Intelligent Technologies for Interactive Entertainment: by Anton Nijholt, Dennis Reidsma, Hendri Hondorp

By Anton Nijholt, Dennis Reidsma, Hendri Hondorp

This e-book constitutes the complaints of the third foreign convention on clever applied sciences for Interactive leisure (INTETAIN 09). The papers specialise in themes equivalent to emergent video games, exertion interfaces and embodied interplay. extra themes are affective person interfaces, tale telling, sensors, tele-presence in leisure, animation, edutainment, and interactive paintings.

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Rookhuiszen and M. ”). The instructions do not prevent the user from triggering an alarm while walking around. As soon as he triggers an alarm he has lost the game. In short, the system does not exactly tell the user where to go but leaves the navigation choices open. This is illustrated in Figure 1(b): the user is warned that he is getting closer (“warmer”) to the button to be pushed, but he still has to decide for himself whether to go left or right. It is expected that this makes it more interesting to play the game, although it will probably decrease the efficiency and increase the playing time.

7). 3 Current State and Work in Progress The system operates in real-time on a laptop computer equipped with a regular webcam at the VGA resolution. Operation runs at around 15 frames per second. 26 Y. Aghajan et al. Fig. 7. The user can select various clothing configuration for the avatar. The viewpoint, lighting condition, and wall posters can also be set by the user. Fig. 8. The body size and proportions of the avatar can be selected by the user or be set to reflect the user’s build or fitness indexes such as BMI and WHR The existing exercise set involves upper body movements, while on-going work consists of embedding several exercise routines in the silhouette database bank, extending the analysis to full body, and the mapping of user’s body proportion and fitness information such as body mass index (BMI) and waist-to-hip ratio (WHR) values.

This was easy to understand, especially for new users; however it was very annoying for more experienced users. In our first attempt at implementing our own NLG system, all instructions to get to a button were combined into one sentence. More experienced users did perform better with this system than with the example system (they used less time, and found the instructions clearer), but inexperienced users could not handle the increased complexity of the instructions. Because of this difference between new and more experienced users we decided to design a framework with three different levels.

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