This paper describes an ambient intelligent prototype known as socio-ec(h)o.socio-ec(h)o explores the design and implementation of a system for sensing and display, user modeling, and interaction models based on a game structure. The game structure includes, word puzzles, levels, body states, goals and game skills. Body states are body movements and positions that players must discover in order to complete a level and in turn represent a learned game skill. The paper provides an overview of background concepts and related research. We describe the prototype and game structure, provide a technical description of the prototype and discuss technical issues related to sensing, reasoning and display. The paper contributes by providing a method for constructing group parameters from individual parameters with real-time motion capture data; and a model for mapping the trajectory of participant's actions in order to determine an intensity level used to manage the experience flow of the game and its representation in audio and visual display. We conclude with a discussion of known and outstanding technical issues, and future research.
In this paper, we describe the development of a gesture interface toolkit that has been applied to an application of tactile gesture recognition within an artificial life environment. The goal is to design a gestural semantics of caress, in which qualitative attributes of gesture are expressed as a function of tactility. A touch-sensitive tablet capable of detecting multiple simultaneous contacts was used to provide a source of tactile gestures (stroking, pressing, tapping, wrapping, spreading, pinching, nudging) which were then interpreted by the software as events to be sent to the active creature in the environment. Participants could observe the creature reactions within a three-dimensional immersive display system.
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