Suchen und Finden
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
289
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
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