Authors: Tom Tucek, Kseniia Harshina, Georgia Samaritaki (University of Amsterdam), and Dipika Rajesh (University of California, Santa Cruz)

Abstract:
This paper presents “One Spell Fits All”, an AI-native game prototype where the player, playing as a witch, solves villagers’ problems using magical conjurations. We show how, beyond being a standalone game, “One Spell Fits All” could serve as a research platform to explore several key areas in AI-driven and AI-native game design. These areas include AI creativity, user experience in predominantly AI-generated content, and the energy efficiency of locally running versus cloud-based AI models. By leveraging smaller, locally running generative AI models, including LLMs and diffusion models for image generation, the game dynamically generates and evaluates content without the need for external APIs or internet access, offering a sustainable and responsive gameplay experience. This paper explores the application of LLMs in narrative video games, outlines a game prototype’s design and mechanics, and proposes future research opportunities that can be explored using the game as a platform.

EXAG ’24: Experimental AI in Games Workshop at the AIIDE Conference, November 18, 2024, Lexington, USA

 

Authors: Kseniia Harshina, Imke Alenka Harbig, Mathias Lux, and Tom Tucek

Abstract: Forced migration affects millions worldwide due to conflict, disasters, and persecution. This paper presents a participatory approach to serious game development, engaging individuals with lived migration experiences to create authentic and impactful narratives. Based on qualitative research, we propose a game design methodology to enhance empathy and raise awareness of forced migration. Our study demonstrates the potential of participatory games to bridge the gap between forced migrants and the broader public, fostering empathy, social change, and empowerment for marginalized communities.

GALA Conference 2024 Proceedings will be published on Springer Lecture Notes in Computer Science. Kseniia and Imke Harbig from the psychology department will present their research at the GALA conference in Berlin from November 20 to 22.

Kseniia and Tom participated in the annual symposium CHI PLAY (Computer-Human Interaction in Play) from October 14–17/online.
They both took part in the doctoral consortium, where they presented their works and built connections with fellow doctoral students and experienced researchers in the field.
Kseniia presented her topic, “Developing a Virtual-Reality Game for Empathy Enhancement and Perspective-Taking in the Context of Forced Migration Experiences”, and Tom presented his topic, “Enhancing Empathy Through Personalized AI-Driven Experiences and Conversations with Digital Humans in Video Games”.
Proceedings are published under Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion ’24), October 14–17, 2024, Tampere, Finland.

Kseniia participated in the annual FROG conference from 11 to 13 October, which had the topic of “Gaming the Apocalypse”. Her talk, “Unraveling the Romanticization of Colonial, Imperial and Authoritarian Narratives in Modern Video Games”, showcased a trend in video games to cutefy serious topics like historical power dynamics through aesthetics, and explained the potential issues caused by this phenomenon.

Her talk can be seen on YouTube (https://www.youtube.com/watch?v=37-sqVJrMoY), and proceedings will follow in the summer of 2025.

On October 3rd, 2024, Hermann’s retirement was celebrated with a special event. During the celebration, the Governor of Carinthia presented him with the Grand Decoration of Honour from the State of Carinthia. In his farewell lecture, Hermann reflected on important topics from his 30-year career, many of which went beyond informatics. He spoke about issues that are relevant to all stages of working life. The lecture was titled “30 Years as an Informatics Professor: Insights and Outlooks.” Many colleagues and friends shared their experiences working with Hermann and wished him well in retirement. Prof. Erich Schwarz moderated the event.

From 11 to 13 October, ITEC’s Felix Schniz participated in the annual FROG (Future and Reality of Gaming) conference in Vienna. It is Austria’s biggest, (video) game dedicated academic conference, which attracted 50 speakers from 12 countries this year. Under this year’s topic of “Gaming the Apocalypse”, Felix delivered the talk “Scales of Apocalypse: Space and Affect in Dystopian Video Games between Sacred and Profane”.

Also presenting at the conference were AAU’s Kseniia Harshina and the Game Studies and Engineering master students Tim Sanders and Elli Chraibi, showcasing the diverse research interest and academic expertise produced by Game Studies and Engineering staff and students in the field.

The conference proceedings are expected to be published next year Summer.

Dr. Reza Farahani (University of Klagenfurt, Austria) and Dr. Vignesh V Menon (Fraunhofer HHI, Germany) presented a joint tutorial titled ‘Latency- and Energy-Aware Video Coding and Delivery Streaming Systems’ at the 12th European Workshop on Visual Information Processing (EUVIP 2024) on September 8.

