ICEC 2010 Special Exhibition


Chair: Jiyoung Lee (CMU ETC)

 

Thursday 09 September

10:00 am - 5 pm

Friday, 10 September

10:00 am - 5 pm



 

The 9th International Conference on Entertainment Computing (ICEC 2010) Exhibition is your best opportunity to explore new technology offered by the world's creative and entertainment industry, including work from the Entertainment Technology Center (ETC) at Carnegie Mellon University.   

 

Now in its 9th successful year, the ICEC exhibition will be including two innovative projects on the iPhone and iPad platforms. One of which aims to create an iPhone game using fluid simulation as a game mechanic. The main concept of the game is to make use of the physical properties of liquid to solve puzzles by utilizing the unique input controls of iPhone such as accelerometer and multi-touch.  The other project is a museum installation designed to expand a museum experience by connecting the interactions at the museum to a website at home. Users create personalized avatars online or on iPad-based kiosk in the front lobby of the museum, and upon returning home, users are able to use their achievements at the museum to compare their avatars’ progress with those of their peers.

 

At ICEC 2010, you will find all the products and services you need for another year of creative achievement. Try the latest systems, talk with the CMU-ETC’s students and Alumni who developed them, and get all the information you need to develop products in a semester. The projects on display are the result of research that combines technology and fine arts to create new processes, tools, and vision for storytelling and entertainment.

 

We are also planning to invite worldwide game, technology and multimedia developers to the ICEC. Please contact us here if you are interested in participating in the ICEC exhibition this year. 

 

   n  CMU ETC Exhibitions:

 

   l  Fluxion

Fluxion is a student pitched project from Entertainment Technology Center(ETC) of Carnegie Mellon University. It aims to create an iPhone game using fluid simulation as game mechanics. The main concept of the game is to make use of physics features of liquid to solve puzzles by utilizing the unique input controls of iPhone such as accelerometer and Multi- Touch. The goal of the project is to develop an immersive game experience and to explore the possibilities of innovative game mechanics based on fluid dynamics. 

 

   l  90 Percent

90% is an ETC project focused on exploring how to simulate and represent the performance of non-verbal subtext in interactive environments. The goal is to design and develop gameplay mechanics that allow players to intuitively control and/or respond to the non-verbal intent (subtext) of non-player characters (NPCs). The initial inspiration has revolved around how to represent the expression of the four basic human emotions (happiness, sadness, anger and fear) as well as a character’s status (high or low). Further ideas could explore layers of interaction that enable players to intensify or minimize emotions and attempt to raise or lower NPC status. This layering could provide gameplay that is easy to learn but would have levels of increasing complexity as players create a characters and have to perform with them consistently given different emotional contexts. The semester goal will be to develop a series of prototype scenarios that demonstrate the theory and application of sub-contextual communication in virtual environments.

 

   l  Bridges: STEM experiences

Bridges is creating a STEM (Science, Technology, Engineering, Math) based game sponsored by the MacArthur Foundation. We will be working in partnership with the Field Museum of Chicago to create Flash based simulation that explores the goal of preventing Asian Carp from invading the waters of Lake Michigan. With the support of the carp scientists at the museum to ensure accuracy, we also aim for our experience to be fun and engaging. Through the game, it is our goal to introduce players to the complex global dilemma of managing invasive species. The game will include the sociological, scientific, and economic roadblocks that tend to slow down effective prevention.

 

   l  Fred Rogers Center - Mad Dash

Mad-Dash! is an iPhone application designed for parents and pre-school children that encourages imaginative free-play, creativity and an active lifestyle. Similar to the popular game 'Mad-Libs’, players fill in the missing blanks of a story with pictures of themselves instead of words, thus becoming part of a story.  In collaboration with the Fred Rogers Center and developed at Carnegie Mellon University’s Entertainment Technology Center, Mad-Dash! explores the use of mobile devices in engaging parents and children in outdoor activities and promoting healthy living.

 

   l  Electric 4 Education

Team E4E is working in collaboration with The Electric Company and Sesame Workshop to create an intergenerational literacy game for 6-9 year olds and their parents. We will be exploring ways to get parents and children engaged together in a game that will boost the child's ability to decode words, comprehend connected text, and build vocabulary. Working with content from The Electric Company and research from the experts at Sesame Workshop, our goal is to make a game that both parents and kids will be excited to play.

