New Book Published! Entertaining the Whole World

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Entertaining the whole world

Entertaining the Whole World

  • Shows how developing and transitioning leading-edge new media and human interface technology can help developing countries to be creative content creators and part of a high impact global market
  • Explores how art and culture in the developing world can lead to unique computer entertainment and applications
  • Shows how easily available, inexpensive off-the-shelf technologies can be utilized in the design and creation of new entertainment technologies by researchers and practitioners

‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).

Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.

Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ‘How can we convert consumers of entertainment into creators of entertainment?’ ‘How can digital entertainment make a contribution to the emerging world?’.

Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc will find this a valuable resource in developing new products and new markets.

Series: Human–Computer Interaction Series
Authors: Cheok, Adrian David, Nijholt, Anton, Romao, Teresa (Eds.)
Publisher: Springer; 2014 edition

Transactions on Edutainment X

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Transactions on Edutainment X Book Cover
Editors in Chief: Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller

Latest issue of our journal is published.

Editors in Chief: Zhigeng Pan, Adrian David Cheok, Wolfgang Mueller

This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.

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Haptics and Touch for Novel Internet Multisensory Communication

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Haptics and Touch for Novel Internet Multisensory Communication Book Cover
Author: Adrian David Cheok, James Teh Keng Soon

Announcement of new book: Haptics and Touch for Novel Internet Multisensory Communication [Paperback] Adrian David Cheok (Author), James Teh Keng Soon (Author)

We live in an age of unprecedented hyperconnectivity due to the Internet. However present Internet communication is mainly audio-visual, whereas in the physical world all of our five senses are used for communication. Thus, we often find Internet based communication lacking compared to communication in the physical world. To extend the sense of presence between humans, it is important to extend Internet communication to all of our five senses and develop multisensory communication. We should move from the age of information communication to the age of experience communication. This monograph presents research in novel remote touch communication systems for Internet communication between humans, as well as between humans and animals. Detailed technical and evaluation results, as well as detailed designs of the hardware and software, are provided. This book is invaluable for researchers and engineers who want to study, research, construct, and develop new Internet touch communication systems. Our systems and the studies detailed in this book provide a strong fundamental platform to further perpetuate the development of remote touch communication systems.

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Designing Interactive Paper-Craft Systems with Selective Inductive Power Transmission

Designing Interactive Paper-Craft Systems with Selective Inductive Power Transmission

Announcing New Journal. LOVOTICS – Academic Studies of Love and Friendship with Robots

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EDITOR-IN-CHIEF 

Adrian David Cheok, Japan

HONORARY EDITOR 

David Levy, UK

ASSOCIATE EDITORS 

Maarten Lamers, The Netherlands 

Dongman Lee, Korea 

Hooman Samani, Singapore 

Thanos Vasilakos, Greece 

Fons J. Verbeek, The Netherlands

Aims and Scope

The journal Lovotics, Academic Studies of Love and Friendship with Robots, publishes original, rigorously peer reviewed research papers on innovative ideas and concepts, new discoveries and improvements, as well as novel applications, by leading researchers and developers regarding the latest fundamental advances in the core technologies that form the backbone of Lovotics, distinguished developmental projects in the area, as well as seminal works in aesthetic design, ethics and philosophy and studies on social impact and influence pertaining to Lovotics.

This journal aims to provide an overview of the current state of the Lovotics research community, how the field and related technologies are set to evolve in the future, and their impact on culture and society at large.

Topics of interest for the scientific papers and letters include but are not limited to:

  • Human-robot relationship
  • Affective and cognitive sciences for interactive robots
  • Context awareness, expectation and intention understanding
  • Design methodologies and aesthetics of designing interactive robots
  • Bio-mechatronics, neuro-robotics, and neurological aspect of Lovotics-based emotions
  • Artificial emotions and emotion synthesis
  • Scientific aspects of love
  • Affective computing and emotional intelligence
  • Human factors and ergonomics in human-robot interactions
  • Intelligent control and artificial intelligence for robotics
  • Knowledge representation, information acquisition, and decision making
  • Learning, adaptation and evolution of affection and intelligence
  • Interaction and collaboration between robots, humans and environments
  • Multimodal perception and communication within Lovotics robots
  • Ethics of Lovotics
  • Social acceptance and impact in the society
  • Cultural implications of human-to-robot love and robot co-relations
  • Compliance, safety and compatibility in the design of social robots “living” with humans
  • Considerations of security, safety and compatibility regarding human-robot co-inhabitants
  • Software architecture and development tools for Lovotics
  • Human-robot interaction and robot-robot interaction
  • Models of human and animal social behavior as applied to robots
  • Evaluation and measurement of love
  • Philosophical ramifications of love between humans and robots
  • Methodologies of verbal and kinetic reaction systems
  • Tangible Interfaces for transferring affection
  • Embodiment: How robotic affection can be transferred through technological mediation
  • Invoking human emotions from non-human partners
  • Behavioral studies of human and robot behaviors

Submission

Manuscripts should be submitted by one of the authors of the manuscript either through the online Manuscript Tracking System or by email to lt@ashdin.com. Only electronic PDF (.pdf) or Word (.doc, .docx, .rtf) files can be submitted. There is no page limit. Only electronic submissions are accepted to facilitate rapid publication and minimize administrative costs. Submissions by anyone other than one of the authors will not be accepted. The submitting author takes responsibility for the paper during submission and peer review.

