7 research outputs found
Optimal configuration of active and backup servers for augmented reality cooperative games
Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated. For instance, gamers endowed with Augmented Reality (AR) visors connected as wireless nodes in an ad-hoc network, can interact with each other while immersed in the game. To enable this vision, we discuss here a hybrid architecture enabling game play in ad-hoc mode instead of the traditional client-server setting. In our architecture, one of the player nodes also acts as the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network i.e. due to low energy level of the currently active server. This allows to have a longer gaming session before incurring in disconnections or energy exhaustion. In this context, the server election strategy with the aim of maximizing network lifetime is not so straightforward. To this end, we have hence analyzed this issue through a Mixed Integer Linear Programming (MILP) model and both numerical and simulation-based analysis shows that the backup servers solution fulfills its design objective
Hybrid books for interactive digital storytelling : connecting story entities and emotions to smart environments
Nowadays, many people use e-books, having high expectations regarding their reading experience. In the case of digital storytelling, enhanced e-books can connect story entities and emotions to real-world elements. In this paper, we present the novel concept of a Hybrid Book, a generic Interactive Digital Narrative (IDN) artifact that requires seamless collaboration between content and smart devices. To that end, we extract data from a story and broadcast these data in RDF as Linked Data. Smart devices can then receive and process these data in order to execute corresponding actions. By following open standards, a Hybrid Book can also be seen as an interoperable and sustainable IDN artifact. Furthermore, according to our user-based evaluation, a Hybrid Book makes it possible to provide human sensible feedback while flipping pages, enabling a more enjoyable reading experience. Finally, the participants positive willingness to pay makes it possible to generate more revenue for publishers
Applying Virtual and Augmented Reality in Cultural Computing
We are exploring a new application of virtual and
augmented reality for a novel direction in human-computer
interaction named âcultural computingâ, which aims to provide a
new medium for cultural translation and subconscious
metamorphosis. In this application both virtual and robotic
agents are employed as an interactive dialogue figure. The main
objective of this project is to create an interactive installation
named ALICE that encourages people in Western culture to
reflect on themselves, based on the narrative of âAliceâs
Adventures in Wonderlandâ which address issues such as logic,
rationality, and self
Applying Virtual and Augmented Reality in Cultural Computing
We are exploring a new application of virtual and augmented reality for a novel direction in human-computer interaction named âcultural computingâ, which aims to provide a new medium for cultural translation and unconscious metamorphosis. In this application both virtual and robotic agents are employed as an interactive dialogue figure. The main objective of this project is to create an interactive installation named ALICE that encourages people in Western culture to reflect on themselves, based on the narrative of âAliceâs Adventures in Wonderlandâ which address issues such as logic, rationality, and self
Applying Virtual and Augmented Reality in Cultural Computing
<p>We are exploring a new application of virtual and augmented reality for a novel direction in human-computer interaction named âcultural computingâ, which aims to provide a new medium for cultural translation and subconscious metamorphosis. In this application both virtual and robotic agents are employed as an interactive dialogue figure. The main objective of this project is to create an interactive installation named ALICE that encourages people in Western culture to reflect on themselves, based on the narrative of âAliceâs Adventures in Wonderlandâ which address issues such as logic, rationality, and self.</p