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¤é´Á: 2006.06.16(¶g¤)-2006.18(¶g¤é)
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¥Ñ³Â¬Ù²z¤u¾Ç°|´CÅé¹êÅç«ÇMIT Media Lab¡B°ê¥ß¥xÆW¬ü³NÀ]¡B¤u¬ã°|³Ð·N¤¤¤ß¥D¿ìªº¥xÆW¬ì§ÞÃÀ³N³Ð§@¤u§@§{¡A¥H¥xÆW³Ì¨ã¯S¦âªº¤å¤Æ¡X¡u©]¥«¡v¬°ÃD¡A©ó¤»¤ë¤Q¤»¤é¨ì¤Q¤K¤é¦b¥x¥_µØ¤s¤å¤Æ¶é°ÏÁ|¿ì¤T¤Ñªº¬ì§ÞÃÀ³N¬ã°Q¡C¤u§@§{§Æ±æ¹B¥Î³Â¬Ù²z¤u¾Ç°|´CÅé¹êÅç«Ç´£¨Ñªº¹Bºâ»P·P´ú¬ì§Þ¡A·|¦P³]p¡B«Ø¿v¡BÃÀ³N¡B¸ê°T»P¹q¾÷µ¥¤£¦P»â°ìªº²£¡B©x¡B¾Ç¬É¡A¬°¥xÆW¥»¤g¬ì§Þ¡BÃÀ³N±a
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¤T¤Ñªº¥æ¬y»P³Ð§@¹êÅ礤¡A±N¶i¦æ¤¬°Ê³]p¡]Interaction Design¡^¡BÂX¼W¹ê¹Ò¡]Augmented Reality¡^¡B³q°T¬ì§Þ¡]Telecommunication¡^ªº³]p»P¹ê§@¡C³oÓ¥xÆW«e©Ò¥¼¦³ªº³Ð§@Àô¹Ò¡A¬O ¥Ñ³Â¬Ù²z¤u¾Ç°|´CÅé¹êÅç«Çªº¬ì¾Ç®a»PÃÀ³N³Ð§@®a±a¨Ó·sÆ[ÂI»P§Þ³N¡AÅý¾Ç¥Í¤Î¬ã¨sû¥i¥H¥R¤Àµo®i·Qªk¦Ó¤£¨ü§Þ³N¨î¡A¥Dn¦¨û¥]¬A¤d¨½¦@¶¼±¡¤HªMªºµo©ú®a§õ¨Î¾±¡B¬ã¨s¥¼¨Ó¤H¾÷¤¶±¬ì
§Þªº±i´Âñ¯, ¨H¨|¼w, ªLª@·½, §õ°Èº³¡B³Â¬Ù²z¤u¾Ç°|«Ø¿v¬ã¨s©ÒªL®a¼Ù»P»¯«³µ¾¡AÁÙ¦³¨Ó¦Û¦ÌÄõ¦h¼¯³]p¾Ç°|ªº¹ù¼ü©É, ¥H¤ÎªâÄõ»®º¸¨¯°ò´CÅé¹êÅç«Çªº¿Õ°ò¨È¡]NOKIA¡^¸ê²`¬ãµo¬ì¾Ç®a¨¯ªi¡]Jurgen Scheible¡^µ¥¦h¦ìÃÀ³N¬ì¾Ç®a¡C
¤u§@§{ªºµo°_¤H§õ¨Î¾±«ü¥X¡A¸ó»â°ìªº¦X§@·¥¬°§xÃø¡A¬Æ¦Ü¥i»¡¬O¤£¥i¯àªº¨Æ¡A°£«D¤£¦Pªº»â°ì¶¡¤¬¬Û¾Ç²ß±M·~ª¾ÃÑ¡A¦bÁA¸Ñªº°ò¦¤W¤~¦³¥i¯à¦@¨Æ¡A¦Ó¤u§@§{ªº¥Øªº¡A´N¬O«Ø¥ß¸ó»â°ìªº¤À¨É¥¥x¡AÅý§Þ³NªùÂe°§C¡A¦P®É¤]Åý¬ì§Þªº¨Ï¥Î¥»¤g¤Æ¡C
¦b¦¹¦¸¬¡°Ê¤¤¡A¦³¶W¹L¤»¤Q¦ì¨Ó¦Û¦U¤j±M°|®Õ¡A¤£¦P¬ã¨s»â°ìªº¾Ç¥Í»P¬ã¨sû°Ñ»P¡A¤u§@§{±Nµoªí¦hÓ¥H¥xÆW©]¥«¤å¤Æ¬°ÃDªºÃÀ³N³Ð§@©Î²£«~Âú«¬¡A°£¤F¡u¥x«ÈKTV¡v¡B¡u¦y¥s©]¥«¡v¡B¡u««²C¤T¤Ø¡vµ¥¡AÁÙ¦³¾Ç¥Í¦b³o¤T¤Ñ¤¤¡A»PMIT ¬ì¾Ç®a¸£¤O¿EÀú¥Xªº·sºc·Q»P§@«~¡C
¥D¿ì³æ¦ì:
¬ü°ê³Â¬Ù²z¤u¾Ç°|´CÅé¹êÅç«Ç MIT Media Laboratory
°ê¥ß¥xÆW¬ü³NÀ] National Taiwan Museum of Fine Arts
¤u¬ã°|³Ð·N¤¤¤ß ITRI Creativity Laboratory
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·s¥@¥N³Ð·NÁp·ù NEXT Consortium
¥xÆW¤j¾Ç¹M§G¹Bºâ¹êÅç«Ç Ubicomp Laboratory, NTU
¦¨¥\¤j¾Ç¸ê°T«Ø¿v¬ã¨s«Ç Information Architecture Laboratory, NCKU
¥x¥_ÃÀ³N¤j¾Ç ÃÀ³N»P¬ì§Þ¤¤¤ß Center for Art and Technology, TNUA
