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2020 | Book

Entertainment Computing – ICEC 2020

19th IFIP TC 14 International Conference, ICEC 2020, Xi'an, China, November 10–13, 2020, Proceedings

Editors: Nuno J. Nunes, Prof. Lizhuang Ma, Meili Wang, Nuno Correia, Zhigeng Pan

Publisher: Springer International Publishing

Book Series : Lecture Notes in Computer Science

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About this book

This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic.

The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.

Table of Contents

Frontmatter

Games

Frontmatter
Serious Violence: The Effects of Violent Elements in Serious Games

In serious game development, violent elements are not used as widely as in the industry. Very few studies looked at the effects of violence in interactive educational contexts. This paper explores the effects of violent versus non-violent audiovisual and narrative elements. In which a better understanding can lead to a positive and appropriate use of violence in serious games. We present 2 experiments (n = 30 and 38) using a custom-made game for human bone anatomy learning. We conducted our first experiment incorporating violent and non-violent audiovisuals without narratives. Small negative effects were observed in the sample group with violent audiovisuals. Afterward, We conducted the second experiment incorporating narratives that aim to negate the negative effects. Our results found significant improvements in short-term memorization in all conditions in both experiments. Player experience evaluation indicates that the non-violent condition results in greater intuitive control, but only in the first experiment.

Nat Sararit, Rainer Malaka
Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security

Constantly evolving advances of smart home devices features require users to persistently keep up with safety concerns. While update reports and news articles are common ways to keep them informed, many users struggle in thoroughly understanding and applying available security recommendations. Educational games have proven to be an intuitive way to increase the incentive for awareness but many of them come short to convey the needed supporting knowledge. In an attempt to raise security awareness on smart home devices, we designed an educational game to demonstrate the latest security challenges and solutions. To ascertain users’ attention and motivation, we have developed two versions of the game to contrast the integration of text and infographics as supporting knowledge which are the hints in this case. Our evaluations give evidence that viewing security-related content with a higher deployment of infographics improves users’ performance significantly, increases users’ interest in the topic, and creates higher levels of confidence solving security problems and complexities.

Mehrdad Bahrini, Nima Zargham, Johannes Pfau, Stella Lemke, Karsten Sohr, Rainer Malaka
Automatic Generation of Game Levels Based on Controllable Wave Function Collapse Algorithm

Procedural content generation automatically creates game content through methods such as pseudo-random numbers, which helps save labor or create games that can be played repeatedly and indefinitely. The wave function collapse algorithm is an effective procedural content generation algorithm newly proposed in recent years, but it has the problems of complicated rule writing and lack of non-local constraints. In this paper, based on the original wave function collapse algorithm, an automatic rule system is proposed, which can simplify the rule writing. Moreover, we use the three mechanisms, namely global constraint, multi-layer generation, and distance constraint, to establish non-local constraints. Through experiments, compared with the original wave function collapse algorithm, the results show that manual control has been enhanced, and the generated levels have a certain degree of similarity with human-designed levels. By making a real-time dynamic level game demo using this method, it turns out that the controllable wave function collapse algorithm we proposed has great potential in the game level generation field.

Darui Cheng, Honglei Han, Guangzheng Fei
VR-DLR: A Serious Game of Somatosensory Driving Applied to Limb Rehabilitation Training

Hemiplegia is one of the common symptoms of stroke, especially the motor dysfunction of upper limb has a great impact on the patients’ daily life, and it is also one of the difficult problems in rehabilitation treatment. However, traditional rehabilitation training lacks pleasure and easy to make patients shrink. We use virtual reality technology to design VR-DLR (VR driving for limb rehabilitation), a serious game of somatosensory driving that combines hardware, software and integrates sight, hearing and tactile sensations. We design parameterized steering wheel training actions according to the level of the patients’ limb disorders and the rehabilitation physician’s treatment plan. The patients’ training task is to control the virtual car to collide more coins and to avoid fewer obstacles. We collect and record the patients’ interactive operation data, and design evaluated model to evaluate the patients’ score and rehabilitation effect. VR-DLR supports two modes of fixed speed and free driving and has adapting difficulty in each mode according the limb disorders of patients. Moreover, in order to meet the needs of different patients, VR-DLR has two display modes of VR headset and 3D annular projection screen. A user study shows that VR-DLR can significantly increase the interest, initiative, confidence of patients in rehabilitation training compared with traditional training methods.

