virtual space by using a haptic interface device. The algorithm behaves as the ...
Media synchronization between voice and movement of avatars in networked virtual environments
This paper studies media synchronization control between voice and movement of avatars constructed by computer graphics (CG) in networked virtual environments. For the control, we adopt the virtual-time rendering (VTR) media synchronization algorithm, ...
Multiplayer internet gaming with VRML: a relook
In this paper, we discuss the viability and technical constraints faced when implementing a multiplayer internet game with VRML 2.0.
Audio games: new perspectives on game audio
This paper discusses the design of audio games, a quite new computer game category that originates from games for players with visual impairments as well as from mainstream music games. In the TiM project (Tactile Interactive Multimedia), SITREC ...
The intelligent street: responsive sound environments for social interaction
The Intelligent Street is a music installation that is able to respond intelligently to the collective requests of users interacting together. The performance it creates is largely influenced by the collective set of text commands from users' mobile ...
Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology
In this paper, means of enriching computer entertainment experiences by emphasizing physical and social game elements are discussed. A conceptual framework in which the relations between the virtual, the physical, and the social domains are modelled is ...
The soul of ActiveCube: implementing a flexible, multimodal, three-dimensional spatial tangible interface
ActiveCube is a novel user interface which allows intuitive interaction with computers. ActiveCube allows users to construct and interact with Three Dimensional (3D) environments using physical cubes equipped with input/output devices. Spatial, temporal ...
Entertainment feature of a game using skin conductance response
There are many computer games in the world, but generally game players challenge either the computer, or real players in the case of many person games. In view of the strong connectivity advocated between communication and entertainment in the field of ...
The HoverMesh: a deformable structure based on vacuum cells: new advances in the research of tangible user interfaces
In this paper we propose a novel attempt to develop a spatial tangible user interface (TUI) [1] based on a deformable structure, the so-called HoverMesh. It consists of a stiff cubical, whose upper wall is composed of a deformable mesh of particle ...
Virtual environment system layered object model
The current development trend concerning online games and virtual environments has and continues to yield monolithic solutions, which are responsible for the wide proliferation of system implementations. However, there is much overlap of functionality, ...
The need for real time consistency management in P2P mobile gaming environments
The introduction of more powerful, feature rich, portable handsets is enabling more engaging mobile multimedia entertainment. Improvements in wireless technology infrastructure are enabling access to ubiquitous, always-on data networks. We believe that ...
Optimizing returns in the gaming industry for players and operators of Video Poker machines
Video Poker in Australia is on the verge of extinction. These machines are being replaced in casinos as it is claimed they generate less money than the traditional slot machines. A brief outline of Video Poker is given and a method of calculating the ...
Edutaining school pupils for Japanese hand alphabets
This paper presents Practice! Yubimoji AIUEO (PYA) to let ordinary elementary school pupils learn basic character expressions (AIUEO) of the Japanese hand characters (Yubimoji). PYA at a Personal Computer has an easy-to-use and look-and-feel visual ...
From text to images through meanings
Natural language is an easy and effective medium to interact with computers by humans and we foresee that it is an effective way to visualize or realize one's imagination by computer. And it makes the complex task of creating 3D scenes or images faster ...
Using frustration in the design of adaptive videogames
In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of ...
A synthetic traffic model for Quake3
This paper presents our development of a synthetic traffic model for the interactive online computer game Quake3. The goal is a traffic model that can be used by researchers and Internet Service Provider engineers to estimate the potential future impact ...
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
ACE '14 | 90 | 36 | 40% |
Overall | 90 | 36 | 40% |