 

  l  SPIKE

  SPIKE (Scientific Personalized Interactive Kiosk Exhibit) is a client-sponsored project team designing an integrated network of websites and physical installations for the California Academy of Sciences. The goal of the project is to install a system to expand the Academy experience by connecting the interactions at the museum to the Academy website at home. Users create personalized avatars online or on kiosks in the front lobby of the Academy, and upon returning home, users are able to use their achievements at the Academy to compare their avatars progress with those of their peers.  

 

 

   n   KAIST AIM Lab. Exhibitions: 

 

 l  Markerless Visual Tracking for Augmented Reality Book

The augmented book is the application which augments multimedia elements such as virtual 3D objects, movie clips, or sound clips to a real book using AR technologies. It is intended to bring additional education effects or amusement to users. We presents the markerless visual tracking method which recognizes the current page among numerous pages and estimates its 6 DOF pose in real-time.

 

 l  Ghost Hunter

Ghost Hunter is a handheld augmented reality game system with a dynamic environment which consists of some movable structures and a controller that enables changes in the virtual world.

 

 l  Mr. Maze

Mr. Maze is a simple mixed reality game which is motivated by the classic game "pacman" and makes use of both fiducial marker and markerless tracking. This game consists of two small boards and a large board to which a tilt sensor is attached. At first, we can select the male or female character by locating one of the two small boards near the large board. While playing the game, the character is controlled by tilting the large board in the desired direction to move.

 

 

 n   KIST / Korea University: 

 

  l Wave Touch

WaveTouch is an educational multi-touch game on interactive tabletop with water simulation. The goal of the game is to find hidden ancient treasures that scattered throughout the underwater environment. When users touch the water surface on tabletop, our physically based water simulation engine realistically visualizes water waves. If an treasure is touched, a panel with historical information about the treasure will appear. We found out that entertaining features of the game motivates the users to learn important historical artifacts.

 

 

 n   K'Arts Animation Department: 

 

  l Balancing between Independent and mainstream animation

K'Arts is the only national arts institution in Korea that is founded by the Ministry of Culture and Tourism. Six independent correlative schools under the broad circle of arts are work together actively to achieve higher goals of arts, and under this cooperative spirit.

 

The educational goal is to foster new animation producers (directors and writer/illustrator) with the capability of synthesized direction and operation of contemporary film technology and new media. Centering around the four core course of drawing, story-writing, sound and computer graphic, the curriculum offers expansion of practice and theory in majoring subjects.

 

K'Arts animation department accepts 15 students per year, 60 students are undergraduate, 20 students are in MFA course. Applicant need to be prepared for drawing, narrative and directing skills together. We finalize the new students with performance tests (drawing), portfolio presentation, Interviewing.

 

Every students have to complete 4 animated film including linetest in a whole academic course. Of course, in first year, they started with spot animation and test shot in a course work. From second year (semester three), students must create international standard animation work. They present their "work in progress" 4 times every year in front of every professors and whole students in K'Arts animation dept.

 

K'Arts animation department established the facility KNUANI STUDIO to support the cooperate project of graduates and undergraduates. KNUANI STUDIO is mainly making mainstream animation. There is student animator's power in a success of animation project in mainstream industry. They take part in the project and have done leading role.

 

Website : http://www.knuani.net  

 

 

n   ETRI Smart Game Research Team: 

 

  l Venus Blue

VENUS Blue(Virtual Environment Network User Simulation–Blue Edition) is a professional automated load testing tool for online gaming servers. Using a large number of virtual clients, VENUS Blue creates hundreds to tens of thousands of virtual clients to find out the performance and bottlenecks of online gaming servers and network environment. Virtual users are created by using VENUS Client SDK, a set of APIs to integrate gaming client with VENUS Blue. This is C++ code which can be easily integrated with any online gaming applications.

 

  l Easy QA

Easy QA(Quality Assurance) developed by upgrading VENUS Blue is another version of VENUS Blue. Thus, many features are similar to those of VENUS Blue. The main difference between Easy QA and Venus Blue is the method for creating virtual users. Easy QA creates virtual users by capturing network packets without game code modification. The semi-automated QA process of Easy QA helps to reduce the time needed to test online games.

 

  l ETRI AI (JC Entertainment 'FreeStyle')

ETRI AI is a method for implementing script-based character behavior control offers the benefit of being able to alter character behaviors without recompiling the execution file. ETRI AI includes a probability-based behavior decision system as a means of controlling game character behavior based on a structure that can easily be tuned and is applied in JC Entertainment 'FreeStyle', a commercial game currently being serviced to users. (FreeStyle, serviced in Korea, China, USA, etc, is a famous online street basketball game.)