N. Ziliotto Salamon
Please Note
17 records found
1
Adding energy-saving products to your house can benefit the economy, the environment and your living comfort. However, these products are very costly, and many people cannot afford them using their own savings. There exist several options for funding these projects, but people do not take advantage of such due to lack of information and the common negative view on using external funding. Psychological objections on taking loans include future time perspective, perception of short time rewards and connotation of loans itself. This paper presents a serious game aimed at changing people’s mindset on taking loans to retrofit energy into their homes; Supreme Green Time Machine is a tycoon game in which you can acquire energy-saving products for your home. A main mechanic in the game is the opportunity to take loans to fund the purchase of these upgrades. Combined with other underlying mechanics, such as the time progress and social feedback, the game targets the different psychological objections to long term loans for home retrofitting. From a preliminary evaluation, we conclude that Supreme Green Time Machine effectively succeeds in making players more positive towards using loans to retrofit their homes.
Misusing mobile phones to break the ice
The tabletop game Maze Maestro
In recent years there has been an increasing shift from traditional work to knowledge work. Students are not always well prepared for such a work mode and struggle with time and energy management, leading to stress and long unhealthy study sessions. There are many applications aimed at developing productivity habits. A few of them are somewhat gamified, although they are especially focused on real-world to-do lists, lacking a strong narrative and appeal, especially to students. We present the serious game BusyBusy, specifically designed for college students. The game revolves around the capture and reflection steps of David Allen’s Getting Things Done methodology. By simulating aspects of student life, BusyBusy facilitates students to practice capturing action-related thoughts in their real life and reflect upon study activity choices in an entertaining and engaging environment.
Motion blur in a photo is the consequence of object motion during the image acquisition. It results in a visible trail along the motion of a recorded object and can be used by photographers to convey a sense of motion. Nevertheless, it is very challenging to acquire this effect as intended and requires much experience from the photographer. To achieve actual control over the motion blur, one could be added in a post process but current solutions require complex manual intervention and can lead to artifacts that mix moving and static objects incorrectly. In this paper, we propose a novel method to add motion blur to a single image that generates the illusion of a photographed motion. Relying on a minimal user input, a filtering process is employed to produce a virtual motion effect. It carefully handles object boundaries to avoid artifacts produced by standard filtering methods. We illustrate the effectiveness of our solution with various complex examples, including multi-directional blur, reflections, multiple objects, and illustrate how several motion-related artistic effects can be achieved. Our post-processing solution is an alternative to capturing the intended real-world motion blur directly and enables fine-grained control of the motion-blur effect.
Musicality
A Game to Improve Musical Perception
Musicality is the concept that refers to a person’s ability to perceive and reproduce music. Due to its complexity, it can be best defined by different aspects of music like pitch, harmony, etc. Scientists believe that musicality is not an inherent trait possessed only by musicians but something anyone can nurture and train in themselves. In this paper we present a new game, named Musicality, that aims at measuring and improving the musicality of any person with some interest in music. Our application offers users a fun, quick, interactive way to accomplish this goal at their own pace. Specifically, our game focuses on three of the most basic aspects of musicality: instrument recognition, tempo and tone. For each aspect we created different mini-games in order to make training a varied and attractive activity.
MainTrain
A Serious Game on the Complexities of Rail Maintenance
Commuters who travel by train often feel annoyed due to misunderstanding the causes of delays in train traffic. They oftentimes are unaware of the necessity of performing maintenance to stations, tracks, and trains. MainTrain is a serious game developed to teach commuters about rail-maintenance while simulating the difficulty of keeping passengers happy. It is a fast-paced strategy game with a top-down view in which a player can perform maintenance actions on stations, tracks, and trains. By using commuter happiness as a base metric, MainTrain attempts to elicit empathy from players dissatisfied with scheduled maintenance so that they gain a better appreciation of the need for scheduled maintenance. This is coupled with the need to schedule maintenance for several components of a rail network, encumbering a player while teaching them about different aspects of rail maintenance. To examine the effectiveness of the game, the results of a user study are presented.
Burning fossil fuels is a big part of our heat production. Since this process is both non-renewable and polluting, finding other options is important. A clean and underutilized alternative is geothermal energy. However, it is often not considered due to sheer ignorance or misconceptions. HotPipe is a serious game designed to alleviate these problems, particularly among youth populations. Players control a drill to create geothermal wells solving a variety of puzzles, which introduce relevant cases for geothermal heating and show what geothermal wells are made of. The game focuses primarily on conveying the concepts of water circulation, relation between temperature and depth, androck type proprieties. From our game evaluation, players revealed a solid improvement on their geothermal energy knowledge.
newly-formed teams. ...
newly-formed teams.
