EAI Endorsed Transactions on Creative Technologies
https://publications.eai.eu/index.php/ct
<p>EAI Endorsed Transactions on Creative Technologies is open access, a peer-reviewed scholarly journal focused on a whole industrial project or framework integrating creative technologies, creative content management, and more. The journal publishes research articles, review articles, commentaries, editorials, technical articles, and short communications with a quarterly frequency (four issues per year). Authors are not charged for article submission and processing.</p> <p><strong>INDEXING</strong>: DOAJ, CrossRef, Google Scholar, ProQuest, EBSCO, CNKI, Dimensions</p>European Alliance for Innovation (EAI)en-USEAI Endorsed Transactions on Creative Technologies2409-9708<p>This is an open-access article distributed under the terms of the Creative Commons Attribution <a href="https://creativecommons.org/licenses/by/3.0/" target="_blank" rel="noopener">CC BY 3.0</a> license, which permits unlimited use, distribution, and reproduction in any medium so long as the original work is properly cited.</p>Impacts of Handcrafting Tangible Communication Avatars on the Communication Partners and Creative Experiences
https://publications.eai.eu/index.php/ct/article/view/3202
<p>Social networking services allow people to feel and remain connected with others. However, fatigue, loneliness, and anxiety are believed to increase as communication becomes increasingly intimate. In our previous study, we developed Palco, a paper-based, handcrafted, and tangible avatar. We demonstrate that abstract and passive communications are effective in maintaining relationships with communication partners. This study focuses on a mechanism to support the creation of avatars by users by adding the ability to identify multiple avatars and project information to each avatar using a single projector to the Palco system. A user study examined the effectiveness of user-generated avatars by comparing avatars with different levels of user involvement in the process from design to use. The findings indicate that user-generated avatars have the potential to function as a communication medium that strengthens emotional bonds between communication partners. Additionally, the experiences in the design and creation of the avatars allowed the users to demonstrate their creativity.</p>Shin'ichi EndoKaori Fujinami
Copyright (c) 2023 Shin'ichi Endo, Kaori Fujinami
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2023-07-062023-07-061010.4108/eetct.v9i4.3202Designing game for helping people learning Taiwanese culture
https://publications.eai.eu/index.php/ct/article/view/3610
<p class="ICST-abstracttext"><span lang="EN-GB">Taiwanese culture holds immense value, with its rich heritage and history being recognized worldwide. While efforts have been made to preserve tangible cultural heritage, intangible aspects such as knowledge and beliefs have often been overlooked. To address this gap and contribute to the preservation of Taiwanese cultural heritage, technology has been harnessed, with games emerging as a popular medium.</span></p><p class="ICST-abstracttext"><span lang="EN-GB">This study explores the advantages of using games to promote understanding and appreciation of Taiwanese culture. Through a literature review and examination of existing serious games related to Taiwanese culture, a research game was developed. Expert interviews were then conducted with professionals from the game industry and cultural creativity sector, providing diverse perspectives and invaluable insights.</span></p><p class="ICST-abstracttext"><span lang="EN-GB">The feedback obtained from these expert interviews demonstrates a positive reception towards the concept of using games as a tool for cultural education. Furthermore, the suggestions and recommendations provided by the experts have significantly contributed to the enhancement and refinement of the prototype game. As a result, valuable guidelines have been derived, serving as a roadmap for future designers interested in creating serious games centered around Taiwanese culture.</span></p>Chi Jen MiaoNoreena LiuS Karmokar
Copyright (c) 2023 Chi Jen Miao, Noreena Liu, S Karmokar
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2023-09-042023-09-041010.4108/eetct.v10i.3610Educational Game Design for Girls and Boys
https://publications.eai.eu/index.php/ct/article/view/4043
