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A cross-platform, remotely-controlled mobile avatar simulation framework for AmI environments

Published: 24 November 2014 Publication History

Abstract

Nowadays, users are able to interact with digital content using their mobile devices almost everywhere and anytime due to the increased power, portability, and ubiquitous connectivity of mobile devices. This paper presents the design and implementation of a novel, remotely controlled for the purposes of edutainment and instructor-student interaction, three-dimensional full body avatar gamification framework. The main innovation introduced focuses on multi-presence gamified educational scenarios in multiple desktop computers and mobile devices. Thus the remotely-controlled avatar can act as a guide, assistant or information presenter for novel, cross-platform Ambient Intelligence (AmI) edutainment scenarios. In detail, the avatar's role depends on the requirements of the AmI client applications as these are propagated remotely (using remote procedure calls). Examples of remote function invocations include real-time 3D biped skinned animations, text-to-speech, producing facial expressions and presenting multimedia content.

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Cited By

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  • (2019)BricklAyeR: A Platform for Building Rules for AmI Environments in ARAdvances in Computer Graphics10.1007/978-3-030-22514-8_39(417-423)Online publication date: 12-Jun-2019
  • (2017)The Farm Game: A Game Designed to Follow Children’s Playing MaturityInteractivity, Game Creation, Design, Learning, and Innovation10.1007/978-3-319-55834-9_3(20-28)Online publication date: 18-Mar-2017
  • (2015)Employing Ambient Intelligence Technologies to Adapt Games to Children’s Playing MaturityUniversal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being10.1007/978-3-319-20684-4_56(577-589)Online publication date: 18-Jul-2015

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  1. A cross-platform, remotely-controlled mobile avatar simulation framework for AmI environments

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    cover image ACM Other conferences
    SA '14: SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications
    November 2014
    80 pages
    ISBN:9781450318914
    DOI:10.1145/2669062
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 24 November 2014

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    Author Tags

    1. ambient intelligence
    2. biped skeletal animation
    3. design
    4. experimentation
    5. human factors virtual assistant
    6. lip-synchronization
    7. performance
    8. presence
    9. text to speech
    10. virtual character simulation

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    SA'14
    SA'14: SIGGRAPH Asia 2014
    December 3 - 6, 2014
    Shenzhen, China

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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    Cited By

    View all
    • (2019)BricklAyeR: A Platform for Building Rules for AmI Environments in ARAdvances in Computer Graphics10.1007/978-3-030-22514-8_39(417-423)Online publication date: 12-Jun-2019
    • (2017)The Farm Game: A Game Designed to Follow Children’s Playing MaturityInteractivity, Game Creation, Design, Learning, and Innovation10.1007/978-3-319-55834-9_3(20-28)Online publication date: 18-Mar-2017
    • (2015)Employing Ambient Intelligence Technologies to Adapt Games to Children’s Playing MaturityUniversal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being10.1007/978-3-319-20684-4_56(577-589)Online publication date: 18-Jul-2015

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