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©]¥«¤u§@§{ Nightmarket 2006 (06.16-06.18) ¬¡°Ê®Éµ{ªíAgenda

¤µ¦~«×ªº¡¨©]¥«2006¡¨¡A©µÄò¤F2005 ¦~ªº¨È¬w¯u¹ê°ê»Ú³]p¤u§@Àç2005 ¤¤ªº©]¥«¥DÃD¡C¦b¥h¦~¥V¤Ñ¬°´Á¤¤Ñªº¨È¬w¯u¹ê°ê»Ú³]p¤u§@Àç2005 ¡A³Â¬Ù²z¤u¾Ç°|(MIT)±a¨Óªº¤¬°Ê³]p¤u¨ã»P¹ê§@¸gÅç¡A°Ñ»P¾Ç¥Í̦¨¥\¦a§¹¦¨¤F¡u««²C¤T¤Ø¡v, ¡u¦y¥s©]¥«¡v, ¡u¼v°Ê¡v, »P¡u¥x«ÈKTV¡vµ¥µ¥ªº¤¬°Ê¸Ë¸mÃÀ³N§@«~¡C³o¨Ç§@«~®i²{¤F«Ø¿v¡BÃÀ³N¡B»P³]p¬ÛÃö¬ì¨t¾Ç¥Í̪º³Ð·N»P¹ê§@¯à¤O¡A±N¥xÆW¥»¤g©]¥«ªº¤å¤Æ¯S½èµ²¦X¤F¬ì§ÞÀ³¥Î¡A±a¨Ó¤F¥xÆW¥»¤g¬ì§ÞÃÀ³N³Ð§@ªº·s¤è¦V¡C¨È¬w¯u¹ê°ê»Ú³]p¤u§@Àç2005 ªº¦¨¥\¸gÅç¶Ê¥Í¤F©]¥«2006 ¤u§@§{¡AÂÇ¥ÑÃÀ³N®a̧ó²`¤Jªº¤å¤Æ±´°Q¡A¥[¤W¬ì¾Ç®a̶i¦æµo©ú³Ð§@ªº¹ê§@¯à¤O¡A±N±a¨Ó¥xÆW¥»¤g¬ì§ÞÃÀ³N·sªº³Ð§@¤è¦V¡C
Eat-Eat-Eat, Screaming Market, and Taiker KTV will be presented in SIGGRAPH 2006 in Boston on July 30- Aug. 3, 2006. ««²C¤T¤Ø¡¦, ¡¥¦y¥s©]¥«¡¦, »P¡¥¥x«ÈKTV¡¦µ¥µ¥ªº¤¬°Ê¸Ë¸mÃÀ³N§@«~»P¨È¬w¯u¹ê³]p¤u§@§{ªº¸gÅç, ±N©ó¥þ¥@¬É³Ì¨ãÅv«Âªº¹q¸£¹Ï¾Ç»P¤¬°Ê¬ì§Þ·|ijSIGGRAPH¤W¶i¦æµoªí¡C

TaiKer-KTV enhances the interactivity of the performer and the environment for a more responsive and joyful karaoke space. TaiKer-KTV demonstrates how karaoke players engaged with the song can interact with the whole physical space based on their physical reaction and body movement.
Karaoke (KTV) is very popular in Asia for entertainment and social events. Karaoke TV might reduce people inhibition by focusing people on its screen dance. TaiKer-KTV extends this be requiring people to express themselves with own figures and body movements for on screen performance. KTV is presented from traditional karaoke context, called Tai-Ker KTV (TKTV), which exploits 'head-shaking dance' to enrich the environmental projection as a way to support group performance. The purpose is to amplify 10/10 the group activity phenomenon in KTV and to create an interactive way to enhance the joyful and relaxing atmosphere as well as to enrich the KTV experience with fun.