Abstract: This tutorial introduces modern performance and energy-aware video coding and content delivery solutions and tools, focusing on popular video streaming applications, i.e., VoD and live streaming. In this regard, after introducing fundamentals of modern video encoding and networking paradigms, we introduce modern solutions systems, using per-title encoding, per-scene encoding, virtualized and software networks, edge computing, overlay networks such as Content Delivery Networks (CDNs) and/or Peer-to-Peer (P2P) paradigms to provide latency and energy-efficient VoD and live HAS streaming. Furthermore, the tutorial also presents our tools, software, datasets, and testbeds to demonstrate our latest achievements and share practical insights for researchers, engineers, and students who want to improve conversational streaming or even test such techniques for immersive video sequences (e.g., tile-based 360-degree VR) with a focus on latency, economic cost, and energy.

CERCIRAS (CA19135), short for Connecting Education and Research Communities for an Innovative Resource Aware Society is a 4-year long COST Action, started at the end of September 2020 and now nearing completion. One of the highlights of CERCIRAS has been its yearly Training School, a week-long residential school designed for current and future PhD students with research interests falling within the thematic scope of the Action and open to other profiles, including industry professionals. While perturbed by unfortunate overlap with the outbreak of the COVID pandemic, CERCIRAS managed to execute three consecutive Training Schools successfully: mid-September 2022 in Split (HR); early September 2023 in Riga (LV); and late August 2024 in Klagenfurt (AT). All editions of the CERCIRAS Training School follow a common structure: 4 selected lecture topics, which alternate frontal lessons and assisted hands-on works; 25 to 35 participants from as many participating countries as possible, with rich diversity for provenance, seniority level, and research focus; a rich portfolio of social activities.

The Training School places a considerable burden on the local hosts, which includes securing comfortable and affordable accommodation for a large troop, providing a modern and spacious lecture hall for all lectures and labs, with refreshments for the two daily breaks and nearby canteens for lunch, and arranging exciting options for a whole-afternoon diversion.

Published in: From Multimedia Communication to the Future Internet: Essays Dedicated to the Retirement of Prof. Dr. Dr. h.c. Ralf Steinmetz

Authors: Amr Rizk (Leibniz Universität Hannover, Germany), Hermann Hellwagner (AAU, Austria), Christian Timmerer (AAU, Austria), and Michael Zink (University of Massachusetts Amherst, MA, USA)

Abstract: Adaptivity is a cornerstone concept in video streaming. Equipped with the concept of Transitions, we review in this paper adaptivity mechanisms known from classical video streaming scenarios. We specifically highlight how these mechanisms emerge in a specific context, such that their performance finally depends on the deployment conditions. Using multiple examples we highlight the strength of the concept of adaptivity at runtime for video streaming.

Authors: Mohammad Ghasempour (AAU, Austria), Hadi Amirpour (AAU, Austria), and Christian Timmerer (AAU, Austria)

Abstract: Video streaming has become an integral part of our digital lives, driving the need for efficient video delivery. With the growing demand for seamless video delivery, adaptive video streaming has emerged as a solution to support users with varying device capabilities and network conditions. Traditional adaptive streaming relies on a predetermined set of bitrate-resolution pairs, known as bitrate ladders, for encoding. However, this “one-size-fits-all” approach is suboptimal when dealing with diverse video content. Consequently, per-title encoding approaches dynamically select the bitrate ladder for each content. However, in an era when carbon dioxide emissions have become a paramount concern, it is crucial to consider energy consumption. Therefore, this paper addresses the pressing issue of increasing energy consumption in video streaming by introducing a novel approach, ESTR, which goes beyond traditional quality-centric resolution selection approaches. Instead, the ESTR considers both video quality and decoding energy consumption to construct an optimal bitrate ladder tailored to the unique characteristics of each video content. To accomplish this, ESTR encodes each video content using a range of spatial and temporal resolutions, each paired with specific bitrates. It then establishes a maximum acceptable quality drop threshold (τ), carefully selecting resolutions that not only preserve video quality above this threshold but also minimize decoding energy consumption. Our experimental results, at a fixed τ of 2 VMAF steps, demonstrate a 32.87% to 41.86% reduction in decoding energy demand for HEVC-encoded videos across various software decoder implementations and operating systems, with a maximum bitrate increase of 2.52%. Furthermore, on a hardware-accelerated client device, a 46.37% energy saving was achieved during video playback at the expense of a 2.52% bitrate increase. Remarkably, these gains in energy efficiency are achieved while maintaining consistent video quality.