Tianren Luo, Ning Cai, Zheng Li, Zhigeng Pan, Qingshu Yuan
A Procedurally Generated World for a Zombie Survival Game

We present a method for procedurally creating game worlds, in our case levels for playing zombie survival games. The aim is to randomly create new levels that present new challenges to players, are fun, and “work” as game levels, i.e. look like levels that have been hand crafted. We create the topology, paths to follow, random houses, and hordes of zombies to fight against. Players have to reach an end of the level, fight against zombies, and reach the final objective. The paper describes our approach, and presents an overall evaluation of players of the game.

Nikola Stankic, Bernhard Potuzak, Helmut Hlavacs
“Let’s Play a Game!” Serious Games for Arabic Children with Dictation Difficulties

The purpose of this paper is to present a gaming application (Mega Challenger) dedicated to students with dictation difficulties between seven and nine years old. The user interface of the game will be presented in this paper, as well as, design principles of the game. Also, experiments have been performed to test the effect of the Mega Challenger game on the performance achievement of students with dictation difficulties; a type of dysgraphia. A dictation achievement pre-assessment was held for the students based on learning difficulties standards, and all results were recorded for further analysis. After applying 48 training sessions using the “Mega Challenger” application for 16 weeks, we had a post-assessment, with the assistance of learning difficulties tutors and experts. According to the experiment, pre and post results of the students show a significant difference between the student’s performance in the pre-assessment and post-assessment. Usability evaluation of Mega Challenger based on ISO 25062:2006, for post-user study interviews with students’ teachers concluded that Mega Challenger decreases the assessment loads of teachers and is a promising tool for students who have dictation difficulty. Children with dictation difficulties achieve better academic results when they play the game and that they are more motivated in serious games.

Samaa M. Shohieb, Abd Elghaffar M. Elhady, Abdelrahman Mohsen, Abdelrahman Elbossaty, Eiad Rotab, Hajar Abdelmonem, Naira Elsaeed, Haidy Mostafa, Marwa Atef, Mai Tharwat, Aya Reda, M. Aya, Shaibou Abdoulai Haji
Provchastic: Understanding and Predicting Game Events Using Provenance

Game analytics became a very popular and strategic tool for business intelligence in the game industry. One of the many aspects of game analytics is predictive analytics, which generates predictive models using statistics derived from game sessions to predict future events. The generation of predictive models is of great interest in the context of game analytics with numerous applications for games, such as predicting player behavior, the sequence of future events, and win probabilities. Recently, a novel approach emerged for capturing and storing data from game sessions using provenance, which encodes cause and effect relationships together with the telemetry data. In this work, we propose a stochastic approach for game analytics based on that novel game provenance information. This approach unifies all gathered provenance data from different game sessions to create a probabilistic graph that determines the sequence of possible events using the commonly known stochastic model of Markov chains and also allows for understanding the reasons to reach a specific state. We integrated our solution with an existing open-source provenance visualization tool and provided a case study using real data for validation. We could observe that it is possible to create probabilistic models using provenance graphs for short and long predictions and to understand how to reach a specific state.

Troy C. Kohwalter, Leonardo G. P. Murta, Esteban W. G. Clua
Applying and Facilitating Serious Location-Based Games

The popularity of location-based games continues unabated and is benefiting from the increasing use of mobile end devices and advantageous general conditions, such as the Internet of Things and the Smart City paradigm. This enormous potential of engagement should also be tapped for serious location-based games, i.e. the use of location-based games beyond the purpose of entertainment. The workshop “Applying and Facilitating Serious Location-based Games” aims to contribute to the development of this potential. In the article, the theoretical basis for this workshop is derived and corresponding frameworks are presented.

Jannicke Baalsrud Hauge, Heinrich Söbke, Ioana A. Stefan, Antoniu Stefan
The Braille Typist: A Serious Game Proposal for Braille Typewriter Training

People with disabilities are constantly denied from their rights and duties, emphasizing the accessibility importance as a path to social equality and independence for them. This paper presents the Braille Typist proposal, a digital game that uses a Braille typewriter machine emulator to perform individual competitions for training visually impaired people with the Braille typewriter usage. As expected results, an approach to publicize the Braille usage will be provided, as well as promoting a social and digital initiative to include people with visual impairments.