<p class="ICST-abstracttext">INTRODUCTION: Programming is an important skill in the 21st century and it is important to reach and motivate the younger audience. Educational games have proved to motivate students, but research reports about girls not feeling welcome in game environments. </p><p class="ICST-abstracttext">OBJECTIVE: The overall objective of this study is to gather information for the development of a preliminary conceptual model for girl inclusive educational game design. </p><p class="ICST-abstracttext">METHODS: This study was conducted as a requirement-focused Design science study. The focus was set on gathering requirements for a future design and development of educational games on fundamental programming. </p><p class="ICST-abstracttext">RESULTS: A thematic analysis resulted in the main themes of Exploration Without Violence, Collaborative Interaction, Character Diversity, Customisation, Graphics, Game Mechanics, Game Content, and Learning and Motivation </p><p class="ICST-abstracttext">CONCLUSION: The accumulation of results from the literature study and the survey have been merged into a preliminary conceptual model. The conclusion is that a thoughtful consideration of the found factors can support the idea of a Girl Inclusive Educational Game Design. </p>Peter MozeliusNiklas Humble
Copyright (c) 2023 Peter Mozelius, Niklas Humble
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2023-11-142023-11-141010.4108/eetct.4043Developing and Validating a Qualitative Tool for Playtesting Service Learning-Based Accessible Games: A Comprehensive Approach
https://publications.eai.eu/index.php/ct/article/view/4854
<p>INTRODUCTION: The complex accessibility needs of some players and, in particular, of people with Intellectual Disability (pwID) require greater attention from research due to the lack of tools to support playtesting, particularly those of a qualitative nature and suited to their diversity of experiences and motor and cognitive characteristics.</p><p>OBJECTIVES: Recognizing the scarcity of research in media production, particularly games, the study pursues three objectives: firstly, to describe the accessible games developed through a multi-year service learning project involving students from the Videogames Bachelor’s Degree and pwID; secondly, to approach the validation of the Gaming Observation Grid (GOG), a qualitative tool for playtesting sessions; and thirdly, to reflect on service learning as a strategy for bridging the gap between academia and civil society in the context of game design.</p><p>METHODS: The research employed a qualitative media ethnography-based approach involving students from the Videogames Bachelor's Degree. Over a span of three years and six consecutive semesters, 59 students actively participated in a service learning project, engaging with pwID and Non-Governmental Organizations (NGOs) in the field. All playtesting activities’ observations were based on GOG, with a total of 273 observed gaming sessions.</p><p>RESULTS: The development of 18 videogames, spanning diverse genres and themes, prioritized accessibility based on adjustment settings. GOG emerged as a tailored and feasible instrument, valuable in the broader landscape of inclusive game development. In terms of service-learning outcomes, results highlight students' reflections on the real-world impact of game design and development, underscoring the pedagogical value of service learning in bridging theoretical knowledge and practical application.</p><p>CONCLUSION: This study underscores the critical need for enhanced research attention to the complex accessibility requirements of players, particularly pw ID, while emphasizing the relevance of qualitative playtesting tools tailored to their diverse experiences and cognitive-motor characteristics, as well as the inherent value of the experience for the students involved.</p>Jose Carlos NevesCarla SousaCatia Casimiro
Copyright (c) 2023 Jose Carlos Neves, Carla Sousa, Catia Casimirio
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2024-01-152024-01-151010.4108/eetct.4854Spatial Behaviors and Mental Representations: Interactions of artistic and scientific perspectives
https://publications.eai.eu/index.php/ct/article/view/5133
<p>Contemporary artistic research has successively integrated preoccupations with the experimentation of space and mobility, as well as collective interactions between participants in situations of proximity or remoteness. In the scientific field, an important part of spatial cognition study has recently turned towards understanding the collective aspects of spatial cognition, integrating an understanding of the acquisition of spatial knowledge and studying cognitive maps, as well as research on navigation and individual and collective memorization. In both cases, spatial behaviors and mental representations are fundamental focuses. Using CORES research combining artistic and scientific perspectives as an example, we clarify specific differences within a framework common to the arts and sciences. This article will develop three points: 1) Artistic and scientific research contexts, 2) Interactions between artistic and scientific perspectives, 3) Proposal of a 7-step joint arts and sciences research cycle. In so doing, this study aims to counter the divide between the artistic and scientific fields by demonstrating a shared creative dynamic.</p>Bernard GueltonTeriitutea QuesnotXavier BoissarieAurélie Herbet
Copyright (c) 2023 Bernard Guelton, Quesnot, Xavier Boissarie, Aurélie Herbet
