Accepted Papers

Accepted Papers

List of accepted papers to be presented at ACE 2018 in Montana


Papers Title Papers Authors Abstract
Deep Learning Voice Conversion Approaches Sasa Arsovski, Imagineering Institute,
Adrian David Cheok, Imagineering Institute / City,  University  of London
In this paper, we will present Deep Learning Voice conversion (VC) approach. In order to modify source speaker voice signal (voice style transfer), we will use pre-trained Convolution Neural Network (CNN) for feature extraction. Two key research contributions will be presented in this paper; First, we will analyze different CNN architectures for image style conversion applied to the voice conversion and present novel data approach to voice conversion. Second, we will present a novel data preparation audio signal transformation process. In the experiment that will be presented in this paper, we will use pre-trained CNN model and random weight CNN model to process audio signals which have the same content of speech with different speech style and, audio signals which have different content of speech and different speech style. Experimental results will be compared, and future work directions will be given.
Internet of Conversational Things: Applications and future directions in different domains Hasmik Osipyan, Imagineering Institute,
Sasa Arsovski, Imagineering Institute,
Adrian David Cheok, Imagineering Institute / City, University  of London,
Idris Oladele Muniru, Universiti Teknologi Malysia
The interest to the paradigm of the Internet of Things is growing rapidly in the scenario of wireless telecommunications. The main idea behind this concept is the usage of the Internet as a common platform for the connection of billions of Things around us. The main missing attribute in the Internet of Things concept is still the lack of interaction techniques with or between these Things. Hence, the Internet of Conversational Things makes this concept to happen and brings to the idea of direct interaction with all these devices. In this paper, we will describe and analyze the usage of the Internet of Conversational Things paradigm in different domains by examining the state-of the-art approaches. We will carefully discuss the rising issues in various applications that need further research. Finally, we will come up with new concept of future directions in this modern developing area
Lokahi: the wearable body pillow to foster an intimate interaction between two users through their heartbeat awareness Valerio Sperati, Institute of Cognitive
Sciences and Technologies, National Research Council of Italy, Roma,
Beste Ozcan, Institute of Cognitive
Sciences and Technologies, National Research Council of Italy, Roma
We present Lokahi: a soft, interactive, wearable device which aims to promote a pleasant, intimate closeness sensation between two people. Its shape is designed to encourage hugging, while the embedded electronics –through pulsating coloured lights– lets the users to visualise their own heartbeats, so that they are aware of each other’s current emotional state. Lights hues mix according to the synchronisation of the two heartbeats, possibly producing a single hue. Such shared visual feedback can potentially be used in relaxing exercises where two people try to synch their own heartbeats.
The Bellagio AR Fountains: The World Largest Live Augmented Theatre at the Bellagio Fountains in Las Vegas Si Jung Kim, University of Nevada Las Vegas,
Cahnghun Bae, Pukyong National University,
Byungchan Kim, Pukyong National University,
Bokyung Sim, Pukyong National University
This article introduces what we believe to be the first use of Augmented Reality theatre (AR theatre) in the Bellagio Fountains in Las Vegas called, The Bellagio AR Fountains. The Bellagio AR Fountains is created to implement an interactive stage to combine the capabilities of augmented reality with a Las Vegas landmark. The objective of the project is to create a shared augmented place of performance where the concept of virtual theatre has been adopted and applied specifically for the fountains of Bellagio. The technical aspect of objective is to investigate a way to visualize augmentation in a shape of large and nonuniform outdoor environ-ment. The process of prototyping the Bellagio AR Fountains and its initial eval-uation are described and discussed.
Technical and User Evaluation of Babbage Cabbage: An Empathetic Biological Media Adrian David Cheok, Imagineering Institute / City,  University  of London,
Kasun Karunanayaka, Imagineering Institute,
Chamari Edirisinghe, Imagineering Institute
Babbage Cabbage is a new form of empathetic biological media used to communicate environmental information in the form of a living slow media feedback display. At present, people are generally too busy to monitor various significant environmental issues, such as air pollution, wildlife extinction, and rate of deforestation. By quantifying such information digitally and projecting to the user through living plants, we aim on providing an interface that connects the user to related issues in a manner that traditional digital media cannot. Our system, Babbage cabbage, aims to promote empathy towards the information by coupling important environmental information and the output media by relating these issues to the color changing properties of living red cabbage (Brassica Oleracea). Furthermore, a formal user study was conducted which suggests that the living media promotes more empathy within the user towards the issue than conventional non-living media.


Withdrawn Papers 

These papers were withdrawn after review and after acceptance due to the protest against ACE conference.


