EAI Endorsed Transactions on Creative Technologies

EAI Endorsed Transactions on Creative Technologies

Basic info

  • Publisher: European Alliance for Innovation
  • Country of publisher: belgium
  • Date added to EuroPub: 2019/Jun/07

Subject and more

  • LCC Subject Category: Computer and Information Science, Telecommunications
  • Publisher's keywords: Creative Technologies, Transactions Technologies
  • Language of fulltext: english

Publication charges

  • Article Processing Charges (APCs): No
  • Submission charges: No
  • Waiver policy for charges? No

Editorial information

Open access & licensing

  • Type of License: CC BY
  • License terms
  • Open Access Statement: Yes
  • Year open access content began: 2014
  • Does the author retain unrestricted copyright? True
  • Does the author retain publishing rights? True

Best practice polices

  • Permanent article identifier: DOI
  • Content digitally archived in:
  • Deposit policy registered in: None

This journal has '81' articles

Pairing craft-making with Mandarin eBooks: An investigation into the use of craft for language learning by preschoolers

Pairing craft-making with Mandarin eBooks: An investigation into the use of craft for language learning by preschoolers

Authors: Wil-kie. Tan, Stephen Jia Wang, and Jeffrey Janet
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Abstract

Bilingual ethnic Chinese parents are concerned about their preschoolers’ learning of their mother tongue. Many allow their children to learn Mandarin by accessing language applications on mobile devices. However the effectiveness of solely using mobile devices as a learning tool for preschoolers is debatable. This paper presents a field investigation on how adult-facilitated craft-making, generates greater interest the reading of Mandarin eBooks and retention of the stories. The data suggests pairing of activities may be useful to children from across language abilities. This also highlights a need for designers and educators to formulate a holistic design approach in the development of preschool mobile learning content.

Keywords: Craft, Design, eBooks, Education, Mandarin Learning, Mobile Devices, Preschool, Reading, Tangible Interaction
Philosophy of Computer Game with BCI as Healthcare Information Design Outcomes: Toward a New Approach of Knowledge Game

Philosophy of Computer Game with BCI as Healthcare Information Design Outcomes: Toward a New Approach of Knowledge Game

Authors: Hyunkyoung Cho, Joonsung Yoon
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Abstract

This study presents that the computer game using brain information as healthcare design outcomes is being philosophized as an object of thoughts. In order to define the philosophy of computer game with BCI (Brain-Computer Interaction), my paper examines Racing Car Game using EEG (electroencephalography) as healthcare information design outcomes and reconsiders the rule and use of BCI game in the conflict between the game and the narrative. It proposes that the BCI game using brain waves as bio-information originated from healthcare design reframes traditional philosophical discourses in knowledge game and contributes to the ecology of networked knowledge enabling new forms of collaborations between sciences, engineering, arts, and design.

Keywords: Knowledge Game, Philosophizing BCI Game, Brain-Computer Interaction, Healthcare Information Design, Rule, Use
Gamifying Navigation in Location-Based Applications

Gamifying Navigation in Location-Based Applications

Authors: Stephanie Githa Nadarajah, Benjamin Nicholas Overgaard, Peder Walz Pedersen, Camilla Gisela Hansen Schnatterbeck, Matthias Rehm
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Abstract

Location-based games entertain players usually by interactions at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities between POIs. The paper presents riddle solving as a navigational method for a location-based game. 10 families with 2-6 persons and at least one child in the age range 9- 11 years old participated in the evaluation. Results show that riddle solving as a navigational method is more enjoyable than a 2D digital map. Additional findings from video recordings, field notes, questionnaires, logging and semi-structured interviews revealed that riddle solving has potential for engaging users in learning activities.

Keywords: Location-based interaction, gamification, navigation
Contextual Design of ICT for Physiotherapy: Toward Knowledge and Innovation Ecosystem

Contextual Design of ICT for Physiotherapy: Toward Knowledge and Innovation Ecosystem

Authors: G.B. Postolache, R. Oliveira, O. Postolache
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Abstract

With advances in information and communication technologies (ICT), changes have been produced in physiotherapy provision. However, low adoption of the new technologies calls attention for better theoretical model and methods for ICT design, which may fulfil the needs of health professionals and their patients. In this work we discuss the framework for designing ICT for physiotherapy context based on some of the results obtained during research on requirements and barriers of electronic health records adoption in physiotherapy. We underscore the importance of considering the context - the conditions in social and physical environment as well as end-users internal conditions - for requirements elicitation of the healthcare information system. Identification, training and collaboration with champion/leader in the target community may contribute to creation and evolution of knowledge and innovation ecosystem for dynamic progress in designing and developing of ICT tailored to the people’ needs, expectations and values.

