Lecture Notes in Computer Science 5309

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Lecture Notes in Computer Science 5309 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 University of Dortmund, Germany Madhu Sudan Massachusetts Institute of Technology, MA, USA Demetri Terzopoulos University of California, Los Angeles, CA, USA Doug Tygar University of California, Berkeley, CA, USA Gerhard Weikum Max-Planck Institute of Computer Science, Saarbruecken, Germany

Scott M. Stevens Shirley J. Saldamarco (Eds.) Entertainment Computing ICEC 2008 7th International Conference Pittsburgh, PA, USA, September 25-27, 2008 Proceedings 13

Volume Editors Scott M. Stevens Carnegie Mellon University Entertainment Technology Center and Human Computer Interaction Institute Pittsburgh, PA 15213, USA E-mail: sms@cs.cmu.edu Shirley J. Saldamarco Carnegie Mellon University Entertainment Technology Center Pittsburgh, PA 15213, USA E-mail: shirley@cs.cmu.edu Library of Congress Control Number: 2008938141 CR Subject Classification (1998): H.5, H.4, H.3, I.2, I.3, I.7, J.5 LNCS Sublibrary: SL 3 Information Systems and Application, incl. Internet/Web and HCI ISSN 0302-9743 ISBN-10 3-540-89221-4 Springer Berlin Heidelberg New York ISBN-13 978-3-540-89221-2 Springer Berlin Heidelberg New York This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer. Violations are liable to prosecution under the German Copyright Law. Springer is a part of Springer Science+Business Media springer.com IFIP International Federation for Information Processing 2008 Printed in Germany Typesetting: Camera-ready by author, data conversion by Scientific Publishing Services, Chennai, India Printed on acid-free paper SPIN: 12567492 06/3180 543210

Preface The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25 27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today s recreational diversions. With evocative titles like: Development and Evaluation of a Centaur Robot, Analysis of Japanese Folktales for the Purpose of Story Generation, Fear Inducer: A Mixed Reality Audio Experience, Interactive Multimedia Contents in the IllusionHole, Robust Interactive Storytelling for Automatic TV Content/Story Production, Designing Toys That Come Alive: Curious Robots for Creative Play, Musical B-boying: A Wearable Musical Instrument by Dancing, Hybrid Visual Tracking for Augmented Books, Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem, and Experiences Employing Novice Wizard Operators in a Gallery Setting, ICEC 2008 papers spanned entertainment experiences from robots to television, music to audio enhancing emotion, and dancing to poetry. Of course, traditional game development was well represented with papers like: Immersion, The Greatest Hook, Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games, Game Bot Detection Based on Avatar Trajectory, Creating an Emotionally Adaptive Game, Towards Emotional Characters in Computer Games, Newsgames: Theory and Design, and Physiological Player Sensing: New Interaction Devices for Video Games. The host institution for ICEC 2008 was the Entertainment Technology Center of Carnegie Mellon University. Few institutions in the world embody the interdisciplinary characteristics underlying entertainment computing as does the ETC. Founded by Don Marinelli, Professor of Drama and Arts Management, and Randy Pausch, Professor of Computer Science and Human-Computer Interaction, it is a marriage of the worlds of computer science and entertainment at the most fundamental level; a joint partnership of the College of Fine Arts and the School of Computer Science. Both CMU entities are amongst the nation s top institutions in their fields. ETC s fusion of

VI Preface disciplines is a testament to Carnegie Mellon s longstanding support of interdisciplinary research, where first-class faculty and students perform cutting-edge, worldchanging research; research that is not limited by the bounds of departments or fields. Likewise, ICEC 2008 brought the best of interdisciplinary work in computing in support of entertainment. We hope the works that follow give the reader a sense of the excitement and intellectual atmosphere experienced at this year s conference. September 2008 Scott M. Stevens Shirley Saldamarco

