ICEC 2014 International Conference on Entertainment Computing 1-3 Oct 2014
Sydney, Australia
http://icec2014.info/

Program

The DRAFT program for the conference is below. Please keep in mind that this is a DRAFT and may change.

The ICEC Workshops will be on Tuesday September 30th. See the workshops page for details. Coffee and tea will be available for workshop participants between 9am and 10am; lunch will be between 1pm and 2pm. Workshops are scheduled to be held in CB10.02.470 (Building 10, Level 2, Room 470) and nearby rooms. UTS map can be found at http://maps.uts.edu.au/ and directions to Building 10 can be downloaded from here

Oct 1: Wednesday Oct 2: Thursday Oct 3: Friday
8:30 Registration
9:00 Opening
9:15 Keynote: Leila Alem
10:15 Tea and Coffee Break+
10:45 Session #1 (3)
11:45 Tea and Coffee Break
12:00 Session #2 (3)
1:00 Lunch
2:30 Session #3 (3+1)
3:45 - 5:00 Posters / Demos (11)
8:30 Registration
9:00 Keynote: Anaisa Franco
10:00 Tea and Coffee Break+
10:30 Session #4 (3+1)
11:45 Tea and Coffee Break
12:00 Session #5 (3)
1:00 Lunch
2:30 Session #6 (3+2)
4:00 - 5:00 Special Session
7:00 - 11:00 Conference Dinner
8:30 Registration
9:00 Keynote: Stefan Greuter
10:00 Tea and Coffee Break+
10:30 Session #7 (2+2)
11:40 Tea and Coffee Break
12:00 Closing Session / Awards
1:00 Lunch
2:30 - 5:30 IFIP TC14 Meeting*

*Restricted to TC14 members.

 

We have allocated 15m presentation time and 5m questions for Full Papers, 10m presentation time and 5m questions for Short Papers. For Demo Papers and Posters pin boards (height 1.8m, width 1.3m) and tables will be available. For presentations, a windows computer wiill be available or you can use your own laptop if you prefer. You will not be able to install any software on the presentation computer and the software versions may differ, so we recommend a PDF backup of your slides. For any special requests, email admin@icec2014.info at least 2-weeks before the conference to discuss your needs.

The Wednesday Oct 1st demo and poster session will be held at UTS Aerial Function which is on Level 7 in Building 10 (see above for Building 10 directions). The cocktail will conclude at 6pm. There are several social outing options not included in conference registration for attendees who'd like to take full advantage of what Sydney has to offer. You can use the Facebook page or email to ccordinate with other attendees

For Wednesday Oct 2nd, the Conference Dinner is included as part of the registration. The conference dinner will be held on a harbour cruise

Other Events not included in the registration, but might be fun as an optional activity for attendees:

Do not forget to follow us on Twitter ICEC2014, use #ICEC2014 and @ICEC2014c on your tweets, and add yourself to the Facebook page ICEC: International Conference on Entertainment Computing

Keynotes

Leila Alem, CSIRO.
Anaisa Franco, New Media artist.
Stefan Greuter, RMIT University.

Keynote: Leila Alem

[Leila Alem]
Wearable computing & Augmented Reality to support maintenance operations and services: a HCI perspective

Abstract: In this talk I will provide an overview of the work conducted within my research team at CISRO in the area of Computer supported collaborative work using wearable and augmented reality technologies. The work draws on industry needs and technology drivers to design, deploy and evaluate innovative remote collaboration solutions. In this talk I will present ReMoTe , CSIRO platform for remote mobile tele assistance (http://www.csiro.au/remote) and the range of user studies that we have conducted including usability, mobility, spatial awareness, telepresence. The use of wearable computing and AR offer new forms of interaction and collaboration with promising strong uptake by industry.

Biography: Leila Alem is a principal research scientist at the CSIRO Computational Informatics based in Sydney. Her formal training is in artificial intelligence and cognitive psychology. She has designed and evaluated numerous advanced decision support systems and advanced computer supported training. Over the last 18 years of her career at CSIRO she has designed and evaluated various advanced user interfaces for domains including mining, aviation, automotive and health. Since 2005 her main focus of research has been in the area Human Factors in computer mediated collaboration settings. She has conducted several laboratory and field experiments to investigate these factors. Drawing on cognitive psychology, social science and human-computer-interface research she has investigated the media factors, the cognitive factors and the social factors at play in telepresence systems and environments. http://www.ict.csiro.au/staff/leila.alem/