TaiKer characteristics were implemented into this music Flash KTV, allowing people to influence the karaoke environment with their head shaking dance. TaiKer-KTV responds to the party interactively. Whenever people are nodding or shaking their heads, it enhances the visual experience in the party environment with rotating and blinking lights.
'Tai-Ker,' or 'Taiwanese-style guest' in literal translation, is one particular kind of culture on the lower civic level to which native rock stars claim to belong. In Taiwanese dancing circles, Tai-Ker's always have strong visual images and vivid outfits. They like techno music, patterned design shirt, black suits, white socks on black shoes, blue and white slippers, betel nut, and screaming while dancing...etc. Shaking and nodding heads along with the beat of the techno is a common part of the KTV culture.
In the implementation, an interactive music video was created in Adobe Flash and was projected on a wall. The lyrics go with a nodding head indicator to lead singing and dancing. The video is kept still and dull if it doesn't get enough attention, getting more animated only whenever people dance like Tai-Kers. Furthermore, the more people are engaged, the more special visual effects are applied. Some general rules have been defined for the techniques of the music video:
If one moves his/her body, the image gets clearer.
If one nods his/her head, image switches faster.
If one shakes his head, the environmental light flashes more dramatically.
If there are multiple people participating, the media elements (i.e. symbols, visual effects, texts and recorded screaming voices) have an additive effect, creating a vivid mix of sound and imagery.
The T-KTV system contains a webcam, a video projector, Flash music video and the Attention Meter system, as show in Figure 6. The webcam is used to observe participants, and a video projector outputs the media for singer-machine-audience interaction. The contextual data, including number of participants, their attention, and whether they are moving, nodding, or shaking their head is interpreted by the Attention Meter system, determining the level of movements, especially for Tai-Ker dancing. A typical rave-party anthem-'Mei-Fay-Se-Wu' by Sammi Cheng is selected as the featured song. A Flash movie was implemented based on the song and receives interaction parameters from the Attention Meter, displaying an appropriate response on the wall projection with environmental visual effects.
This system was completely compelling. Around 100 people came up to it and immediately began making strong movements to make the people on the screen dance. Participants spontaneously tried to get others to join. The ease and success at creating a feeling of inhibition in the user was striking.

ScreamMarket is an interactive night-market show that interacts with audience¡¦s attention and feedbacks. This system demonstrated how audience engaged with the performance by monitoring their visual attention and audio feedbacks. The interactive show is implemented in Adobe Flash with Attention Meter as an attention-based triggering mechanism.
The Scream Market presents an animation of two Taiwanese girls if an audience is paying attention to the stage. When the crowd shows their interest and screams, the virtual girls dance and entertain them.
ScreamMarket transformed the Taiwanese traditional night market
experience into a virtual and simulated space. In the beginning, an image of stage in night marketplace is blurred, but it gets clearer when the audiences pay attention to it. If more people are gathering in front of the stage, the dancers will show up. The audience can yell to respond to the stage and get visual feedback.
ScreamMarket is implemented in Flash with Attention Meter. By using a microphone, as the volume of the audience increases, the performers become more active and entertaining. The process of interaction is similar to the behavior that we watch the interactive show or bargain with the hawker in the night market. According to the method of interaction, the users are not simply viewers, but also performers in their own right. 30 people took turns in an exhibition interacting with the ScreamMarket. People were able to figure out and use it within a minute. It constrains output based on the regular environment noise, so that people may need to scream very loudly to interact with the Flash movie. The atmosphere of the interaction creates a realistic simulation of the night market.

Eat-Eat-Eat is a game for visually exploring food alternatives in a night marketplace. The system demonstrates that body motion and audio inputs can be mapped as an avatar inside the projected screen. As moving around to catch the food dropping from the sky, the player needs hold a microphone to yell and speak the name of the food loudly to get the food eaten and counted into scores.
This game was designed under the context of the Taiwanese night marketplace which is full of food, gadgets, toys and clothes. Lots small restaurants and various kinds of food are people's typical impression of a night marketplace. People tend to have lots of different kinds of small dishes during that night. Eat-Eat-Eat collected 20 different typical Taiwanese small dishes.
The game starts after a player loudly speaks "I AM HUNGRAY!" The night market scene begins from small dishes dropping from the sky and moving around the screen. Based on the video input from a WebCAM, the player can control the avatar to move from left to right inside the screen. The player has to yell "EAT" or the name of the dish to catch them and count into scores.
Eat-Eat-Eat system was well-implemented in Adobe Flash. The demonstration in the workshop was stable and compelling. Around 50 people had played this interactive night market eating game. Visitors who played this game all agreed that they felt a bit hungry after seeing the delicious food photos and expressing their desire in eating by speaking the name of dishes loudly.
This game showed its interactivity that uses human body motion and voice-input in a context of night marketplace eating experience. Attention Meter allows tracking body movement as simple external input parameters in Flash. This team also implemented voice-input for multimodal interaction that enables players to yell and speak loudly to interact with the game.
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