Kayo C. Santana, Victor T. Sarinho, Claudia P. Pereira
Murder Mystery Game Setting Research Using Game Refinement Measurement

This paper explores the game sophistication of a party game is called Murder Mystery Game (MMG), which is very popular in teenagers, recently it was boom developed in China and Japan. For players, they have to promote game story process by performing the role which was assigned to them, finally, players need to find out who is the “murderer”, reversely murderer player has to try his best strategy to escape from the story. In this paper, our research focuses on the playing settings, MMG needs several players and cost a few hours, the game would become boring as the number of players becomes too large or too small, therefore we use the game refinement theory to analyze MMG setting to make the game process become more balanced and sophisticated. Computer natural and convergent simulations for a simple version of MMG are conducted to collect the data while game refinement measure is employed for the assessment. The results indicate several interesting observations, which can help game designers to create a better murder scenario.

Shuo Xiong, Long Zuo, Hiroyuki Iida
Finding Flow in Training Activities by Exploring Single-Agent Arcade Game Information Dynamics

This paper incorporates discussion about game refinement theory and the flow model to analyze simulation data collected from two types of arcade games. A mathematical model of the arcade game processes is formulated. The essence of the arcade games is verified through the game-playing processes of players. In particular, challenge setup could contribute to the addictiveness when the mode is close to flow channel. Risk frequency ratio is applied to measure the process and verified the more entertaining mode of training activities.

Yuexian Gao, Naying Gao, Mohd Nor Akmal Khalid, Hiroyuki Iida
Players Perception of Loot Boxes

Loot boxes are a monetization technique in games where a player pays for a randomized chance at receiving an in-game item, either cosmetic or functional. They have recently been examined as a potential object for gambling, and government regulators are examining the issue of their use in games. To explore the issue and analyze players’ perceptions 53 people were surveyed and played a simple loot box game with different settings. Findings include that showing item drop probabilities directly influences the opinion of players regarding the fairness of loot boxes and can affect further choice whether to open them, which supports the need for regulations on loot box use.

Albert Sakhapov, Joseph Alexander Brown
Braillestick: A Game Control Proposal for Blind Users Based on the Braille Typewriter

Nowadays, modern technology is increasingly present in society. However, for the visually impaired people, this technological advance is not so inclusive, especially in the learning processes. This article discusses the development of Braillestick, a joystick similar to the braille machine but with a low cost and greater portability for different platforms. This joystick aims to be a pathway for the development and use of serious games for audiences with visual problems.

Kayo C. Santana, Abel R. Galvão, Gabriel S. Azevedo, Victor T. Sarinho, Claudia P. Pereira

Virtual Reality and Augmented Reality

Frontmatter
Conquer Catharsis – A VR Environment for Anxiety Treatment of Children and Adolescents

In this paper we present a novel VR-based tool for the treatment of anxiety disorders for children and adolescents. The tool consists of a photo-realistic VR game, together with a biofeedback device, and a second screen for enabling interventions for the practitioner. We describe the tool, how we measure and use biofeedback, and evaluate the sense of felt presence of a group of experimental participants.

Andreas Lenz, Helmut Hlavacs, Oswald Kothgassner, Anna Felnhofer
Virtual Reality Games for Stroke Rehabilitation: A Feasibility Study

The success of stroke rehabilitation therapy is highly associated with patient cooperation. However, the repetitive nature of conventional therapies can frustrate patients and decrease their discipline in working out the physical therapy program. Serious games have shown promising outcomes when applied to tasks that require human engagement. This research focuses on sharing experiences and lessons learned from designing serious games using VR technology in cooperation with medical experts including rehab physicians, occupational therapists and physiotherapists to identify requirements and to evaluate the game before applying with stroke patients. The game has the objective to create an immersive environment that encourages the patient to exercise for recovery from stroke-induced disabilities. It is delicately designed to fit the stroke sufferers in Thailand, meanwhile, to integrate proper clinical physio therapeutic patterns based on the conventional therapy. Game design challenges for stroke patients and our solutions applied in the games were described. Our results of the preliminary field test revealed positive feedback on enjoyment and game features from physicians and physiotherapists. Finally, technical issues and suggestions for improvement were collected to adjust the game for the clinical trial with stroke patients in the next phase.

Supara Grudpan, Sirprapa Wattanakul, Noppon Choosri, Patison Palee, Noppon Wongta, Rainer Malaka, Jakkrit Klaphajone
Interactive Simulation of DNA Structure for Mobile-Learning

Mobile Augmented Reality (MAR) is considered to be a promising tool in science classes to foster kids’ imagination. In this paper, a parametric simulation method of DNA three-dimensional structure is proposed for middle school biology class. Affine transformation was used to stack and spiral complementary paired nucleotides in three-dimensional space according to the structural parameters of different DNA conformations. The process of vector construction was dynamically simulated by the recognition technologies (i.e., image characteristics and collision detection). The prototype system was developed using mobile technologies, which combines multiple interactive methods (i.e., viewing, listening, touching, and physical objects) to provide users with an appropriate learning and cognitive way. The system is useful for learners (especially K−12 students) to utilize the fragments of spare time outside the class to promote the cognition of DNA. In the future, such technology-assisted education would be a popular open learning form.

