By Pedro Centieiro, Teresa Romão, A. Eduardo Dias (auth.), Anton Nijholt, Teresa Romão, Dennis Reidsma (eds.)
This booklet constitutes the refereed convention court cases of the ninth overseas convention on Advances in computing device leisure, ACE 2012, held in Kathmandu, Nepal, in November 2012. the ten complete paper and 19 brief papers provided including five papers from the detailed song Arts and tradition and 35 prolonged abstracts have been conscientiously reviewed and chosen from a complete of a hundred and forty submissions in all different types. The papers conceal subject matters throughout a large spectrum of disciplines together with machine technological know-how, layout, arts, sociology, anthropology, psychology, and advertising. targeting all components with regards to interactive leisure they target at stimulating dialogue within the improvement of latest and compelling leisure computing and interactive artwork recommendations and applications.
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Extra info for Advances in Computer Entertainment: 9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012. Proceedings
The rotary encoder detects the degree of rotating speed variation caused by the thumb’s pressure and the system then calculates the rotation rate of the motor. Thus, fixed rotation rate Rfixed is represented as Eq. (2). Ractual is the actual rotation rate of the roller, which is calculated by the rotary encoder. a is a positive constant less than 1. (2) This equation means that the rotation of the motor increases with depression of the motor’s rotation caused by the thumb’s pressure (which is equal to the difference between the rotation rate of motor R and the actual rotation rate Ractual extracted by the rotary encoder).
3. A free applause challenge after a goal. 4. A synchronized applause challenge, which was based on a Portuguese chant. Lastly, at the end of each test session, users were asked to answer a questionnaire to evaluate WeApplaud’s level of entertainment and usability. This questionnaire is detailed in the next sub-section. 2 Questionnaire The first part of the questionnaire gathered users’ personal data, such as age, gender, and their familiarity with new technologies. It also included questions related to the users’ habits while watching sports events: how often do they watch live sports; how often do they watch sports on television; which additional devices do they use while watching live sports events on television and which activities do they perform while interacting with them.
Another improvement we plan is to add a function for users to draw something on the display themselves. This would support the whole experience of a flipbook, including the phase of creating one. 5 Conclusions We proposed a novel book-shaped device for flipbooks called Paranga that effectively recreates both the physical features of paper books and e-book interactivity. We investigated what happens when people turn pages and reproduced it by implementing a roller mechanism that detects how fast a user is turning pages and supplies him/her with the tactile feedback of turning pages on his/her thumb.