ShutterApp
Spatio-temporal Exposure Control for Videos
A camera's shutter controls the incoming light that is reaching the camera sensor. Different shutters lead to wildly different results, and are often used as a tool in movies for artistic purpose, e.g., they can indirectly control the effect of motion blur. However, a physical camera is limited to a single shutter setting at any given moment. ShutterApp enables users to define spatio-temporally-varying virtual shutters that go beyond the options available in real-world camera systems. A user provides a sparse set of annotations that define shutter functions at selected locations in key frames. From this input, our solution defines shutter functions for each pixel of the video sequence using a suitable interpolation technique, which are then employed to derive the output video. Our solution performs in real-time on commodity hardware. Hereby, users can explore different options interactively, leading to a new level of expressiveness without having to rely on specialized hardware or laborious editing.
Loud and clear
The VR game without visuals
While visual impairment is relatively common, most sighted people have no idea of what it is like to live without one of the most heavily utilised senses. We developed the game Loud and Clear in order to have them experience the difficulties of being visually impaired, as well as to put in evidence the abilities blind people have developed, which sighted people mostly lack. In this game without visuals, the player has to rely solely on audio to complete objectives within the game. The game consists of a number of puzzle rooms the player has to solve. These puzzles illustrate the challenges of being blind in a playful setting, and challenge the player to use different auditory skills that are key to achieving objectives without vision, such as sound localisation, sound recognition and spatial orientation. The game uses audio spatialisation techniques to give the player a realistic and immersive auditive experience. Preliminary tests of this game show that players acknowledge the initial high difficulty of ‘living’ as a blind person, to which eventually they were able to somehow adapt. In addition, players reported feeling both immersed and educated by the experience.
In order to support the creation of sustainable and healthy ecosystems, citizens should have knowledge of the necessary maintenance needed. For example, they should be aware of the challenges of maintaining proper urban surface waters, so that they can take on a responsible and proactive role. Ideally, citizens should acquire this knowledge from an early age. We describe the design, implementation, and evaluation of the serious game Hydro Hero, aimed at forming and reinforcing this awareness and reasoning. Hydro Hero is an infinite runner game with extended minigames, which show both what should not be on the canals as well as why they should be removed. We assessed the ability of Hydro Hero to teach young children about canal maintenance by combining a questionnaire with open-ended play-testing sessions at a science museum. On average, players were able to improve their ability to justify why certain items should be removed or left in a canal. It has not been fully confirmed that Hydro Hero conveyed this specific knowledge, due to the absence of quizzing beforehand. However, given the high participants’ engagement, we consider the game to have contributed to their awareness about the importance of canal cleaning for a sustainable urban environment.
IMOVE
A Motion Tracking and Projection Framework for Social Interaction Applications
In public places such as malls, train stations, and airports, there is a constant flow of people either waiting or commuting. Even though people at these locations are surrounded by many other individuals, mostly there is little social interaction, which generally creates a gloomy atmosphere. Any applications promoting social interactions are a welcome addition. We present IMOVE, an interactive framework aimed at facilitating the development of such applications. It offers a combination of motion tracking and projection methods which makes it easier to create interactive experiences and games, tailored to motivate people to move around, explore, and, most importantly, interact with each other in a fun way. People moving around trigger events and effects, interacting with the applications using their body movements or even collaboratively working towards an outcome. IMOVE was validated by means of a variety of applications in a real scenario, the entrance hall of a busy public building: the classic Pong game, a collaborative and accessible casual game (Save the Turtles!), and a procedural visual art generator based on game mechanics (Light Trails). All applications have been successfully running for the past year. The IMOVE framework is freely available online and it has been shown to be particularly suited and accessible to novice game and interactive application developers for large public spaces.
STAR
Superhuman training in augmented reality
The goals of Superhuman Sports games include to involve physical activity and enhance the skills and abilities of a human through technology. They are played for fun, competition or to improve the players’ health condition. To meet these goals, we designed and developed STAR: Superhuman Training in Augmented Reality, an augmented reality adventure shooter, and implemented it on the Microsoft Hololens. Our game promotes physical activity by making you avoid dangerous enemies and gather energy to deal with this threat while navigating a narrow path above lava. Social interaction is stimulated by its multiplayer mode, in which players have to work together to destroy an energy core. Player testing showed that we achieve our goal of physical exercise by making the player move at a pace slightly less than brisk walking and that the game is fun and immersive. These results show that STAR is a promising step in the right direction for the development of superhuman sports using augmented reality.
Relying on a minimal user input, a filtering process is employed to produce a virtual motion effect. It carefully treats object boundaries to avoid artifacts produced by standard filtering methods. We illustrate the effectiveness of our solution with various complex examples, including multiple objects, reflections and high intensity light sources. Our post-processing solution can achieve a convincing outcome, which makes it an alternative to attempting to capture the
intended real-world motion blur. ...
Relying on a minimal user input, a filtering process is employed to produce a virtual motion effect. It carefully treats object boundaries to avoid artifacts produced by standard filtering methods. We illustrate the effectiveness of our solution with various complex examples, including multiple objects, reflections and high intensity light sources. Our post-processing solution can achieve a convincing outcome, which makes it an alternative to attempting to capture the
intended real-world motion blur.
...