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Human Pacman
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Open Award 2004 |
|
Award |
Invention |
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Silver |
Non-intrusive Insertion of Virtual Content into
Video Presentations |
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Silver |
Scalable Securing JPEG2000 Code-streams |
|
Silver |
Godiva - Ceiling Cupboard |
|
Merit |
Automated Spore Identification and Quantification
System |
|
Merit |
Passive Foetal Heart Monitoring System using
Bio-Acoustic Sensor |
|
*Merit |
CS4: Cascading-and-Sharing for Ensembles of
Decision Trees |
|
Merit |
Lightweight Advanced Video Codec |
|
Merit |
Rotary Clothes Hanger |
|
Merit |
EDU. FUN - The Educational Kit For Deaf |
|
Merit |
New Koptiam Table |
|
Merit |
GERlock |
|
Commendation |
Brolly Clip |
|
Commendation |
Perceptually-adaptive Video Coding |
|
Commendation |
Children抯 Musical Drink Bottle |
|
Commendation |
Storage Wrist-Case for Electrician |
|
Commendation |
Pasat trolley |
|
Commendation |
Smart Billiard Trainer |
|
Commendation |
Automatic compact disc duplicator (CD duplicator) |
|
Commendation |
Remote access to PC via mobile devices |
|
Commendation |
Human Pacman |
|
*Commendation |
3d Live Movie Sets |
|
Commendation |
CD Savvy |
|
*Commendation |
Breathing Detector |
|
*Commendation |
Talking SMS wih EQ |
|
Commendation |
Mummy's Little Helper |
|
Commendation |
Back Flush & Refilling Aquarium Filter |
|
Commendation |
A Modified Breadboard |
| Note: *
Special Award |
|