Keynote: Anaisa Franco

[Anaisa Franco]
Affectivate: Experiencing other senses within sculptures

Abstract: In this talk, I will present an overview to the artworks I have been producing since 2007, introducing my approach to technology as a creative tool to expand the sensorial experience between artworks and the spectator. My artworks have been developed through commissions, grants and prizes in different art in residency programs, Medialabs and universities, in collaboration with teams of engineers and programmers. Inspired in psychology, dreams and cognitive sciences, my work is research-based, implying a constant experimentation process with new materials and digital fabrication to arrive at an “affective” situation where people expand their senses through the interaction with the objects. In these dynamics of interaction, I deal with three levels of stimulation and perceptual simulation, by: 1. expanding people’s senses -- where technology dialogues with their body expanding their imageries and perceptive possibilities using computer vision as eye, faces and body tracking; 2. by taking objects out of their inertia -- where technological interfaces imbue a certain type of life/emotion/dream into them activated by people through the use of a diversity of sensors triggered by pulse, touch and human presence; 3. by expanding the matter through digital projections creating unconventional displays.

Biography: Searching for the creation of a “sixth” sense, Anaisa Franco creates interfaces that interconnect the physical with the digital inspired by concepts of psychology, cognitive science and dreams, she provides behaviors, feelings and imagination for the artworks. She has a Master in Digital Art and technology at University of Plymouth in England, UK and graduated in Visual Arts at FAAP in Sao Paulo. In the last years she has been developing New media Artworks in Medialabs, residencies and commissions such as Medialab Prado, Mecad, MIS, Hangar, Taipei Artist Village, China Academy of Public Art Research Center, Mediaestruch, Cite des Arts, ZKU, SP_Urban and MAC Fenosa. Mostly of the works were developed by grants and prizes and has been exhibiting in America, Asia and Europe as the as EXIT Festival in Paris; ARCO Madrid in Spain; Europalia in Brussels; Live Ammo at MOCA Museum of Contemporary Art in Taipei, Taiwan; TÉKHNE at MAB Museum of Brazilian Art in São Paulo, Brazil; Sonarmática at CCCB Centre de Cultura Contemporània de Barcelona in Barcelona, Spain; the 5th Seoul International Media Art Bienalle, Seoul, Korea; Vision Play at Medialab PRADO; SLOW at Plymouth Art Centre in England and many others. http://www.anaisafranco.com/

Keynote: Stefan Greuter

[Stefan Greuter]
Virtual Reality in your Living Room

Abstract: Professional full body immersive Virtual Reality interfaces are generally expensive; unsuited to routine use; and obtrusive. Markers, transmitters, sensors and gyroscopes all have to be carefully positioned on the user and problems of poor registration, occlusion and interference remain common. Virtual Reality has therefore generally remained in the laboratory rather than at work or in people’s homes. What is needed is motion tracking that is easy to set up and calibrate, does not en-cumber the user, and works over a reasonable area. This talk will demonstrate how software and hardware intended for the mainstream gaming market can be used as a viable, inexpensive and extremely portable full body immersive virtual reality interface. In transforming the lecture theatre space into a virtual reality laboratory, the presenter discusses the challenges and limitations and invites members of the audience to take a step into a strange new world.

Biography: Stefan Greuter the Director of the Centre for Game Design Research in the School of Media and Communication at RMIT University in Australia. From 2009, Stefan was the Associate Dean for the Games and Animation Cluster of programs at RMIT University. Stefan holds a Doctor of Philosophy in Visual Communication from RMIT University. Stefan’s research focus is on solving existing problems through the design of new gameful experiences that bring together research from multiple disciplines. Stefan specialises on innovative solutions involving the use of hardware and software for electronic games. He recently designed and produced the award winning game ‘Trouble Tower’. https://www.designresearch.rmit.edu.au/contact/researcher-directory/stefan-greuter

Session #1 (3)

Session Chair:

Design for Creative Activity: A Framework for Analyzing the Creative Potential of Computer Games
Wilawan Inchamnan and Peta Wyeth.

Gamicards - an alternative method for paper-prototyping the design of gamified systems
Lauren S Ferro.

Trees of Tales: A Playful Reading Application for Arabic Children
Fatma Al Aamri, Stefan Greuter and Steffen P. Walz.