Feng Jiang, Ding Lin, Liyu Tang, Xiang Zhou
Augmented Reality Towards Facilitating Abstract Concepts Learning

Chemistry is often regarded as a complex and demanding subject for youth to learn, partly because of abstract concepts that are challenging to depict. These areas require spatial reasoning, defined as the ability to retain, generate and manipulate abstract visual images in space, either physically or mentally. By allowing the superimposition of virtual objects in the real world, Augmented Reality (AR) facilitates students’ understanding of difficult concepts through spatial reasoning by making them visible and allowing for multidimensional perspectives. “Periodic Fable” is an AR serious game targeting 8 to 11-year-old children, designed to teach them basic chemistry concepts of the Periodic Table of Elements in non-formal settings. After designing and implementing the game, we conducted an exploratory study with 36 young participants, using a mixed-method approach. A comparative study between pre- and post-intervention questionnaires and observation results shows a positive learning outcome, demonstrating the potential of this tool in a non-formal context.

Sandra Câmara Olim, Valentina Nisi
Enhancing Whale Watching with Mobile Apps and Streaming Passive Acoustics

Whale watching is a prime example of ecotourism services reaching millions of people worldwide. In this paper, we describe a prototype of a mobile application designed to enhance the whale watching experience. Integrating eco-acoustics and entertainment components, the authors designed an App that enhances customer satisfaction even in the case of distant sighing, which helps preserve animal well-being in this growing ecotourism activity. This paper presents the design and preliminary evaluation of the system, which involves many different components, from usability and presence known scales. We asked 12 participants to conduct several activities, including (i) report a sighting, (ii) classify a cetacean vocal call, and (iii) gather a cetacean photo. Because of the system’s novelty, we report on an extensive evaluation framework, including usability and presence scales reported by 12 whale watchers. We discuss the implications of our findings on the design of future applications for ecotourism services.

Nuno Jardim Nunes, Marko Radeta, Valentina Nisi
Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare

Playful interactions and storytelling become a powerful conduit for educational-entertainment experiences aimed at informing and critiquing social issues. In this paper, we describe the design of a transmedia experience, which uses its separate channels to deconstruct a complex social issue, while maintaining a coordinated and consistent story experience. Tell a Tail explores the welfare issues of companion animals through (1) a branching comic book extended with Augmented Reality scenes, and (2) an immersive 360 $$^{\circ }$$ ∘ documentary about the rescue of abandoned companion animals. Our contribution is the rationale and design of an initial working prototype of the transmedia experience. Initial pilot evaluations revealed that the prototypes were well received, with participants praising the content and the medium used to deliver it. Through reflection on findings of the pilot studies and design decisions of the prototypes, we delineate how the affordances of different XR technologies can be used to inform and raise awareness of a social issue.

Paulo Bala, Mara Dionisio, Sarah Oliveira, Tânia Andrade, Valentina Nisi
Survival on Mars - A VR Experience

It has been a long time since the colonization of Mars was only a point of discussion in science fiction. Today, with the omnipresent topic of the climate change, some people picture Mars as a viable alternative to Earth. This paper describes the major challenges of living on Mars, and explains the implementation of a virtual reality experience on the red planet, built upon those challenges. The interactive simulation confronts people with the potential problems on Mars, and this paper discusses and evaluates the impact on the players opinions as well as their reactions. Results show, that the VR experience affects peoples perception of Mars, however the general desire to settle Mars remains.

Alexander Ramharter, Helmut Hlavacs
Tangible Multi-card Projector-Based Interaction with Physics

We propose a projector-based interaction method and system with fusion of virtuality and reality, supporting participants to interact with real objects like cards physically on the desk or table. An infrared camera is mounted on the micro-projector to detect the hidden markers embedded on cards, while the projector is used to project the generated virtual objects on the surface of cards. When participants move or rotate the tangible cards, the velocity of markers is calculated from the pose change of cards. Especially both the pose and the velocity are used to control the virtual characters which enables participants to interact with virtual objects realistically with the help of physics simulation. Meanwhile, by tracking the multiple cards and orientation projecting, we design a configurable dynamic storyboard system. A variety of examples of interactive scenarios are provided, which verify our method’s validity and extensibility.