Tan Kah Kee Young
Inventors' Award
The Tan Kah Kee Young Inventors' Award was first mooted by
Nobel Laureate Professor C.N. Yang in May 1986. Professor
Yang, who is Tan Kah Kee Foundation's advisor and mentor,
observed that Asian students including Singapore students
were good at learning but lacked originality in scientific
research. He thus proposed an award for invention that would
encourage people to think and to invent things that would
bring economic benefit to the country.
The award seeks to stimulate creativity among the young
generation and to promote scientific and technological
research in Singapore. By organising the Tan Kah Kee Young
Inventors' Award as an annual event, the Award Committee
aims to achieve the following goals:
- to encourage our youths to use their knowledge and
skills imaginatively and with daring innovation;
- to stimulate creativity among our youths and promote
scientific and technological research in the country ;
- to contribute to our talent pool;
- to inspire our youths to constantly think of new and
creative ways of solving problems;
- to inculcate in our youths an innovative approach to
their studies and life.
Since 1995, the Award has been jointly organised by the
Agency for Science, Technology and Research - A*STAR
(previously known as National Science & Technology Board).
The competition is divided into two main categories - the
Student Award and the Open Award.
The Award Committee is chaired by Dr K.K. Phua, President
of World Scientific Publishing Co Pte Ltd. Our panel of
judges are drawn from the relevant fields, which include
academics and researchers of universities and research
institutes as well as professionals from the public and
private sectors.
A new Defence Science Award was launched under the
umbrella of the prestigious Tan Kah Kee Young Inventors'
Award in July 2001. It marks the first collaboration between
the Tan Kah Kee Foundation and the Defence Science &
Technology Agency (DSTA).
Through this award, DSTA aims to promote greater interest
in defence science and technology among Singapore's youth.
It also aims to emphsise the importance of harnessing
science and technology to enhance the nation's defence and
security.
The Defence Science Award committee is spearheaded by
Professor Lim Hock, Director of Temasek Laboratories, and Mr
Tan Soo Kee, Division Manager (HR Management) of DSTA as the
co-chairman.
The Foundation launched in 2002 the Tan Kah Kee Young
Inventors' Award (Shanghai). This is a great opportunity for
the Tan Kah Kee Foundation to extend our collaboration into
the region with the major universities in Shanghai. The
participants for 2002 were both undergraduate and graduate
students from shanghai universities and lecturers, all of
whose age were 35 years old and below.
|
2004 Tan Kah Kee Young Inventors' Award Ceremony, 3rd
April 2004 |
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 |
Date :
3rd April 2004 (Saturday)
Time : 9:45am to 12.00 noon
Venue : Singapore Science Centre |
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SYNOPSIS
Human Pacman received a commendation award
in the open category in this year's TKKYIA.
The morning started early for the award recipients, having
to report at 8:30am to the organisers. The ceremony started
at 10am with the arrival of the Guest-of-Honour, President
of NUS Professor Shih Choon Fong. The award presentation
started shortly after his speech. There were about 150 award
recipients in this year's ceremony, with most of them from
the student's category. No Gold award was given in the open
category this year.
After the presentation, an exhibition of the award winning
inventions were shown. There were several interesting and
commercially viable inventions, like a plastic bag
collection device done by some young students. After the
exhibition, we went for a tea reception where people could
mingle around with like-minded inventors.
Human Pacman:
A Mobile Entertainment System with
Ubiquitous Computing and Tangible
Interaction over a Wide Outdoor Area
Written by: Adrian David Cheok, Siew Wan
Fong, Kok Hwee Goh, Xubo Yang, Wei Liu, Farzam Farzbiz, Yu
Li
from National University of Singapore
Presented by: Trevor Young, April 5th,
2004
CPSC 538a Reading List Paper #: 56
Presented at HCI 2003
Human Pacman
1. INTRODUCTION
Permeation
of technology into everyday life is made easier when the
human experience it creates is made associable with
day-to-day encounters. Human Pacman, based on the popular
arcade Pacman from the 1980s, is a novel and entertaining
game which seeks to bring about such
association through stimulating multiple human senses and
perception.It is a real-world-physical, social, and wide
area mobile entertainment system that is built upon the
concepts of ubiquitous computing, tangible human-computer
interaction, and wide-area entertainment networks. Human
Pacman is pioneering a new form of gaming that anchors on
physicality, mobility, social interaction, and ubiquitous
computing.
The game has several novel aspects: Firstly, the players
immerse in role-playing of the characters Pacmen and
Ghosts by physically enacting the roles. Players
physically move around in a wide-area setting, performing
tasks to reach their goals. Utilizing the computing power
of wearable computers and the underlying network support,
Human Pacman takes mobile gaming to a new level of
sophistication by incorporating virtual fantasy and
imaginative play activity elements, factors which
propelled the popularity of computer games [1] , with the
implementation of Mixed Reality on the Head Mounted
Displays (HMD). The players also experience seamless
connections between real and virtual worlds as immersive
first-person augmented reality view (with virtual cookies
overlaying the real world) and full virtual reality view
of our fantasy version of the game, Pacworld.
Secondly, Human Pacman also explores novel tangible
aspects of human physical movement, senses and perception,
both on the player's environment and on the interaction
with the digital world. For example to devour the virtual
"enemy", the player has to tap on the real physical
enemy's shoulder, which is an instinctive action to
"catch" the "enemy".By employing the philosophy of
ubiquitous computing [2], we have implemented a system
that embeds everyday physical objects with digital fantasy
meanings. For example, players have to collect virtual
ingredients by intuitively picking up physical sugar jars
laid across the game area. These Bluetooth embedded sugar
jars when picked up will automatically communicate with
the wearable computer by adding the corresponding virtual
ingredient to the inventory list of the player.
Thirdly, users enjoy unrestricted movement outdoor and
indoor while maintaining their social contacts with each
other. Players interact both face-to-face with other
players when in proximity (physically) or indirectly via
the wireless local area network (LAN).
|
Feature |
Details |
|
Physical Gaming |
Players are physically role-playing the characters of
Pacmen and Ghost; with wearable computers donned, they
use free bodily movements as part of interaction
between each person, and among objects in the real
wide area landscapes and virtual environments.
|
|
Social Gaming |
Players interact both directly with other players when
they are in physical proximity, or indirectly via the
Wireless LAN network by instant messaging. All
Internet users can participate in the game by viewing
and collaborating with real Human Pacmen and Ghosts.
|
|
Mobile Gaming |
Players are free to move about in the indoor \outdoor
space without being onstrained to the 2D\3D screen of
desktop computers.
|
|
Ubiquitous Computing |
Everyday objects throughout the environment seamlessly
have a real-time fantasy digital world link and
meaning. There is automatic communication between
wearable computers and Bluetooth devices embedded in
certain physical objects used in game play.
|
|
Tangible Interaction |
Throughout the game people interact in a touch and
tangible manner. For example, Players need to
physically pick up objects and tap on the shoulder of
other players to devour them.
|
|
Outdoor Wide-Area Gaming Arena |
Large outdoor areas can be set up for the game
whereby players carry out their respective missions
for the role they play. |
Seamless Transition between real and virtual worlds
|
Players swap freely between immersive first person
augmented reality view and full virtual reality view
of the Pac-world in the game. |
Table 1: Detail descriptions of
each novel features of Human Pacman.
Human Pacman ventures to elevate the sense of thrill and
suspended disbelief of the players in this atypical
computer game. Each of the novel interactions mentioned is
summarized in Table 1, and sample photos are shown in
Figure 1.

Figure 1: Players collaborating in Human Pacman
2. BACKGROUND
Human Pacman has its roots in serious research about
human's interaction with their physical world. Human, as
social creatures find physical interaction, touch, and
humanto- human presence essential for the enjoyment of
life [3] . In pre-computer age, games were designed and
played out in the physical world with the use of real
world properties, such as physical objects, our sense of
space, and spatial relations. Nowadays computer games
focus the user's attention mainly on the computer screen
or 2D/3D virtual environment, therefore constraining
physical interactions. However, there seems to be a
growing interest in physical gaming and entertainment.
Commercial arcade games have recently seen a growing trend
of games that require human physical movement as part of
interaction. For example, dancing games such as Dance
Dance Revolution and ParaParaParadise [4] as shown in
Figure 2.

Figure 2: ParaParaParadise dancing computer games users
in action
3. REFERENCES
[1] D. Myers. Computer game semiotics, Play and
Culture.1991.
[2] M. Weiser. The computer for the 21st century.
Scientific American, 265:94-100, March 1991.
[3] J. Bowlby. Attachment and loss, volume i: Attachment.
Basic Book, 1983. New York.
[4] P. Konami Corporation, 2001.
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