Session #2 (3)

Session Chair:

Designing Digital Climbing Experiences through Understanding Rock Climbing Motivation
Richard Byrne and Florian Mueller.

Race By Hearts: Using Technology to Facilitate Enjoyable and Social Workouts
Tobias Sonne and Mads Møller Jensen.

Code your own game: the Case of Children with Hearing Impairments
Michail Giannakos and Letizia Jaccheri.

Session #3 (3+1)

Session Chair:

HANASUI: Multi-View Observable and Movable Fogscreen
Ishikawa Yu, Masafumi Muta, Junki Tamaru, Eisuke Nakata, Akira Uehara and Junichi Hoshino.

SONAR: Communication System for Supporting Information Gathering and Social Interaction in a Niche Market
Junichi Hoshino, Takeru Umemura, Sachi Urano and Daiki Satoi.

The Active Use of Online Presence, Movies and Gameplay to Improve Classroom Engagement
Dale Patterson and Sean Costain.

A Tool for Evaluating, Adapting and Extending Game Progression Planning for Diverse Game Genres
Katharine Neil and Stéphane Natkin.

Session #4 (3+1)

Session Chair:

Spheres and Lenses: Activity-Based Scenario/Narrative Approach for Design and Evaluation of Entertainment Through Engagement
Tim Marsh and Bonnie Nardi.

Interactive Storytelling in a Mixed Reality Environment: The Effects of interactivity on User Experiences
Marija Nakevska, Anika van der Sanden, Mathias Funk, Jun Hu and Matthiash Rauterberg.

Conceptual Model and System for Genre-focused Interactive Storytelling
Börje Karlsson and Antonio Furtado.

Workflow Patterns as a Means to Model Task Succession in Games - A Preliminary Case Study
Simone Kriglstein, Ross Brown and Guenter Wallner.

Session #5 (3)

Session Chair:

Designing a Digital Experience for Young Children with Developmental Disabilities
Peta Wyeth, Joshua Hall and Daniel Johnson.

Designing Interactive Public Art Installations: New Material therefore New Challenges
Jun Hu.

Interactive Media Art For Healing
Youngmi Kim.

Session #6 (3+2)

Session Chair:

Ora – Save the Forest! Designing a Social Impact Game
Hazel Bradshaw, E Penelope Holland and Mark Billinghurst.

Assessing the Kinect’s Capabilities to Perform a Time-based Clinical Test for Fall Risk Assessment in Older People
Jaime Garcia, Yusuf Pisan, Chek Tien Tan and Karla Felix Navarro.

Developing Emergent Play In Collaborative Online Experiences
Damian Hills.

A Focused Review and Initial Conceptual Design for Merging Exergame And Activity Monitoring Technologies
Reem Altamimi, Geoff Skinner and Keith Nesbitt.

The effect of familiar and fantasy aesthetics on learning and experience of serious games
Erik Van Der Spek, Tatiana Sidorenkova, Paul Porskamp and Matthias Rauterberg.

Session #7 (2+2)

Session Chair:

ARENA- Dynamic Run-time Map Generation for Multiplayer Shooters
Bhojan Anand and Hong Wei Wong

Personas versus Clones for Player Decision Modeling
Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis

Fractal Complexity in Built and Game Environments
Dale Patterson and Daniel Della-Bosca.

Artificial Intelligence Model of Smartphone-based Virtual Companion
Elham Saadatian, Thoriq Salafi, Hooman Samani, Yu De Lim and Ryohei Nakatsu.

 


 

The list of accepted papers for ICEC 2014 is below. All the accepted papers will be published in the Springer proceedings and presented at the conference. The Springer LNCS series has the ISSN number 0302-9743. The ISBN for the proceedings will be assigned at publication time.


Full Papers (20)

Trees of Tales: A Playful Reading Application for Arabic Children
Fatma Al Aamri, Stefan Greuter and Steffen P. Walz.

ARENA- Dynamic Run-time Map Generation for Multiplayer Shooters
Bhojan Anand and Hong Wei Wong

Ora – Save the Forest! Designing a Social Impact Game
Hazel Bradshaw, E Penelope Holland and Mark Billinghurst.

Designing Digital Climbing Experiences through Understanding Rock Climbing Motivation
Richard Byrne and Florian Mueller.

Gamicards - an alternative method for paper-prototyping the design of gamified systems
Lauren S Ferro.

Assessing the Kinect’s Capabilities to Perform a Time-based Clinical Test for Fall Risk Assessment in Older People
Jaime Garcia, Yusuf Pisan, Chek Tien Tan and Karla Felix Navarro.