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2024-10-022024-10-021010.4108/eetct.5133Leveraging LEGO® SERIOUS PLAY® for Rapid Prototyping in Design Thinking
https://publications.eai.eu/index.php/ct/article/view/6249
<p>In the dynamic and customer-centric business landscape of the 21st century, organizations are increasingly turning to innovative methodologies to drive meaningful and effective solutions to complex problems. This paper explores the integration of LEGO® SERIOUS PLAY® into design thinking sessions as a method for rapid prototyping with a focus on customer-centricity. By combining the principles of design thinking, rapid prototyping, and LEGO® SERIOUS PLAY® methodology, this study aims to investigate how the construction of these scenes, coupled with storytelling and pitch development, can facilitate the exploration of customer pain points and gains to inform solution ideation and iteration. A detailed case study is presented to illustrate the application of this approach, highlighting the process from problem identification to prototype creation and feedback gathering. Through analysis and reflection, this paper identifies key insights into the effectiveness of using LEGO® SERIOUS PLAY® for rapid prototyping within design thinking sessions, as well as challenges and opportunities for future research and practice. Ultimately, this study underscores the potential of prototyping as a valuable tool for fostering creativity, collaboration, and customer-centric innovation in organizations seeking to drive positive change and deliver impactful solutions. We are exploring how using this approach can help organizations unlock the full potential of their teams, drive breakthrough innovation and create lasting impact in an ever-changing world.</p><p class="ICST-abstracttext"><span lang="EN-GB">OBJECTIVES: Exploration of LEGO® SERIOUS PLAY® within the design thinking process for rapid prototyping in the context of envisioning the future of cities. Specifically, the paper aims to demonstrate how these methodologies can foster creativity, collaboration, and customer-centric innovation, particularly in uncertain and complex environments as categorized by the Stacey Matrix.</span></p><p class="ICST-abstracttext"><span lang="EN-GB">METHODS: This study employs a series of 20 design thinking sessions using LEGO® Serious Play to engage diverse stakeholders in imagining the city of 2030. The methods include defining the initial problem statement, conducting empathy exercises to understand user needs and utilizing LEGO® SERIOUS PLAY® for constructing scenes that highlight customer pain points and gains. Developing and presenting pitches and stories based on these LEGO® models and reframing and recreating prototypes based on cross-pollination of ideas.</span></p><p class="ICST-abstracttext"><span lang="EN-GB">RESULTS: Participants quickly generated rapid prototypes that visually and tangibly represented their ideas. Several specific problems were identified, each accompanied by customer-centric solutions. The use of LEGO® SERIOUS PLAY® facilitated deeper engagement, creativity, and collaboration among participants. Storytelling and pitching helped effectively communicate the envisioned future scenarios and solutions. Feedback from stakeholders provided valuable insights that guided iterative refinement of the prototypes.</span></p><p class="ICST-abstracttext"><span lang="EN-GB">CONCLUSION: Design thinking, when combined with LEGO® SERIOUS PLAY®, proves to be an effective methodology for rapid prototyping and innovation in complex and uncertain environments. The approach encourages a customer-centric mindset, ensuring that solutions are relevant and impactful. The iterative process of prototyping and feedback leads to continuous improvement and refinement of ideas. LEGO® SERIOUS PLAY® enhances creativity and collaboration, making it a valuable tool in the design thinking toolkit. This integrated methodology can help organizations navigate and transform ambiguity into actionable opportunities for innovation, particularly in the context of future urban planning and development.</span></p>Benjamin ZierockSieer Angar
Copyright (c) 2023 Benjamin Zierock, Sieer Angar
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2024-09-272024-09-271010.4108/eetct.6249Tailoring Full STEAM Ahead Empowerment: Creative Coding for 21st Century Girls
https://publications.eai.eu/index.php/ct/article/view/5312