Paper Title Papers Authors
Let Your World Open: CAVE-based Visualization Methods of Public Virtual Reality towards a Shareable VR Experience Akira Ishii, University of Tsukuba, Strategic Research Platform towards Digital Nature Powered by Pixie Dust Technologies, Inc.,
Masaya Tsuruta, Recruit Marketing Partners Co., Ltd., Ippei Suzuki, University of Tsukuba, Strategic Research Platform towards Digital Nature Powered by Pixie Dust Technologies, Inc.,
Shuta Nakamae, University of Tsukuba, Junichi Suzuki, ISI-Dentsu, Ltd. Open Innovation Lab., Yoichi Ochiai, University of Tsukuba
Interactive Lyric Translation System: Implementation and Experiments Ayano Nishimura, Ochanomizu University,
Takayuki Itoh, Ochanomizu University
Comparing Head Gesture, Hand Gesture and Gamepad Interfaces for Answering Yes/No Questions in Virtual Environments Jingbo Zhao, York University,
Robert Allison, York University
ccSoundtracker: A system for replacing video soundtracks with creative-commons content Paul Haimes, National Institute of Advanced Industrial Science and Technology (AIST),
Masahiro Hamasaki, National Institute of Advanced Industrial Science and Technology (AIST),
Masataka Goto, National Institute of Advanced Industrial Science and Technology (AIST)
Event Based Switching Support System for Live Broadcast of Oral Presentation Yoshinari Takegawa, Future University Hakodate,
Kohei Matsumura, Ritsumeikan University,
Shiori Endo, Future University Hakodate,
Keiji Hirata, Future University Hakodate,
Takeo Igarashi, Tokyo
GameControllerizer: Middleware to Program Inputs for Augmenting Digital Games Kazutaka Kurihara, Tsuda University,
Nobuhiro Doi, Kurusugawa Computer Inc
A Model for Socially Intelligent Merchants Miguel Ferreira, Inesc-ID / Instituto Superior Técnico, Universidade de Lisboa,
Pedro A Santos, Instituto Superior Técnico
Supporting improvisatory story creation for children by storing their storytelling Yuto Suzuki, Kansai University,
Shumpei Akahoshi, Kansai University,
Mitsunori Matsushita, Kansai University
The “Capsule Learning” IoT Workshop: A Fun and Accessible IoT Learning Environment for Entry-Level Programmers Taichi Isaku, WebDINO Japan,
Tomoya Asai, WebDINO Japan,
Satoko Takita, WebDINO Japan
Space Pace: Method for creating augmented reality tours based on 360 videos Timo Nummenmaa, University of Tampere,
Oğuz Turan Buruk, Tampere University of Technology,
Mila Bujić, Tampere University of Technology,
Max Sjöblom, Gamification Group – TUT,
Jussi Holopainen, University of Lincoln,
Juho Hamari, Tampere University of Technology
Interactive Media Access Based on Emotional and Meditative States Carla Bernardino, LASIGE Ciências.ULisboa,
Sílvia Martins, LASIGE Ciências.ULisboa,
Hugo Ferreira, IBEB Ciências.ULisboa
Teresa Chambel, LASIGE Ciências.ULisboa
Design to encourage reframing and lean design through Art-Science digital storytelling/ transformations and analogical thinking Chien-Sing Lee, Sunway University, Universiti Tunku Abdul Rahman
Development of a Feedback System for Exergames to Analyze Movements and Display Positive Feedback for Patients in Physical Rehabilitation Felix Born, University of Duisburg-Essen,
Marcel Tiator, Hochschule Düsseldorf,
Maic Masuch, University of Duisburg-Essen
Christian Geiger, Hochschule Düsseldorf
Player Modeling for Role-Playing Games Henrique Fernandes, Instituto Superior Técnico,
Pedro A Santos, Instituto Superior Técnico
Playful-Consumption Experience and Consumer Videogame Engagement in the lens of S-R model: An Empirical Study Amir Z Abbasi, Shaheed Zulfiqar Ali Bhutto Institute of Science and Technology (Szabist) Islamabad,
Ding Hooi, Universiti Teknologi Petronas,
Helmut Hlavacs, University of Vienna
Muhammad Shahzeb, Universiti Teknologi PETRONAS,
Bradley Wilson, Universidad de Los Andes
TracKenzan: Digital Flower Arrangement using Trackpad and Stylus Pen
Anna Yokokubo, Ochanomizu Univ.
Yuji Kato, Indipendent
Itiro Siio, Ochanomizu Univ
Reconstruction of the Prophet Mosque in Virtual Reality
Moabidin Vdp, Effat University,
Aishah Abdul Razak, Effat University
TGIF! : Selecting the most healing TNT by optical flows Changeun Yang, Ritsumeikan University,
Pujana Paliyawan, Ritsumeikan University,
Ruck Thawonmas, Ritsumeikan University,
Tomohiro Harada, Ritsumeikan University
The color of scent- the connection between color perception and smell applied on interaction design Xiaotian Sun, Kyushu University