Abstract is missing.
- Scenario analysis based on linear logicFrédéric Collé, Ronan Champagnat, Armelle Prigent. 1 [doi]
- Interactive and enjoyable interface in museumFusako Kusunoki, Takako Yamaguti, Takuichi Nishimura, Koji Yatani, Masanori Sugimoto. 1-8 [doi]
- Possession techniques for interaction in real-time strategy augmented reality gamesKeith Phillips, Wayne Piekarski. 2 [doi]
- Synthetic group dynamics in entertainment scenarios: creating believable interactions in groups of synthetic charactersRui Prada, Ana Paiva. 3 [doi]
- RoboGamer: a robotic tv game playerAkihiko Shirai, Lionel Dominjon, Masafumi Takahashi. 4 [doi]
- RoboGamer: development of robotic tv game player using haptic interface and GPU image recognitionAkihiko Shirai, Lionel Dominjon, Masafumi Takahashi. 5 [doi]
- Painting the town red: configuring location-based games by colouring mapsMartin Flintham. 9-18 [doi]
- Natural interaction with virtual objects using vision-based six DOF sphere trackingDerek Bradley, Gerhard Roth. 19-26 [doi]
- Untethered robotic play for repetitive physical tasksAndrew G. Brooks, Matt Berlin, Jesse Gray. 27-34 [doi]
- Introducing narrative principles into planning-based interactive storytellingLeandro Motta Barros, Soraia Raupp Musse. 35-42 [doi]
- Weekend battle: an entertainment system for improving workers motivationItaru Kuramoto, Kazumasa Kashiwagi, Tomomi Uemura, Yu Shibuya, Yoshihiro Tsujino. 43-50 [doi]
- Exploring spatial narratives and mixed reality experiences in Oakland CemeterySteven Dow, Jaemin Lee, Christopher Oezbek, Blair MacIntyre, Jay David Bolter, Maribeth Gandy. 51-60 [doi]
- Transforming your shadow into colorful visual media: multi-projection of complementary colorsYugo Minomo, Yasuaki Kakehi, Makoto Iida. 61-68 [doi]
- Characterization of user behavior in a multi-player online gameMichael Kwok, Gary Yeung. 69-74 [doi]
- Teddy-bear based robotic user interfaceNoriyoshi Shimizu, Naoya Koizumi, Maki Sugimoto, Hideaki Nii, Dairoku Sekiguchi, Masahiko Inami. 75-82 [doi]
- Development of an automatic pool trainerLars Bo Larsen, Rene B. Jensen, Kasper Løvborg Jensen, Søren Larsen. 83-87 [doi]
- Artistic brushstroke representation and animation with disk b-spline curveSeah Hock Soon, Zhongke Wu, Feng Tian, Xian Xiao, Boya Xie. 88-93 [doi]
- Combining body sensors and visual sensors for motion trainingDoo Young Kwon, Markus H. Gross. 94-101 [doi]
- InStory: a system for mobile information access, storytelling and gaming activities in physical spacesNuno Correia, Luís Alves, Helder Correia, Luís Romero, Carmen Morgado, Luís Soares, José C. Cunha, Teresa Romão, A. Eduardo Dias, Joaquim A. Jorge. 102-109 [doi]
- Designing sound for a pervasive mobile gameInger Ekman, Laura Ermi, Jussi Lahti, Jani Nummela, Petri Lankoski, Frans Mäyrä. 110-116 [doi]
- Achieving fairness in multiplayer network games through automated latency balancingSebastian Zander, Ian Leeder, Grenville J. Armitage. 117-124 [doi]
- Rokkatan: scaling an RTS game design to the massively multiplayer realmJens Müller, Jan Hendrik Metzen, Alexander Ploss, Maraike Schellmann, Sergei Gorlatch. 125-132 [doi]
- A logic-based tool for interactive generation and dramatization of storiesAngelo E. M. Ciarlini, Cesar Tadeu Pozzer, Antonio L. Furtado, Bruno Feijó. 133-140 [doi]
- An extensible platform for interactive, entertaining social experiences with an animatronic characterSabrina A. Haskell, Andrew Hosmer, Eugenia Leu. 141-148 [doi]
