Intelligent Technologies for Interactive Entertainment: 12th EAI International Conference, INTETAIN 2020, Virtual Event, December 12-14, 2020, ... and Telecommunications Engineering)
معرفی کتاب «Intelligent Technologies for Interactive Entertainment: 12th EAI International Conference, INTETAIN 2020, Virtual Event, December 12-14, 2020, ... and Telecommunications Engineering)» نوشتهٔ Navid Shaghaghi (editor), Fabrizio Lamberti (editor), Brian Beams (editor), Reza Shariatmadari (editor), Ahmed Amer (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 12th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2020. Due to COVID-19 pandemic the conference was held virtually. The 19 full papers were selected from 49 submissions and present novel, and innovative work in areas including in art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction or entertainment experience. The papers are grouped in sessions on thematical issues on Big Ideas and Ethics; Haptics, Audio, and Internet of Things (IoT); Industry and Government; Machine Learning (ML); and Extended Reality (XR) and Human Computer Interaction (HCI). Preface Organization Contents Big Ideas and Ethics Designing Serious Games for the Mitigation of the Impact of Massive Shootings in a Mexican Environment 1 Introduction 2 Serious Games and Disaster Risk Management 3 Design Against Crime and Serious Games 4 Designing Serious Games for the Mitigation of the Impact of Massive Shootings in a Mexican Environment 5 Life Oppression 6 Discussion and Conclusion References An Ethical Code for Commercial VR/AR Applications 1 Introduction 2 Existing Codes of Ethics 3 Ethical Issues in AR/VR 3.1 Data Collection and Privacy 3.2 Content 3.3 Nudges 3.4 User Experience/Harm 3.5 Dissociation/Derealization 3.6 The Special Case of Children 4 A Code of Ethics for VR/AR: Designing for the Common Good 5 Conclusion References On Trusting a Cyber Librarian: How Rethinking Underlying Data Storage Infrastructure Can Mitigate Risksof Automation 1 Introduction 2 Related Work: The Problem of Flawed Librarians 3 The Proponents and Opponents of Cyber-Archivists 4 Trusting the Cyber-Archivist – MultiVerse 4.1 Using MultiVerse 4.2 Ethical Considerations 5 Concluding Remarks and Further Applications References ToDI: A Taxonomy of Derived Indices 1 Motivation 2 Background 2.1 Data 2.2 Metadata 2.3 Index 3 Related Work 4 Taxonomy: Assumptions, Structure, and Derivatives of Referential Data 4.1 Taxonomy Assumptions 4.2 Taxonomy of Derived Indices (ToDI) 4.3 Taxonomy's Structure and Hierarchy 5 Future Work 6 Concluding Remarks A Appendix A.1 Taxonomy and Associated Descriptors References Haptics, IoT, and Audio Plug-and-Play Haptic Interaction for Tactile Internet Based on WebRTC 1 Introduction 2 Related Literature 3 Proposed PnP Communication System 3.1 HAV Handshake 3.2 Tactile Internet Metadata (TIM) 3.3 HAV Media Communication 4 Implementation on WebRTC 4.1 TIM 4.2 HAV Handshake 4.3 HAV Media Communication 4.4 Tele-Writing Demonstration 5 Experimental Results 6 Conclusions References SwingBeats: An IoT Haptic Feedback Ankle Bracelet (HFAB) for Dance Education 1 Introduction 2 Background 2.1 History 2.2 Motivation 3 Existing Products 3.1 Metronomes 3.2 Haptic Socks 4 SwingBeats Haptic Feedback Ankle Bracelets (HFABs) 4.1 Hardware 4.2 3D Printing 4.3 Software 5 User Testing 5.1 Methodology 5.2 Results 5.3 Feedback 6 Work in Progress 6.1 Increasing Vibration Intensity 6.2 Addition of a Second Dimension of Vibration 6.3 SwingBeats Phone Application UI Improvements 6.4 Direct BLE Connection Between Phone and both Left and Right HFABs 6.5 Programming Warm Ups 6.6 Dance Intensity Measurement 7 Future Work 7.1 Recording Dances 7.2 Real Time Instruction 7.3 Enabling Group Choreography 7.4 Real Time Choreography Puppeteering 7.5 Case Improvements 7.6 Custom PCB 8 Conclusion References Mona Prisa: A Tool for Behaviour Change in Renewable Energy Communities 1 Introduction 2 Related Work 2.1 Renewable Energy Community 2.2 Energy, Water Feedback and Smart Meters 3 Method 3.1 Context of the Renewable Energy Community 3.2 Focus Groups 4 Development of the Prototype 4.1 Focus Group Results 4.2 Focus Group Conclusion and Design Requirements 4.3 Content Development 4.4 Hardware Development 4.5 Software Development 5 Conclusion and Future Work References GrainSynth: A Generative Synthesis Tool Based on Spatial Interpretations of Sound Samples 1 Introduction 2 Background 2.1 Generative Art 2.2 Audio Visualization 2.3 Feature Extraction 2.4 Dimensionality Reduction 2.5 Gestalt Theory of Perception 3 Creative Workflow 3.1 Generating Electronic Soundscapes 3.2 Sample Generation 3.3 Chunks to t-SNE 3.4 Visualizing the Sound Manifold 4 The Granular Synthesizer 4.1 User Experience Testing 4.2 Results 5 Future Work 6 Conclusion