Abstract is missing.
- PrefaceAndrea Sanna, Fabrizio Lamberti, Jon G. Rokne. [doi]
- Perceptually-inspired computingMing C. Lin. 1 [doi]
- Sensors for the senses: Meaning-making via self-active entertainment experiencesAnthony L. Brooks. 2-3 [doi]
- ArcAid interactive archery assistantJeroen Vervaeke, Jente Ameye, Sievert van Esch, Jelle Saldien, Steven Verstockt. 4-8 [doi]
- Digital facial augmentation for interactive entertainmentNaoto Hieda, Jeremy R. Cooperstock. 9-16 [doi]
- Phygital play HRI in a new gaming scenarioMaria Luce Lupetti, Giovanni Piumatti, Federica Rossetto. 17-21 [doi]
- ARZombie: A mobile augmented reality game with multimodal interactionDiogo Cordeiro, Nuno Correia, Rui M. Jesus. 22-31 [doi]
- Robot devastation: Using DIY low-cost platforms for multiplayer interaction in an augmented reality gameDavid Estevez, Juan G. Victores, Santiago Morante, Carlos Balaguer. 32-36 [doi]
- A preliminary study of a hybrid user interface for augmented reality applicationsFederico Manuri, Giovanni Piumatti. 37-41 [doi]
- A system for multimodal interaction with Kinect-enabled virtual windowsAna M. Bernardos, Inigo Marquinez, David Gómez, Juan A. Besada, José R. Casar. 42-46 [doi]
- Real-time gesture recognition based on motion quality analysisCéline Jost, Pierre De Loor, Lexis Nédélec, Elisabetta Bevacqua, Igor Stankovic. 47-56 [doi]
- Automated video analysis of interpersonal entrainment in Indian music performancePaolo Alborno, Gualtiero Volpe, Antonio Camurri, Martin Clayton, Peter Keller. 57-63 [doi]
- How does it feel like? An exploratory study of a prototype system to convey emotion through haptic wearable devicesAntonella Mazzoni, Nick Bryan-Kinns. 64-68 [doi]
- A virtual holographic display case for museum installationsManuela Chessa, Matteo Garibotti, Valerio Rossi, Antonio Novellino, Fabio Solari. 69-73 [doi]
- A multimodal dataset for the analysis of movement qualities in karate martial artKsenia Kolykhalova, Antonio Camurri, Gualtiero Volpe, Marcello Sanguineti, Enrico Puppo, Radoslaw Niewiadomski. 74-78 [doi]
- Drawing outside the lines: Tracking-based gesture interaction in mobile augmented entertainmentWolfgang Hurst, Ronald Poppe, Jerry van Angeren. 79-87 [doi]
- Interactive entertainment, virtual motion training and brain ergonomySara Invitto, Chiara Faggiano, Silvia Sammarco, Valerio De Luca, Lucio Tommaso De Paolis. 88-94 [doi]
- Notification mechanisms in second-screen scenarios towards a balanced user experiencePedro Almeida, Jorge Abreu, Telmo Silva, Lígia Duro, Monica Aresta, Rita Oliveira. 95-99 [doi]
- Visual metaphors for semantic cultural heritageRossana Damiano, Vincenzo Lombardo, Antonio Lieto. 100-109 [doi]
- Exploiting reverse correlation for the generation of virtual characters from personality traitsFabrizio Nunnari, Alexis Héloir. 110-119 [doi]
- A methodological approach to user evaluation and assessment of a virtual environment hangoutMarco Pasin, Antonella Frisiello, Julie A. Wall, Steven Poulakos, Aljoscha Smolic. 120-124 [doi]
- The richness of open-ended play: Rules, feedback and adaptation mechanisms in intelligent play environmentsPepijn Rijnbout, Mark de Graaf, Ben A. M. Schouten. 125-133 [doi]
- Wearable vision for retrieving architectural details in augmented tourist experiencesStefano Alletto, Davide Abati, Giuseppe Serra, Rita Cucchiara. 134-139 [doi]
- Augmenting traditional playground games to enhance game experienceAlejandro Moreno, Robby van Delden, Ronald Poppe, Dennis Reidsma, Dirk Heylen. 140-149 [doi]
- Grüt: A gardening sensor kit for children: A digital application that helps children develop ownership for their plantsIlaria Zonda, Jarmal Martis. 150-157 [doi]
- Wearable sensor networks for motion captureDennis Arsenault, Anthony Whitehead. 158-167 [doi]
- An open platform for full body interactive sonification exergamesSimone Ghisio, Paolo Coletta, Stefano Piana, Paolo Alborno, Gualtiero Volpe, Antonio Camurri, Ludovica Primavera, Carla Ferrari, Carla Maria Guenza, Paolo Moretti, Valeria Bergamaschi, Andrea Ravaschio. 168-175 [doi]
- Playable one-switch video games for children with severe motor disabilities based on GNomonSebastián Aced López, Fulvio Corno, Luigi De Russis. 176-185 [doi]
- A semantic layer for knowledge-based game design in edutainment applicationsAndrea Repetto, Chiara Eva Catalano. 186-194 [doi]
- Fydlyty: A low-fidelity serious game for medical-based cultural competence educationZain Khan, Kristopher Maddeaux, Bill Kapralos. 195-199 [doi]
- Soft play detection in shooter games using hit matrix analysisJussi Laasonen, Jouni Smed. 200-206 [doi]
- GAINE - tanGible augmented interaction for edutainmentAndrea Bottino, Andrea Martina, Amirhosein Toosi. 207-216 [doi]
- 360-MAM-Affect: Sentiment analysis with the Google prediction API and EmoSenticNetEleanor Mulholland, Paul McKevitt, Tom Lunney, John Farren, Judy Wilson. 217-221 [doi]
- Virgil, robot for museum experience: Study on the opportunity given by robot capability to integrate the actual museum visitLuca Giuliano, Miguel Efrain Kaouk Ng, Maria Luce Lupetti, Claudio Germak. 222-223 [doi]
- CrossCult: Empowering reuse of digital cultural heritage in context-aware CrossCults of European historyOmar G. Bravo Quezada, Roberto A. Garcia Velez, Yolanda Blanco-Fernández, Martín López Nores. 224-225 [doi]