- Human scale haptic interaction with a reactive virtual human in a realtime physics simulatorShoichi Hasegawa, Ishikawa Toshiaki, Naoki Hashimoto. 149-155 [doi]
- Emotional agent model and architecture for NPCs group control and interaction to facilitate leadership roles in computer entertainmentAbdennour El Rhalibi, Nick Baker, Madjid Merabti. 156-163 [doi]
- Relations between selected musical parameters and expressed emotions: extending the potential of computer entertainmentJan Berg, Johnny Wingstedt. 164-171 [doi]
- MonkeyBridge: autonomous agents in augmented reality gamesIstván Barakonyi, Markus Weilguny, Thomas Psik, Dieter Schmalstieg. 172-175 [doi]
- Reflections on the methodology of pervasive gamingBo Kampmann Walther. 176-179 [doi]
- Fully automated texture tracking based on natural features extraction and template matchingRafael Bastos, José Miguel Salles Dias. 180-183 [doi]
- The CaveUT system: immersive entertainment based on a game engineJeffrey Jacobson, Marc Le Renard, Jean-Luc Lugrin, Marc Cavazza. 184-187 [doi]
- Networked equilibrium sharing system balance seat Nobuya Suzuki, Takahiro Kobayashi, Hiroshi Yasuda. 188-191 [doi]
- The 3D interactive visit to Piazza dei Miracoli, ItalyMarcello Carrozzino, Andrea Brogi, Franco Tecchia, Massimo Bergamasco. 192-195 [doi]
- DELEM - Delayed Mirror Gregorio Jimenez, Francisco Sanmartín, Emanuele Mazza. 196-199 [doi]
- Nano-Scape: experiencing aspects of nanotechnology through a magnetic force-feedback interfaceLaurent Mignonneau, Christa Sommerer. 200-203 [doi]
- The future of video: user experience in a large-scale, high-definition video display environmentBelgacem Ben Youssef, Jim Bizzocchi, John Bowes. 204-208 [doi]
- Back to the 70 sCristina Portalés, Francisco Giner, Francisco Sanmartín. 209-212 [doi]
- Heat sensation in image creation with thermal visionDaisuke Iwai, Kosuke Sato. 213-216 [doi]
- Adapting a large scale networked virtual environment for display on a PDATom Jehaes, Peter Quax, Wim Lamotte. 217-220 [doi]
- Automatic kinetic typography composerMitsuru Minakuchi, Katsumi Tanaka. 221-224 [doi]
- Digiwall: an interactive climbing wallMats Liljedahl, Stefan Lindberg, Jan Berg. 225-228 [doi]
- SCORPIODROME: an exploration in mixed reality social gaming for childrenGeorgios Metaxas, Barbaros Metin, Jutta Schneider, G. Shapiro, W. Zhou, Panos Markopoulos. 229-232 [doi]
- Enhancement of aligning accuracy on zooming camera for augmented realityWidya Andyardja Weliamto, Hock Soon Seah, Feng Tian, Li Li. 233-237 [doi]
- Hypersexual avatars: who wants them?Annika Waern, Anna Larsson, Carina Nerén. 238-241 [doi]
- Geometric model reconstruction from streams of DirectX 3D game applicationZhigeng Pan, Xiaochao Wei, Jian Yang. 242-245 [doi]
- Surveys of exhibition planners and visitors about a distributed haptic museumToshio Asano, Yutaka Ishibashi, Satoshi Minezawa, Masaki Fujimoto. 246-249 [doi]
- Improving quality of service in videogamesInmaculada García, Ramón Mollá Vayá. 250-253 [doi]
- Interactive three-dimensional rendering on mobile computer devicesJavier Lluch, Rafael Gaitán, Emilio Camahort, Roberto Vivó. 254-257 [doi]
- Energy browser: to make exercise enjoyable and interestingSatoshi Nakamura, Mitsuru Minakuchi, Katsumi Tanaka. 258-261 [doi]
- Keeping bots out of online gamesPhilippe Golle, Nicolas Ducheneaut. 262-265 [doi]
- Massive flux design for an interactive water installation: water gamesNarcís Parés, Jaume Durany, Anna Carreras. 266-269 [doi]
- Lowering the development time of multimodal interactive application: the real-life experience of the XVR projectMarcello Carrozzino, Franco Tecchia, Sandro Bacinelli, Carlo Cappelletti, Massimo Bergamasco. 270-273 [doi]