Songxue Wang, Youquan Liu, Junxiu Guo
Co-sound: An Interactive Medium with WebAR and Spatial Synchronization

An Internet-based media service platform can control recording processes and manage video and audio data. Furthermore, the design and implementation of an object-based system for recording enable the flexible playback of the viewing contents. Augmented Reality (AR) is a three-dimensional video projection technology. However, there are few examples of its use as a method for audio-visual media platforms. In this study, we propose Co-Sound, which is designed as a multimodal interface that renders object-based AR dynamically in response to various actions from viewers on a web browser by sharing AR objects among multiple devices in real time. We confirmed that the system was developed as an object-based interactive medium with AR, achieved the general acceptance of the system was very high through a questionnaire survey, and low-latency synchronization to accept operations from multiple users in real time.

Kazuma Inokuchi, Manabu Tsukada, Hiroshi Esaki
A Memory Game Proposal for Facial Expressions Recognition in Health Therapies

The recognition of facial expressions has an important role in the communication and interaction between human beings. Researches attest that it is possible to exercise the recognition skills and production of facial expressions with the aid of computational support tools. This article presents Trimemória, a game whose objective to produce a therapeutic playful environment for children with difficulty in recognizing facial expressions. Trimemória seeks to apply classic dynamics of memory games with sensors, in an attempt to increase the integration of the real world with the virtual interactions provided by the game.

Samuel Vitorio Lima, Victor Travassos Sarinho
Augmented Reality Media for Experiencing Worship Culture in Japanese Shrines

With the globalization in recent years, multicultural coexistence has been increasing its presence. This concept aims to create new relationships among people with different cultures through the acceptance of each other’s cultural differences and values. In this study, we will clarify the method of realizing a media that conveys information about visiting shrines, such as the divine messengers, enshrined deities and manners, while emphasizing the acceptability of multi-generational users and the affinity with the installation space. The requirements were established through a survey, and to meet the requirements, a picture scroll was produced that included a screen to project the images and information to supplement those images. Users can put their hands on the images projected on the picture scrolls or place objects to get information about visiting the shrine. A questionnaire survey was conducted among the multigenerational users of the site, from the young to the elderly, to confirm the effectiveness of the experience of visiting the site, as well as their interest in etiquette and knowledge.

Kei Kobayashi, Junichi Hoshino
Customer Service Training VR Game System Using a Multimodal Conversational Agent

Hospitality is the primary focus in many service industries. Staff can improve customer satisfaction by grasping the customer’s situation accurately and responding to it appropriately. To cultivate these skills, we propose a VR training system based on multimodal recognition of the customer’s status during service. A preliminary user study of a claim handling situation is also summarized.

Tomoya Furuno, Yuji Omi, Satoru Fujita, Wang Donghao, Junichi Hoshino

Artificial Intelligence

Frontmatter
Procedural Creation of Behavior Trees for NPCs

Based on an emerging need for automated AI generation, we present a machine learning approach to generate behavior trees controlling NPCs in a “Capture the Flag” game. After discussing the game’s mechanics and rule set, we present the implemented logic and how trees are generated. Subsequently, teams of agents controlled by generated trees are matched up against each other, allowing underlying trees to be refined by learning from victorious opponents. Following three program executions, featuring 1600, 8000 and 16000 matches, highest scoring trees are presented and discussed in this paper.

Robert Fronek, Barbara Göbl, Helmut Hlavacs
Developing Japanese Ikebana as a Digital Painting Tool via AI

In this research, we have carried out various experiments to perform mutual transformation between a domain of Ikebana (Japanese traditional flower arrangement) photos and other domains of images (landscapes, animals, portraits) to create new artworks via CycleGAN, a variation of GANs (Generative Adversarial Networks) - new AI technology that can perform deep learning with less training data. With the capability of achieving transformation between two image sets using CycleGAN, we obtained several interesting results in which Ikebana plays the role of a digital painting tool due to the flexibility and minimality of the Japanese culture form. Our experiments show that Ikebana can be developed as a painting tool in digital art with the help of CycleGAN and opens a new way to create digital artworks of high-abstracted level by applying AI techniques to elements from traditional culture.