<p>INTRODUCTION: This paper provides a comprehensive examination of the Creative Coding project’s impact on female empowerment.<br />OBJECTIVES: The project addresses the gender disparity in STEAM fields by integrating coding and art for girls aged 10-15, using the Strudel tool that combines real-time live coding and music composition.<br />METHODS: Through observation and interviews with the girls who participated and performed at the end of the Creative Coding project, but also with those who dropped out, we cast a deep look into the positive and negative parameters to tailor concrete measures for every girl empowerment - not only super achievers. We collaborated with teachers and female mentors from the Computer Science and Engineering Department as relatable role models, to support feelings of belonging and spark curiosity. Using the new user-friendly Strudel tool that supports the integration of art, music, and audio-visual elements, we aimed at an engaging learning experience. To tailor new actions and increase attrition we used a mess map for analysis of the wicked problem of dropouts. Finally, collaboration among the girls and peer learning were expected as by-product effects.<br />RESULTS: Positive outcomes include increased interest, self-confidence, creativity, and aspirations in STEAM subjects among the girls. However, a more comprehensive and supportive environment is recognized as necessary to engage a broader group of girls in STEAM activities. The findings highlight the importance of cultivating curiosity, providing mentorship, promoting inclusivity and collaboration, and integrating creativity in education to inspire and empower girls in coding and STEAM disciplines.<br />CONCLUSION: The paper concludes by emphasizing the potential of Creative Coding practices and the audio-visual perception of music to enhance girls’ empowerment, creativity, and interest in coding and STEAM fields.<br /><br /></p>Jasmina MaricLekshmi Murali Rani
Copyright (c) 2023 Jasmina Maric, Lekshmi Murali Rani
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2024-03-182024-03-181010.4108/eetct.5312Adapting Technology for Dementia Care: The Case of Emobook App in Reminiscence focused Music Therapy
https://publications.eai.eu/index.php/ct/article/view/5459
<p class="ICST-abstracttext">INTRODUCTION: Life Story books are frequently employed to facilitate reminiscence interventions, but their use in Music Therapy remains limited in the scientific literature. There is a paucity of research detailing the design processes involved in this context.</p><p class="ICST-abstracttext">OBJECTIVES: This paper aims to report on the adaptation of the Emobook Life Story Book App for a Reminiscence Music Therapy Program for people living with dementia.</p><p class="ICST-abstracttext">METHODS: An interdisciplinary team comprising an interaction designer, a software engineer, a music therapist, and a research assistant engaged in a Participatory Design process. The study comprised two distinct phases: "Adaptation Phase," aimed to identify features requiring adjustment to integrate Emobook into MT effectively and the "Implementation Phase," focused on evaluating the adequacy of these changes for Emobook's use within the Music Therapy Program</p><p class="ICST-abstracttext">RESULTS: By merging the requirements identified during each phase, additional improvements were generated, leading to the decision to evolve Emobook Post-Prototype towards a version tailored specifically for Music Therapy.</p><p class="ICST-abstracttext">CONCLUSION: Collaborative, interdisciplinary efforts are essential in advancing the incorporation of technology into music therapy practice. This study demonstrates the value of a Participatory Design approach in this regard.</p>Noelia Beatriz Gerbaudo GonzálezAlejandro CataláNelly Condorí FernándezManuel Gandoy Crego
Copyright (c) 2023 Noelia Beatriz Gerbaudo González, Alejandro Catalá, Nelly Condorí Fernández, Manuel Gandoy Crego
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2024-03-192024-03-191010.4108/eetct.5459Cloud-based Solutions for Over/Under Voltage Protection Device in Smart Cities (OVPD)
https://publications.eai.eu/index.php/ct/article/view/6672
<p class="ICST-abstracttext"><span lang="EN-GB">In developing countries, the basic problem is power fluctuation and uneven voltage, which leads to serious damage to electronic devices and electrical equipment. Power fluctuation and uneven voltage supply are significant problems in the lead industry. Under-voltage, over-voltage, brownouts, blackouts, spikes, etc., are common problems which are faced due to fluctuation. Using our project, we have attempted to resolve the problems of under-voltage and over-voltage. In our project, we will be using Arduino UNO as a control board, which will be used to calculate the input voltage and determine whether it is over-voltage, normal-voltage, or under-voltage. Depending on the input voltage, the relay will get on or off according to the command. Arduino UNO, on the other hand, sends data to the ESP8266 Node MCU. As soon as the ESP8266 Node MCU connects to the wifi network, the data will be sent to a Google sheets (with the help of API call). After the data is stored in google sheets, it will be processed, and then a graph will be created that will indicate when over-voltage and under-voltage occurred.</span></p>Madhavi WaghmareNeel Mehta Himanshu BhalalaAniket Shah
Copyright (c) 2023 Madhavi Waghmare, Neel Mehta , Himanshu Bhalala, Aniket Shah
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2024-09-302024-09-301010.4108/eetct.6672