- Designing a narrative-based audio only 3D game engineTimothy Roden, Ian Parberry. 274-277 [doi]
- A pressure sensing floor for interactive media applicationsPrashant Srinivasan, David Birchfield, Gang Qian, Assegid Kidané. 278-281 [doi]
- A qualitative exploration of entertainment experiencesGreg Hale. 282-285 [doi]
- Augmenting digital audio broadcast with rich dataAnnelies de Bruine, Huw Jeffries, Erik Geelhoed, Richard Hull 0002, Nick Piggott. 286-289 [doi]
- Magic moments in situated mediascapesJosephine Reid, Richard Hull 0002, Kirsten Cater, Constance Fleuriot. 290-293 [doi]
- A real-time collision detection algorithm for mobile billiards gameBailin Yang, Xi Cheng, Zhigeng Pan. 294-297 [doi]
- Personalizing game content using audio-visual mediaJukka Holm, Kai Havukainen, Juha Arrasvuori. 298-301 [doi]
- Adaptive mixed reality gamesChristian Reimann, Volker Paelke. 302-305 [doi]
- Gaming on the edge: using seams in ubicomp gamesMatthew Chalmers, Marek Bell, Barry Brown, Malcolm Hall, Scott Sherwood, Paul Tennent. 306-309 [doi]
- Rendezvous: supporting real-time collaborative mobile gaming in high latency environmentsAngie Chandler, Joe Finney. 310-313 [doi]
- Tri-Story as intuitive cinema interactive storytelling based on physical action for multi-screenSatoru Tokuhisa, Alice Ding, Masa Inakage. 314-317 [doi]
- Synchronization methods for supporting distributed 3D virtual environments in Java:::TM:::Kevin Gorman, Daneyand Singley, Yuichi Motai. 318-321 [doi]
- Implementing encrypted streaming video in a distributed server environmentJason But, Grenville J. Armitage. 322-325 [doi]
- Forces, clashes and remnants: a model for event-driven iterative multidisciplinary game designSus Lundgren, Staffan Björk. 326-329 [doi]
- D4MD: deformation system for a vehicle simulation gameTiago Rodrigues, Rui Pires, José Miguel Salles Dias. 330-333 [doi]
- Playmakers in multiplayer game communities: their importance and motivations for participationAntti Salovaara, Mikael Johnson, Kalle Toiskallio, Sauli Tiitta, Marko Turpeinen. 334-337 [doi]
- Virtual reality school for children with learning difficultiesLucí Vera, Gerardo Herrera, Elias Vived. 338-341 [doi]
- BodyMusic: a novel framework design for body-driven music compositionHorace Ho-Shing Ip, Belton Kwong, Ken C. K. Law. 342-345 [doi]
- REMUPP: an interface for evaluation of relations between musical parameters and perceived propertiesJohnny Wingstedt, Jan Berg, Mats Liljedahl, Stefan Lindberg. 346-349 [doi]
- Building 3D interactive environments for the children s narrative: a didactic projectAndrea Baroni, Chiara Evangelista, Marcello Carrozzino, Massimo Bergamasco. 350-353 [doi]
- ARMS: a trading card game using AR technologyHaruhiro Katayose, Kazuhiko Imanishi. 354-355 [doi]
- Notbook ARMoisés Mañas Carbonell, Francisco Giner Martínez, Javier Montesa Andrés. 356-357 [doi]
- A viable approach to deliver television events, having multiple and selectable plots: MultiChannelStoryMassimo Deriu. 358-360 [doi]
- Developing games with Magic Playground: a gesture-based game engineCarolina Cabral, Juana Dehanov, José Miguel Salles Dias, Rafael Bastos. 361-362 [doi]
- Cyclone Uppercut, a boxing game for an immersive environmentRonald Sidharta, Carolina Cruz-Neira. 363-364 [doi]
- Towards a cinematically enhanced narrativeAlejandro Ramírez. 365-366 [doi]
- Towards an intelligent storyboarding tool for 3D gamesArnav Jhala, William H. Bares, R. Michael Young. 367-368 [doi]