References Modeling Audio Distortion Effects with Autoencoder Neural Networks 1 Introduction 2 Background 2.1 WaveNet 2.2 Autoencoders 3 Design and Implementation 3.1 Deep Autoencoder 3.2 Convolutional Autoencoder 3.3 Dataset 3.4 Training 4 Results and Analysis 4.1 Deep AE 4.2 Convolutional AE 5 Conclusions and Future Work References Industry and Government Investors Embrace Gender Diversity, Not Female CEOs: The Role of Gender in Startup Fundraising 1 Background 2 Methodology 2.1 Data Collection 2.2 Attribute Statistics 3 Data Analysis 3.1 Analysis by Industry 3.2 Average Funding by Industry 3.3 Analysis by Geography 4 Predictive Models 4.1 Feature Selection 4.2 Model Analysis 5 Conclusions and Recommendations 5.1 Implications for Machine Learning Modeling for Investment Decisions 5.2 Discussion and Policy Implications A Appendix References A Tool for Narrowing the Second Chance Gap 1 Introduction 2 Terminology 3 Gap Sizing Methodology 4 Motivation for Automation of Expungement Eligibility Determination 5 Related Work 6 Paper Prison Expungement Tool 7 Methodology 8 Implications and Impact 9 Work in Progress 9.1 Addition of More States 9.2 Automated Expungement Paperwork Preparation 9.3 Chatbot Functionality References Machine Learning, Education and Training Is Learning by Teaching an Effective Approach in Mixed-Reality Robotic Training Systems? 1 Introduction and Background 2 Materials and Methods 2.1 Technologies 2.2 Experience Design and Implemented Variants 3 Experimental Results 3.1 Experiment Design 3.2 Results and Discussion 4 Conclusions and Future Work References Neuroevolution vs Reinforcement Learning for Training Non Player Characters in Games: The Case of a Self Driving Car 1 Introduction 2 Background 2.1 Reinforcement Learning 2.2 Neuro-Evolution 2.3 State of the Art 3 Experimental Setup 3.1 Neuroevolution of an Autonomous Car Controller 3.2 Reinforcement Learning of an Autonomous Car Controller 3.3 Data Collection 4 Results 5 Discussion 5.1 Biases 6 Conclusion 7 Future Works References Training Medical Communication Skills with Virtual Patients: Literature Review and Directions for Future Research 1 Introduction 2 Literature Review Protocol 3 Results and Discussion 3.1 Instructional Design 3.2 Technical Features 3.3 Effectiveness of Design Elements 4 Open Areas of Research 5 Conclusion References XR and HCI Handheld vs. Head-Mounted AR Interaction Patterns for Museums or Guided Tours 1 Introduction 2 State of the Art 2.1 Interaction Patterns 3 Comparing Interaction Styles and Technical Solutions of HHD and HMD with Cultural Heritage Use Cases 3.1 General Interaction Styles of HHD and HMD 3.2 Technical Solutions of Mixing Virtual Objects with the Real World 3.3 Identifying General Repeatable Use Cases in a Museum Visit 3.4 Current Interaction Patterns in a Cultural Heritage Context 4 Transferring Digital Content from Tablet to HoloLens 2 4.1 Example: Interaction Pattern in the Spirit Project 4.2 Options for Transferring the Interaction Pattern from HHD to HMD 5 Conclusion References Design and Analysis of a Virtual Reality Game to Address Issues in Introductory Programming Learning 1 Introduction 2 Related Works 2.1 Virtual Reality and Game-Based Learning 2.2 Research Gaps 3 Methodology 3.1 System Considerations 3.2 Abstract Nature of Programming Concepts 3.3 Misconceptions of Programming Concepts 3.4 Motivation 4 System Evaluation 5 Discussion 6 Conclusion and Future Work References Low-Complexity Workflow for Digitizing Real-World Structures for Use in VR-Based Personnel Training 1 Introduction 1.1 Virtual Environments and VR-Based Personnel Training 2 Real-World Object Digitization Techniques 2.1 Photogrammetry and Laser Scanning 2.2 Manual 3D Modeling 2.3 Hybrid Techniques 2.4 Parametric/Procedural Modeling 3 Methodology 3.1 The “Low-Complexity Method” 3.2 Reference Image Collection 3.3 Asset Modularization and Component Modeling 3.4 Shader Definitions 3.5 Virtual Scene Creation 4 Discussion 5 Conclusion References Acceleration of Therapeutic Use of Brain Computer Interfaces by Development for Gaming 1 Introduction 2 BCI Gaming 2.1 Traditional Gaming 2.2 VR Gaming 3 Digital Therapeutics 3.1 Traditional Neurofeedback 3.2 Enhancement of Digital Therapeutics with VR Features 4 BCI Neurofeedback in VR 4.1 Mandala Flow State 5 Challenges to VR Neurofeedback 6 Conclusions References KeyLight: VR System for Stage Lighting 1 Introduction 1.1 Background 1.2 Approach 1.3 Lighting Terminology 1.4 The Magic Sheet 2 Related Work 3 Key Light System 3.1 Overview 3.2 Current Steps for Use of KeyLight 3.3 Design Choices 3.4 Commands 3.5 Future Developments 4 Results 4.1 Summary of Findings 4.2 Improvements Needed 5 Discussion 6 Conclusion References Author Index
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