Faculty of Engineering

Vice-Dean (Research) Office


 

 

Human Pacman

Open Award 2004

Award Invention
Silver Non-intrusive Insertion of Virtual Content into Video Presentations
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

  more pictures Date : 3rd April 2004 (Saturday)
Time : 9:45am to 12.00 noon
Venue : Singapore Science Centre
 

 

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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