Cong Hung Mai, Ryohei Nakatsu, Naoko Tosa
Learning of Art Style Using AI and Its Evaluation Based on Psychological Experiments

GANs (Generative adversarial networks) is a new AI technology that has the capability of achieving transformation between two image sets. Using GANs we have carried out a comparison between several art sets with different art styles. We have prepared four image sets; a flower image set with Impressionism art style, one with the Western abstract art style, one with Chinese figurative art style, and one with the art style of Naoko Tosa, one of the authors. Using these four sets we have carried out a psychological experiment to evaluate the difference between these four sets. We have found that abstract drawings and figurative drawings are judged to be different, figurative drawings in West and East were judged to be similar, and Naoko Tosa’s artworks are similar to Western abstract artworks.

Cong Hung Mai, Ryohei Nakatsu, Naoko Tosa, Takashi Kusumi, Koji Koyamada
Deep Learning-Based Segmentation of Key Objects of Transmission Lines

UAV (Unmanned Aerial Vehicle) inspection is one of the main ways of transmission line inspection, which plays an important role in ensuring the transmission safety. In view of the disadvantages of existing inspection methods, such as slow detection speed, large calculation of detection model, and inability to adapt to low light environment, an improved algorithm based on YOLO (You Only Look Once) v3 is proposed to realize the real-time detection of power towers and insulators. First of all, a data set of power towers and insulators is established, which are inverted and transformed to expand the data volume. Secondly, the network structure of YOLO v3 is simplified and the calculation of the detection model is reduced. Res unit is added to reuse convolution feature. Then, K-means is used to cluster the new data set to get more accurate anchor value, which improves the detection accuracy. Through the experimental demonstration, the accuracy of the proposed scheme for the detection of key parts of the transmission line is 4% higher than the original YOLO, and the detection speed reaches 33.6 ms/frame.

Mingjie Liu, Yongteng Li, Xiao Wang, Renwei Tu, Zhongjie Zhu
Classification of Chinese and Western Painting Images Based on Brushstrokes Feature

Painting is an important witness of the development of human civilization. In the communication and collision of Chinese and Western culture and art, because of the differences in political, geographical, historical and cultural backgrounds of the two countries, we find that there are great differences in the process of creating Chinese and Western art. As an expressive form of painting language, it truly and accurately reflects the painter’s personality and unique psychological activities. The innovation of this article is intended for distinguishing Chinese from Western paintings by leveraging the brushstroke characteristics of paintings carefully. In particular, we run edge detection method and Sobel operator to extract the characteristics of brushstroke; meanwhile, this research uses a 3 * 3 filter of image filtering to obtain image edge line. Considering the continuity of the painting brushstroke, we use morphological operation to remove noise and track to correction, connect and filter the edge of the line that are detected, aiming to extract the brushstroke features of painting. On this basis, combined with the deep learning model, we propose a new Chinese and Western painting classification framework, which helps to describe the style of painting works and improve the accuracy of Chinese and Western painting classification. Regarding Chinese and Western painting database constructed in the article, SVM shows its unique advantages compared with four commonly used classifier methods. In addition, this paper compares the classification based on brushstroke features to that without, the results show that the accuracy of classification based on brushstroke is nearly 10% better.

Liqin Qiao, Xiaoying Guo, Wenshu Li
Role and Value of Character Design of Social Robots

This paper presents on the meaning and value of the “character” of a robot. Through reflection and analysis of the robot development process and demonstration experiments with a robot designed by the authors, it was found that the completeness of the design of each element of the robot—such as its shape, color, sound, and so on—is not important; on the contrary, maintaining overall balance of those elements should take precedence. We considered that the goal of designing the robot was to avoid giving the user “discomfort.” Accordingly, to reach that goal, we confirmed the relationship through which the character of the robot is perceived by humans.

Junichi Osada, Keiji Suzuki, Hitoshi Matsubara

Edutainment and Art

Frontmatter
Clas-Maze: An Edutainment Tool Combining Tangible Programming and Living Knowledge

With the development of computer technology, children’s programming technology has become increasingly mature. However, the current content and form of children’s programming tools are too singular and do not integrate well with daily life skills. In the era of vigorously advocating environmental protection, it is particularly important to cultivate children’s environmental awareness and ability from an early age. The paper described a new edutainment tool named Clas-Maze, for children in 5–9 years old, which combines tangible programming and living knowledge, such as garbage classification. Clas-Maze consists of three parts: Programming blocks which can be used to construct a program to control the garbage’s route, external camera which can be used to collect the information of programming blocks, and the virtual environment which is the execution interface of the system on the computer. We wanted to explore whether the system is helpful to children in learning garbage classification and programming, and the difference between single and collaborative learning. So we conducted a user experiment with 37 children. The results showed that Clas-Maze can help children learn programming and garbage classification. Single and cooperative programming have their own advantages. In order to cultivate children’s ability of decision-making, communication and cooperation, people can choose cooperative programming.