Keywords: contextual design, information and communication technologies, online training, serious games, knowledge ecosystem
Beating-Time Gestures Imitation Learning for Humanoid Robots

Beating-Time Gestures Imitation Learning for Humanoid Robots

Authors: Denis Amelynck, Pieter-Jan Maes, Jean-Pierre Martens, Marc Leman
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Abstract

Beating-time gestures are movement patterns of the hand swaying along with music, thereby indicating accented musical pulses. The spatiotemporal configuration of these patterns makes it diÿcult to analyse and model them. In this paper we present an innovative modelling approach that is based upon imitation learning or Programming by Demonstration (PbD). Our approach - based on Dirichlet Process Mixture Models, Hidden Markov Models, Dynamic Time Warping, and non-uniform cubic spline regression - is particularly innovative as it handles spatial and temporal variability by the generation of a generalised trajectory from a set of periodically repeated movements. Although not within the scope of our study, our procedures may be implemented for the sake of controlling movement behaviour of robots and avatar animations in response to music.

Keywords: programming by demonstration, cubic spline regression, dynamical time warping, beating-time gestures
CITE – Content Interaction Time and spacE: a hybrid approach to model man-robot interaction for deployment in museums

CITE – Content Interaction Time and spacE: a hybrid approach to model man-robot interaction for deployment in museums

Authors: Armelle Prigent, Arnaud Revel
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Abstract

In this paper , we present a generic model, CITE (Conten t-Interaction- Time-spacE) devoted to the development of interactive applications for places of culture such as museums or theaters. The idea is to introduce new kinds of interactions with visitors while preserving the quality of the information they can acquire into the museum. We firs present two previous works involving respectively a bottom-up model (LINK H/R) in the context of science-art interaction, and a top-down model (PLUG) which was an interactive game in a museum. The CITE model is then presented as a trade-o between those approaches: details are given concerning the Content and Inter action management; and an extension is considered concerning Time and spacE handling.

Keywords: class file, LATEX 2ε, EAI Endorsed Transactions
The Design of Spatial Sequence Based on the User Experience and the Virtual Reality in Interactive Environments

The Design of Spatial Sequence Based on the User Experience and the Virtual Reality in Interactive Environments

Authors: Jing Zhao
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Abstract

The paper explores the design of spatial sequence on the basis of the user experience and the virtual reality technology in interaction environments. First, for people’s physiological and psychological feelings in the process of experiencing the space, the paper analyses the thought about five senses and the abstract thought from the thought field. Then it analyses the balance of the psychological field and physical field, and emotional experience. After that, the paper puts forward how to control spatial sequence from three points: the experience design of perception, the experience design of touring route and the experience design of speed. Finally, the paper presents a new method for designing spatial sequence. The research results could be widely used in environmental design, game design, animation design, film and television, and other design and innovation fields.

Keywords: User experience, Virtual reality, Interactive environment, Spatial sequence, Design
Towards a new software quality model for evaluation the quality of gamified systems

Towards a new software quality model for evaluation the quality of gamified systems

Authors: Omaz Azouz, Youssef Lefdaoui
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Abstract

Due to the emergence of the Gamification concept in various domains, this article studies how to improve the quality of gamified systems with the software engineering discipline. Recent studies have shown a significant gap between design frameworks and gamified products, reflected in a lack of consistency, integrity, measurement and a comprehensive process that covers the different phases to achieve a quality gamified product. For this purpose, a specific quality model software for evaluation is required. Our contribution consists of making an analytical and qualitative study of the existing Gamification frameworks and platforms, with the aim of proposing a model for quality evaluation of the gamified applications. This proposal is based on the patterns and attributes determined during the conducted bibliographic study and comparative studies, with an attempt to integrate the ISO 25010 quality model.

Keywords: Gamification, Gamification framework, Gamification process, Gamification tools, Software quality models, Software engineering
Exploring Deep Recurrent Q-Learning for Navigation in a 3D Environment

Exploring Deep Recurrent Q-Learning for Navigation in a 3D Environment

Authors: Rasmus Kongsmar Brejl, Henrik Purwins, Henrik Schoenau-Fog
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Abstract

Learning to navigate in 3D environments from raw sensory input is an important step towards bridging the gap between human players and artificial intelligence in digital games. Recent advances in deep reinforcement learning have seen success in teaching agents to play Atari 2600 games from raw pixel information where the environment is always fully observable by the agent. This is not true for first-person 3D navigation tasks. Instead, the agent is limited by its field of view which limits its ability to make optimal decisions in the environment. This paper explores using a Deep Recurrent Q-Network implementation with a long short-term memory layer for dealing with such tasks by allowing an agent to process recent frames and gain a memory of the environment. An agent was trained in a 3D first-person labyrinth-like environment for 2 million frames. Informal observations indicate that the trained agent navigated in the right direction but was unable to find the target of the environment.

Keywords: Reinforcement Learning ∙ Deep Learning ∙ Q-Learning ∙ Deep Recurrent Q-Learning ∙ Artificial Intelligence ∙ Navigation ∙ Game Intelligence
Virtual Communication Training for the Law Enforcement Domain

Virtual Communication Training for the Law Enforcement Domain

Authors: Charlotte Gerritsen, Tibor Bosse
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Abstract

Serious games are increasingly being used for training of social skills. The main idea is to create a virtual environment in which a trainee can interact with graphically embodied virtual characters. By designing scenarios in such way that the character’s behaviour provides direct feedback on the correctness of the trainee’s choices, an interactive learning experience is created. This paper explores the potential of this approach in the domain of law enforcement. A prototype has been developed of a serious game that enables police academy students to train their communicative skills. A pilot study with 41 students has been conducted. The results show that this is a promising instrument for education in this domain, but also point out several suggestions for improvement.