Code your own game: the Case of Children with Hearing Impairments
Michail Giannakos and Letizia Jaccheri.

Developing Emergent Play In Collaborative Online Experiences
Damian Hills.

Personas versus Clones for Player Decision Modeling
Christoffer Holmgård, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis

SONAR: Communication System for Supporting Information Gathering and Social Interaction in a Niche Market
Junichi Hoshino, Takeru Umemura, Sachi Urano and Daiki Satoi.

Designing Interactive Public Art Installations: New Material therefore New Challenges
Jun Hu.

Design for Creative Activity: A Framework for Analyzing the Creative Potential of Computer Games
Wilawan Inchamnan and Peta Wyeth.

Conceptual Model and System for Genre-focused Interactive Storytelling
Börje Karlsson and Antonio Furtado.

Interactive Performance art using musical instrument Daegeum for Healing
Youngmi Kim.

Spheres and Lenses: Activity-Based Scenario/Narrative Approach for Design and Evaluation of Entertainment Through Engagement
Tim Marsh and Bonnie Nardi.

Interactive Storytelling in a Mixed Reality Environment: The Effects of interactivity on User Experiences
Marija Nakevska, Anika van der Sanden, Mathias Funk, Jun Hu and Matthiash Rauterberg.

The Active Use of Online Presence, Movies and Gameplay to Improve Classroom Engagement
Dale Patterson and Sean Costain.

Race By Hearts: Using Technology to Facilitate Enjoyable and Social Workouts
Tobias Sonne and Mads Møller Jensen.

Designing a Digital Experience for Young Children with Developmental Disabilities
Peta Wyeth, Joshua Hall and Daniel Johnson.

HANASUI: Multi-View Observable and Movable Fogscreen
Ishikawa Yu, Masafumi Muta, Junki Tamaru, Eisuke Nakata, Akira Uehara and Junichi Hoshino.

Short Papers (6)

An Integrated Information and Communication Technologies (ICT) Framework for Fostering Adolescent Active Living
Reem Altamimi, Geoff Skinner and Keith Nesbitt.

Workflow Patterns as a Means to Model Task Succession in Games - A Preliminary Case Study
Simone Kriglstein, Ross Brown and Guenter Wallner.

A Tool for Evaluating, Adapting and Extending Game Progression Planning for Diverse Game Genres
Katharine Neil and Stéphane Natkin.

Fractal Complexity in Built and Game Environments
Dale Patterson and Daniel Della-Bosca.

Artificial Intelligence Model of Smartphone-based Virtual Companion
Elham Saadatian, Thoriq Salafi, Hooman Samani, Yu De Lim and Ryohei Nakatsu.

The effect of familiar and fantasy aesthetics on learning and experience of serious games
Erik Van Der Spek, Tatiana Sidorenkova, Paul Porskamp and Matthias Rauterberg.

Demo Papers (3)

Virtual Tourism using Live Streams from Drones
David Mirk and Helmut Hlavacs.

Autonomous Landing of AR.Drone
David Obdrzalek, Roman Bartak and Andrej Hrasko.

Generative Methods for Automated Music Video Editing
Julia Stefan.

Posters (8)

A Need for Interactive Music Videos
Metin Cakmak and Helmut Hlavacs.

Virtual Clients in Quake III Arena: A Proxy Based CS Benchmarking Tool
Stig Magnus Halvorsen and Kjetil Raaen.

Efficacy and Usability in the Design of a Pharmacy Education Game
Geoffrey Hookham, Joyce Cooper, Rohan Rasiah and Keith Nesbitt

TwitterFM: An experimental application in entertainment and social broadcasting
Theodoros Kalaitzidis and Nikitas Sgouros.

Adaptive Decision Making in Microsimulations of Urban Traffic in Virtual Environments
Fabian Krueger, Sven Seele, Rainer Herpers, Peter Becker and Christian Bauckhage.

Entertainment and Language Learning: Voice Activated Digital Game and Interactive Storytelling Trials in Singapore Schools
Tim Marsh and Joo Jin Sim.

Informative Sound and Performance in a Team Based Computer Game
Patrick Ng, Keith Nesbitt and Karen Blackmore.

Correlation between Facial Expressions and the Game Experience Questionnaire
Chek Tien Tan, Sander Bakkes and Yusuf Pisan.