Qian Xing, Danli Wang, Yanyan Zhao, Xueyu Wang
To Binge or not to Binge: Viewers’ Moods and Behaviors During the Consumption of Subscribed Video Streaming

The popularity of internet-distributed TV entertainment services, such as Netflix, has transformed TV consumption behavior. Currently, the level of control viewers have over their TV experiences, along with the release of complete seasons at once, are some of the factors that stimulate the so-called binge-watching phenomenon (the consumption of several episodes of a program in a single sitting). Most of binge-watching studies have focused on viewers’ habits and health effects. This paper presents a study that relates to viewers’ behaviors and moods. It was carried out with 13 young participants at their home, watching online content, collecting physiological, inertial, and self-reported data. We identify and compare binge-watching with non-binge-watching behaviors. Our results suggest that while viewers recur to online serial entertainment in pursuit of leisure related needs, such as relaxation, relief from boredom and escapism, the act of binge-watching tends to make them feel rather unsatisfied with no change in Arousal. Nevertheless, in binge-watching the Positive Affect increases while the Negative decreases. Moreover, watching a single episode only, tends to result in increased arousal and but not necessarily in increased satisfaction. This preliminary finding can be the starting point of fruitful future investigations on unpacking further motives and nuances from this outcome.

Diogo Cabral, Deborah Castro, Jacob M. Rigby, Harry Vasanth, Mónica S. Cameirão, Sergi Bermúdez i Badia, Valentina Nisi
Psychological Evaluation for Images/Videos Displayed Using Large LED Display and Projector

Display of images/videos on a big screen/display, such as digital signage, projection mapping, etc., is becoming popular in the area of entertainment, advertisement, and so on. A comparison of the usage of an LED display and a projector is important for such applications. We have prepared an experimental environment where two types of projection/display using a 200 inch LED display and a 200-inch screen and a projector. Also, two brightness conditions, light-on and light-off, and two types of contents, art content and text content were used for the experiment. Under a total of eight types of environments, we carried out a psychological experiment using 24 participants. Each subject filled a questionnaire based on a five-point semantic differential scale. Based on the analysis of the result, it was revealed that the combination of art content, light-off, and LED display gives far better results than other combinations.

Ryohei Nakatsu, Naoko Tosa, Takashi Kusumi, Hiroyuki Takada
To Borrow Arrows with Thatched Boats: An Educational Game for Early Years Under the Background of Chinese Three Kingdoms Culture

In recent years, the significance of traditional Chinese civilization is gradually recognized by us. Many studies have shown that serious games are profitable for learning, but they have not yet exerted their tremendous effect in the field of traditional culture. To dissemination traditional cultural education, improve cognitive skills and promote children’s interest in learning, we exploited an application using the Unity 3D Game Engine. In this paper, a shooting game is projected with the background of straws boat borrowing arrows, in which children are worked out to complete the collection of arrows through gesture movement and condition selection. In the end, the player’s upbeat test results exhibited that the child’s mental capacities are smoothly advanced in the game.

Hui Liang, Fanyu Bao, Yusheng Sun, Chao Ge, Fei Liang, Qian Zhang
João em Foco: A Learning Object About the Dyslexia Disorder

This paper presents João em Foco, a Learning Object (LO) to help professionals and parents to understand about dyslexia, a specific learning disorder. The LO provides information about diagnosis, treatment and better practices to help the development of people in this condition, overcoming different barriers faced by them. The validation process was performed with Pedagogy students of the State University of Feira de Santana and by the feedback of specialized professionals that deal with dyslexic people from the ABCD Institute, a social organization that disseminates projects that have a positive impact on the lives of people with dyslexia.