Keywords: serious gaming, virtual characters, communication training
Learnings from an Iterative Design Process for Technology-Mediated Audience Participation (TMAP) using Smartphones

Learnings from an Iterative Design Process for Technology-Mediated Audience Participation (TMAP) using Smartphones

Authors: Fares Kayali, Oliver Hodl, Christoph Bartmann, Ulrich Kuhn, Thomas Wagensommerer, Ruth Mateus-Berr
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Abstract

We discuss a setup for technology-mediated audience participation (TMAP)in live music using smartphones and high-frequency sound IDs in a playful setting. The audience needs to install a smartphone app. Using high-frequency sound IDs music samples and colors can be triggered on the audience’s smartphones without the need to have an internet connection. The resulting soundscape is determined by the samples and parameters selected by the artist as well as by the location audience members choose in the performance space. We present the technical basis and iterative explorative design process of such a system for TMAP. The learnings from the perspective of musicians were technical requirements such as low latency, reliability, as well as increasing the number of possible sound samples and sound quality and we further present learnings on creating systems for TMAP from technical and creative perspectives.

Keywords: technology-mediated audience participation; TMAP; live music; smartphones; high-frequency sound IDs; iterative design
New Entanglements between Instrumental, Shared and Mental Maps in the Exploration of Urban Space: an Experimental Project

New Entanglements between Instrumental, Shared and Mental Maps in the Exploration of Urban Space: an Experimental Project

Authors: B. Guelton
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Abstract

The new access to cartographic tools (beyond specialist uses) produces new collective shared configurations and new, further mental individual and collective representations. With several years’ experiments of interactions between participants in remote cities, the aim of the research presented here is a better understanding of entanglements between instrumental, shared and mental maps. More specifically the question is to know how new instrumental uses renew shared mental representations of urban spaces. How are mental maps constructed in situations of interaction with connected and dynamic uses? Consecutively, how are they developing when shared? The aim is to understand new forms of entanglements between egocentric, allocentric and distributed spaces in the mobile perception of urban space.

Keywords: Mental Maps, Urban Space, Experimental project
Auditory and Visual based Intelligent Lighting Design for Music Concerts

Auditory and Visual based Intelligent Lighting Design for Music Concerts

Authors: E. Oxholm, E. K. Hansen, G. Triantafyllidis
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Abstract

Playing music is about conveying emotions and the lighting at a concert can help do that. However, without a dedicated light technician, many bands have to miss out on lighting that will help them to convey the emotions of what they play. In this paper we aim to develop an intelligent system that detects the intended emotions of the played music and in real-time adjusts the lighting accordingly. Through state-of-the-art research on music and emotion, a row of cues is defined. This includes amount, speed, fluency and regularity for the visual and level, tempo, articulation and timbre for the auditory. By assessing such cues, the system is able to detect the intended emotion. Specific lighting designs are then developed to support these specific emotions. The results suggest that the intelligent emotion-based lighting system has an advantage over a just beat synced lighting and it is concluded that there is reason to explore this idea further.

Keywords: multimodal detection, intelligent lighting, music performance
The A-Z of Creative Technologies

The A-Z of Creative Technologies

Authors: A.M. Connor, R. Sosa
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Abstract

This paper undertakes an initial critical analysis of Creative Technologies as a means to gain insight to the nature of this as an emerging field. The paper utilises an approach previously used in the design discipline to characterise the field through the embodiment of an alphabetised narrative. This is extended through an analysis of the inter-relationships between the identified elements. The outcomes of this work are useful both in terms of identifying outcomes of academic programmes related to Creative Technologies and also stimulating a wider debate around the nature of the field.

Keywords: creative technologies, education, graduate outcomes, pedagogy
Evolutionary generation of game levels

Evolutionary generation of game levels

Authors: A. M. Connor, T. J. Greig, J. Kruse
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Abstract

This paper outlines an approach for evolutionary procedural generation of video game content. The study deals with the automatic generation of game level designs using genetic algorithms and the development of a fitness function that describes the playability of the game level. The research explores whether genetic algorithms have the ability to produce outcomes that demonstrate characteristics that arise through human creativity, and whether these automated approaches offer any benefits in terms of time and effort involved in the design process. The approach is compared to a random method and the results show that the genetic algorithm is more consistent in finding levels; however analysis of the game levels indicates that the fitness function is not fully capturing level playability. The ability to produce playable levels decreases as the play area increases, however there is potential to produce larger maps that are both playable and arguably creative through a recombination method.

Keywords: Procedural Content Generation, Creative Computing, Novelty Generation, Video Game Design, Genetic Algorithms, Computational Creativity

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