Organization General Conference Chair Don Marinelli Carnegie Mellon University, USA International Program Committee Co-chairs Sara Diamond Sidney Fels Scott Fisher Barnabás Takács Hyun S. Yang Ontario College of Art and Design, Canada University of British Columbia, Canada University of Southern California, USA Hungarian Academy of Sciences, Hungary Korean Advanced Institute of Science and Technology, Korea International Program Committee Secretary Scott Stevens Carnegie Mellon University, USA International Steering Committee Marc Cavazza Tak Kamae Lizhuang Ma Stéphane Natkin Ryohei Nakatsu Matthias Rauterberg Peter Robinson Andy Sloane Bill Swartout University of Teesside, UK Tokyo Women's Medical University, Japan Shanghai Jiao Tong University, China CNAM, France Kwansei Gakuin University, Japan TU Eindhoven, The Netherlands University of Cambridge, UK University of Wolverhampton, UK University of Southern California, USA Organization Co-chairs Shirley Saldamarco Ben Salem Carnegie Mellon University, USA Eindhoven University of Technology, The Netherlands Sponsoring Institutions International Federation for Information Processing Entertainment Technology Center, Carnegie Mellon University WMS Gaming

Table of Contents How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games... 1 Miguel Sicart When Items Become Victims: Brand Memory in Violent and Nonviolent Games... 11 André Melzer, Brad J. Bushman, and Ulrich G. Hofmann Immersion, the Greatest Hook... 23 Faisal Qureshi Newsgames: Theory and Design... 27 Miguel Sicart Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games... 34 Nuno Afonso and Rui Prada A Surround Display Warp-Mesh Utility to Enhance Player Engagement... 46 Charles Henden, Erik Champion, Ralf Muhlberger, and Jeffrey Jacobson Development and Evaluation of a Centaur Robot... 57 Satoshi Tsuda, Kuniya Shinozaki, and Ryohei Nakatsu Analysis of Japanese Folktales for the Purpose of Story Generation... 67 Takaaki Kato, Takenori Wama, Koji Miyazaki, and Ryohei Nakatsu Strategic Path Planning on the Basis of Risk vs. Time... 77 Ashish C. Singh and Lawrence Holder Fear Inducer: A Mixed Reality Audio Experience... 88 Jurgen Westerhoff Game Bot Detection Based on Avatar Trajectory... 94 Kuan-Ta Chen, Andrew Liao, Hsing-Kuo Kenneth Pao, and Hao-Hua Chu Achievement of Carrying Objects by Small-Sized Humanoid Robot... 106 Hiroyuki Nakagawa and Ryohei Nakatsu Interactive Multimedia Contents in the IllusionHole... 116 Tokuo Yamaguchi, Kazuhiro Asai, Yoshifumi Kitamura, and Fumio Kishino

X Table of Contents Creating an Emotionally Adaptive Game... 122 Tim Tijs, Dirk Brokken, and Wijnand IJsselsteijn Robust Interactive Storytelling Framework for Automatic TV Content/Story Production... 134 Hussein Karam Hussein Abd El-Sattar Designing Toys That Come Alive: Curious Robots for Creative Play... 149 Kathryn Merrick Musical B-boying: A Wearable Musical Instrument by Dancing... 155 Minoru Fujimoto, Naotaka Fujita, Yoshinari Takegawa, Tsutomu Terada, and Masahiko Tsukamoto Hybrid Visual Tracking for Augmented Books... 161 Hyun S. Yang, Kyusung Cho, Jaemin Soh, Jinki Jung, and Junseok Lee Towards Emotional Characters in Computer Games... 167 Robert Schaap and Rafael Bidarra Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling... 173 Hyun Sang Cho, Soohyun Lim, Tatsuya Yamazaki, and Minsoo Hahn Frame Selection for Automatic Comic Generation from Game Log... 179 Tomonori Shuda and Ruck Thawonmas Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3... 185 Dan Pinchbeck Experiences Employing Novice Wizard Operators in a Gallery Setting... 190 Steven Dow and Blair MacIntyre Fast Rendering of Large Crowds Using GPU... 197 HunKi Park and JungHyun Han Physiological Player Sensing: New Interaction Devices for Video Games... 203 Jérôme Dupire, Viviane Gal, and Alexandre Topol Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem... 209 Naoko Tosa, Hideto Obara, and Michihiko Minoh

Table of Contents XI Posters Dome Displays for Educational Games and Activities in the Museum and on the Road... 217 Kerry Handron and Jeffrey Jacobson Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment... 221 Allen Christiansen, Damian Johnson, and Lawrence Holder BCI for Games: A State of the Art Survey... 225 Anton Nijholt In-Depth Observation of Video Gamers... 229 Jorge Alves Lino and Ben Salem BioMedia for Entertainment... 232 Ben Salem, Adrian Cheok, and Adria Bassaganyes Author Index... 243