Washington P. Batista, Kayo C. Santana, Lenington C. Rios, Victor T. Sarinho, Claudia P. Pereira

3D Modeling

Frontmatter
3D Modeling and 3D Materialization of Fluid Art that Occurs in Very Short Time

We have been creating artworks called “liquid art” utilizing liquid dynamics phenomena. One of the liquid artworks is “Sound of Ikebana” which is created by giving sound vibration to color paints and shooting the phenomenon by a high-speed camera, which has been evaluated as “the artwork includes Japanese beauty.” To investigate further why it is evaluated in such a way and also to seek the possibility of its application in society, we tried to materialize it into 3D objects. As the phenomenon occurs in a very short time of less than one second, we have developed a specific experimental environment consisting of multiple high-speed cameras surrounding a speaker where the phenomenon occurs. Among various technologies to reconstruct the 3D model from multiple 2D images, we have chosen a method called Phase-Only Correlation and developed a 3D mesh model of a snapshot of “Sound of Ikebana.” Also using a 3D printer we have successfully obtained 3D materialized “Sound of Ikebana.”

Naoko Tosa, Pan Yunian, Ryohei Nakatsu, Akihiro Yamada, Takashi Suzuki, Kazuya Yamamoto
A 3D Flower Modeling Method Based on a Single Image

Since the structure of the flower is too complex, the modeling of the flower faces huge challenges. This paper collects 3D scenes containing flower models, uses 3dsMax to extract flower models, and constructs flower dataset. This paper proposes an encoder-decoder network structure called MVF3D and adopted the trained MVF3D network to predict the missing perspective information, use a single RGB image to generate a depth map of flowers from different perspectives, and finally use the depth maps to reconstruct the flower models. To evaluate the performance of our proposed method, for simple flowers, the average chamfer distance between the reconstructed 3D model and the real model is 0.27, The experimental results have shown that our proposed method can preserve the true structure of the flower.

Lin Jiaxian, Ju Ming, Zhu Siyuan, Wang Meili
Dynamic 3D Scanning Based on Optical Tracking

In order to solve the problem that traditional binocular vision 3D scanning requires multiple scans and then registration, a dynamic 3D scanning method based on optical tracking is proposed. The first part is monocular optical scanning, which uses laser stripes as the active light source to achieve the function of 3D scanning. The second part is monocular optical tracking, which realizes the calculation and tracking of the position and posture of the scanning device, and instantly converts the point cloud data obtained by the scanning camera to the tracking camera coordinate system, realizing real-time data registration during the dynamic scanning process. The experimental results show that this method can achieve dynamic scanning to obtain the point cloud information of the object. The accuracy of the scan is about 1 mm in the direction of the $${\mathbf{XOY}}$$ XOY coordinate plane of the coordinate system and about 0.08 mm in the direction of the z-axis. At the same time, the scanning time can be saved by 50% compared with the traditional binocular vision 3D scanning method.

Han Jiangtao, Yao Longxing, Yang Long, Zhang Zhiyi

Animation

Frontmatter
Body2Particles: Designing Particle Systems Using Body Gestures

Body2Particles is an interactive design system that allows users to create complex particle systems using body gestures. Even for skilled animators, adjusting the various parameters for the animation of complex physics systems is a boring task. Common users may feel frustrated in attempting to understand these parameters and their proper usages. To solve these issues, Body2Particles provides an embodied design interface for the animation of complex particle systems. This work focuses especially on the animation of fireworks as it requires the hierarchical construction of multiple particle systems. The proposed user interface takes the user’s body movements as input from depth sensor and outputs firework animation. In our preliminary study, we identified the relationships among the animation parameters and skeleton joints. The system proposed in this study adapts these relationships using predefined parameter constraints and estimates the simulation parameters based on the captured skeleton from a depth sensor. User studies are also conducted to verify the effectiveness and potential uses of this system such as exercise promotion.

Haoran Xie, Dazhao Xie, Kazunori Miyata
Discussion on the Art of Embryonic Form of Computer Animation—the Peepshow

Peepshow is the result of the accumulation of multiple cultures. It is the product of the development of the art form to a certain degree due to the urgency of the aesthetic needs of the public art and the urgency of demand of the upper class society on novel art. As a form of media art, it had played a very active role in cultural communication in a certain social period. With the progress of the times, it has gradually evolved into a folk art culture. The protection and inheritance of the peepshow as an intangible culture is our present task. The peepshow art, the originator of modern computer animation, has a unique artistic charm in traditional art. Below it is planned to study the comparison between the peepshow art and modern computer animation.

Cheng Liang Chen, Wen Lan Jiang
Backmatter
Metadata
Title
Entertainment Computing – ICEC 2020
Editors
Nuno J. Nunes
Prof. Lizhuang Ma
Meili Wang
Nuno Correia
Zhigeng Pan
Copyright Year
2020
Electronic ISBN
978-3-030-65736-9
Print ISBN
978-3-030-65735-2
DOI
https://doi.org/10.1007/978-3-030-65736-9

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