- Real-time cinematic camera control for interactive narrativesDan Amerson, Shaun Kime, R. Michael Young. 369 [doi]
- Integrating plan-based behavior generation with game environmentsR. Michael Young, Mark O. Riedl. 370 [doi]
- Challenges for pervasive mobile game design: examining players emotional responsesLaura Ermi, Frans Mäyrä. 371-372 [doi]
- Through the looking glass: you can play against your own reflectionYasuaki Kakehi, Takeshi Naemura. 373-374 [doi]
- Real or unreal?: an evaluation setting for emotional characters using unreal technologyManfred Eckschlager, Michael Lankes, Regina Bernhaupt. 375-376 [doi]
- What you look like when learning hand alphabetsMiki Namatame, Yasushi Harada, Fusako Kusunoki, Takao Terano, Shigenori Inagaki. 377-378 [doi]
- The memory bookMari C. Juan, Beatriz Rey, D. Perez, D. Tomas, Mariano Alcañiz Raya. 379-380 [doi]
- Telepresence meets racing gamesYongjin Kim, Jaehoon Jung, Seokhee Jeon, Sangyoon Lee, Gerard Jounghyun Kim. 381-382 [doi]
- Tierra Inhospita: exploring a virtual world with your faceGinés García-Mateos, Sergio Fructuoso Muñoz. 383-384 [doi]
- Interactive free-hand drawing and in-between generation with DBSCSeah Hock Soon, Zhongke Wu, Feng Tian, Xian Xiao, Boya Xie. 385-386 [doi]
- Kick-real, a mobile mixed reality gameChristian Reimann. 387 [doi]
- Augmented reality with zooming camera: accurate pose and focal length estimationWidya Andyardja Weliamto, Seah Hock Soon, Feng Tian, Hu Meiqun. 388 [doi]
- Teddy-bear based robotic user interface for interactive entertainmentNoriyoshi Shimizu, Naoya Koizumi, Maki Sugimoto, Hideaki Nii, Dairoku Sekiguchi, Masahiko Inami. 389-390 [doi]
- SymBall: camera driven table tennis for mobile phonesMika Hakkarainen, Charles Woodward. 391-392 [doi]
- Demonstration for human scale haptic interaction with a reactive virtual human in a realtime physics simulatorShoichi Hasegawa, Ishikawa Toshiaki, Naoki Hashimoto. 393 [doi]
- Telepresence racing gameYongjin Kim, Jaehoon Jung, Seokhee Jeon, Sangyoon Lee, Gerard Jounghyun Kim. 394 [doi]
- Free network visible networkClara Boj Tovar, Diego J. Díaz, Adrian David Cheok, Ke Xu, Wei Liu. 395-396 [doi]
- Game space design foundations for trans-reality gamesCraig A. Lindley. 397-404 [doi]
- Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online gamesStefano Ferretti, Marco Roccetti. 405-412 [doi]
- Integrate and conquer: the next generation of intelligent avatarsJaroslaw Francik, Adam Szarowicz. 413-420 [doi]
- Game design through self-play experimentsAlasdair Macleod. 421-428 [doi]
- The case for dynamic difficulty adjustment in gamesRobin Hunicke. 429-433 [doi]
- Clouds and stars: efficient real-time procedural sky rendering using 3D hardwareTimothy Roden, Ian Parberry. 434-437 [doi]
- Personality model for a companion AIBOIulia Dobai, Léon J. M. Rothkrantz, Charles van der Mast. 438-441 [doi]
- AI middleware as means for improving gameplayBörje Karlsson, Bruno Feijó. 442-445 [doi]
- Towards manifold learning for gamebot behavior modelingChristian Thurau, Christian Bauckhage. 446-449 [doi]
- How to make games for visually impaired childrenDominique Archambault, Damien Olivier. 450-453 [doi]
- IntelligentBox as component based development system for body action 3D gamesYoshihiro Okada. 454-457 [doi]
- Game logic portabilityAhmed BinSubaih, Steve Maddock, Daniela Romano. 458-461 [doi]
- Motivation-driven educational game design: applying best practices to music educationGuillaume Denis, Pierre Jouvelot. 462-465 [doi]