“Laughter says the child” in book: The Young Global Leaders Field Guide to Empowering Change

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What happens when you ask a room of exceptional change-makers from business, science, government and the non-profit sphere to model their view of how change happens? Each one has created a shift in some way, pushed their area of endeavor to impressive heights – but how?

When we say change, do you think of it the way that I do? What does change mean, and how does it happen?

In May 2010, over 300 Young Global Leaders assembled in Tanzania to share ideas, insights, and to experience first hand how local people and organizations were making an impact and creating change. As a part of this exercise, participants in this journey were asked to take a moment to capture change – from their point of view – in the form of a model, mixing images and words to explain their point of leverage for turning what is into what they believe could be.

Both in words and in pictures, what follows are a series of triggers, snapshots of how change happens. Their purpose is to convey ideas.

The book may be downloaded at the following link http://www.blurb.com/bookstore/detail/2542941

Section written by Adrian David Cheok entitled “Laughter says the child”

We are entering a completely new form of society due to the complete and pervasive connectivity of humans around the globe. This is not just a simple extension of the industrial age. In some respects, our society is starting to resemble more traditional group oriented cultures, such as the huntergatherer societies, or Ancient Athenenians, where everybody would know everything about each other constantly. Yet, one revolutionary aspect of this development is that there is some research showing that a new type of human is appearing. These new humans are the children of the Internet age, who have grown up with constant networked communication and almost limitless real time visual media. Researchers have shown that unlike most adults, these net generation humans can genuinely multi-task and learn in a non-linear and visual manner. It is suggested that their brain structure itself is different from all previous humans due to their immersion from birth in connected multiple channel media. In the future what this means is that we may lose some aspects of human intelligence which requires deep solitary concentration (solitary genius), but perhaps we may gain even higher achievements through group intelligence, similarly to a bee hive being more intelligent than the individual bee. We are seeing the end of solitude in society, and new models of the human brain that are based on the network mind. To fully develop the children of the Internet age, we should create technologies that allow us to facilitate new communication and learning, and to create natural and humanistic ways of interfacing with machines, as well as other people remotely over large distances using the full range of human gestures such as touch, sight, sound, and even smell. This new media includes new ways of communication between people and between cultures and races. Children need to be given opportunities to learn with the new media they feel natural with and to develop their creative potential, rather than rote learning of facts. Children, immersed in new media can have great imaginative envisioning, futurecasting and creative engineering potential. We can develop new forms of learning using design thinking and open-minded creative experimentations. Finally, another positive use of interactive media for the young is to promote deep culture by creating new forms of media that combine traditional culture with modern media. Young people often prefer new entertainment and social media, and this we can allow them to explore culture through a novel merging of traditional cultures and literature with recent media literacy. New forms of cultural computing systems are thus an important for children.

The Youth Effect Book

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An excellent book about engaging youth and ensuring that children and youth play an integral role in making decisions that will impact their future, was written by Jennifer Corriero.

I wrote a chapter in the book as follows:

Embracing the Imagination: Adrian Cheok Focuses on understanding today’s children who are born in a world of unlimited communication due to the proliferation of new media and digital technologies. These tools provide children with new opportunities to be creative, connect with an audience and have outlets for their expressions. The Internet has provided children with spaces for creative innovation and group interactions that can be further enhanced through specific initiatives that Cheok discusses.

Jennifer Corriero’s foreward to the book is as follows:

In response to the recent global financial crisis, in 2009 the World Economic Forum convened leaders across industry, government, academia, media and civil society as part of the Global Redesign Initiative. The Young Global Leaders (YGL’s), a unique, multistakeholder community of exceptional young leaders who share a commitment to shaping the global future, were also called upon to submit ideas, proposals and recommendations for action to contribute to solutions with a longer-term future outlook. As a response to the invitation for involvement, a group of 30 YGL’s decided that a broader and more diverse network of youth from around the world needed to be included in the discussions. A series of online consultations and Town Hall meetings were facilitated with over 3,000 youth in over 30 countries and at the 2010 Annual Meeting of the World Economic Forum in Davos, a report was presented highlighting the ideas and contributions of youth under the age of 25 that garnered an acknowledgement and response from over 14 Global Agenda Councils. To view the report and response, go to: http://projects.tigweb.org/ygl_youth

The Youth Effect was created to inspire leaders of organizations across sectors to believe in the capability of youth and to develop the skills of established leaders in being able to engage and collaborate more effectively with youth. It is part of an effort to ensure that children and youth are an integral part of designing, shaping and creating a more sustainable future. We live in a world with increasing threats and risks such as rising rates in unemployment, crime, terrorism, and spread of diseases including HIV/ AIDS. It is important that youth do not see themselves as victims but as active agents of change. It is essential for established leaders to view youth not as part of the problem, but as part of the solution. Offering young people meaningful platforms to express their concerns while also articulating their hopes for the future is an essential part of cultivating the next generation of leadership. It is also essential to addressing disillusionment and apathy of a generation who has a strong need for social ties and a desire to have an impact. We hope to create positive ripple effects by engaging with all generations to solve problems together. Each chapter of this book offers practical insights and suggestions on working with youth.

The book can be viewed and downloaded at this link: http://www.scribd.com/doc/44198893/The-Youth-Effect

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