Abstract is missing.
- Under the influence: using natural language in interactives storytellingMarc Cavazza, Fred Charles, Steven J. Mead. 3-11
- Interactivity and non-linearity: what do they really mean?Donald Marinelli. 13-20
- Multi-goal path-finding for autonomous agents in virtual worldsPhilippe Codognet. 23-30
- Multiplayer game cheating prevention with pipelined lockstep protocolHo Lee, Eric Kozlowski, Scott Lenker, Sugih Jamin. 31-39
- Complex games and palm computersPieter Spronck, H. Jaap van den Herik. 41-48
- Facilitating learning in a real time strategy computer gamePenelope Sweetser, Simon Dennis. 49-56
- A toolkit for developing programs of card game played on the internetMasato Koide, Jingde Cheng. 57-64
- A metric for entertainment of boardgames: its implication for evolution of chess variantsHiroyuki Iida, Nobuo Takeshita, Jin Yoshimura. 65-72
- Threat stacks to guide pruning and search extensions in shogiReijer Grimbergen. 73-80
- The evolution of strong othello programsMichael Buro. 81-88
- Digital storytelling with dinah: dynamic, interactive, narrative authoring heuristicDavid Ventura, David C. Brogan. 91-99
- Real-time character animation using puppet metaphorYoshihiro Okada. 101-108
- Fly through view video generation of soccer sceneNaho Inamoto, Hideo Saito. 109-116
- Prototyping mobile game applicationsJohan Sanneblad, Lars Erik Holmquist. 117-124
- A method for real-time rendering of water droplets taking into account interactive depth of field effectsTomoya Sato, Yoshinori Dobashi, Tsuyoshi Yamamoto. 125-132
- Kirifuki: inhaling and exhaling interaction with visual objectsSoichiro Iga, Fumito Higuchi. 133-140
- Virtual horseback archery-kibakiba mushamushaMasataka Imura, Jun Kozuka, Koichi Minami, Yoshito Tabata, Tatsuya Shizui, Kunihiro Chihara. 141-148
- Creating ubiquitous interactive games using everywhere display projectorsClaudio S. Pinhanez. 149-156
- Face analysis and synthesis for interactive entertainmentShoichiro Iwasawa, Tatsuo Yotsukura, Shigeo Morishima. 157-164
- Human body tracking for digital actorsAtsushi Nakano, Junichi Hoshino. 165-172
- Computer vision based recognition of interactions between human and objectsMasumi Kobana, Jun Ohya. 173-180
- Real-time manipulation of motion-capture data with pattern generatorShigeru Kuriyama, Yusuke Irino, Toyohisa Kaneko. 181-188
- Development of autonomous blimp robot with intelligent controlKeiko Motoyama, Hidenori Kawamura, Masahito Yamamoto, Azuma Ohuchi. 191-198
- Lego mindstorms cheerleading robotsNaohiro Matsunami, Kumiko Tanaka-Ishii, Ian Frank, Hitoshi Matsubara. 199-206
- Electronically enhanced board games by integrating physical and virtual spacesFusako Kusunoki, Masanori Sugimoto, Hiromichi Hashizume. 207-214
- A distributed control system and scripting language for interactivity in live performanceEitan Mendelowitz, Jeff Burke. 215-222
- Recognition of human hand gesture from a monocular image sequence for human-machine communication systemSatoru Odo, Kiyoshi Hoshino. 223-230
- Development of midi encoder auto-f for creating midi controllable general audio contentsToshio Modegi. 233-240
- Improvisession-II - a performing/composing system for improvisational sessions with networksYoichi Nagshima. 241-248
- An accomodating piano which augments intention of inexperienced playersAkio Yatsui, Haruhiro Katayose. 249-256
- Two-step input method for supporting construction of midi sequence dataChika Oshima, Yohei Miyagawa, Kazushi Nishimoto, Takashi Shirosaki. 257-264
- A melody retrieval system on parallelized computersTomonari Sonoda, Toshiya Ikenaga, Kana Shimizu, Yoichi Muraoka. 265-272
- Sound compass:::TM::: - a fast query-by-humming system using multi-dimensional feature vectorsHidenobu Nagata, Naoko Kosugi, Ryoji Kataoka, Takashi Honishi. 273-280
- Statistical phrase extraction and indexing for music retrievalAtsuhiro Takasu, Teruhito Kanazawa, Jun Adachi. 281-288
- A portable electronic bass using two padsTsutomu Terada, Masahiko Tsukamoto, Shojiro Nishio. 289-296
- Music composition by onomatopoeiaToshiyuki Masui. 297-304
- The technoludic film: images of video games in movies (1973-2001)Matteo Bittanti. 307-312
- Determinantes for collaboration in networked multi-user gamesMatthias Rauterberg. 313-321
- Politics in motion - some reflections on political bias in simulation gamingNicklas Lundblad, Anders Frank. 323-330
- Awareness communications by entertaining toy doll agentsKazuyuki Saitoh, Tomoko Yonezawa, Kenji Mase. 331-338
- CGA synthesizer interpolating and extrapolating motion dataKiyoshi Hoshino. 339-346
- Leaving fantasy behind in videogames: the limits of the narrative paradigmGonzalo Grasca. 347-354
- Responses in light, sound and scent: a therapeutic interactive yoga systemSidney Fels, James Gauthier, Patricia Smith. 355-362
- The new role of gaming - how games move outside entertainmentAnders Frank, Nicklas Lundblad. 363-369
- The inherent appeal of physically controlled peripheralsDaniel Johnson, John A. Gardner, Janet Wiles, Penelope Sweetser, Kelly Hollingsworth. 371-378
- A new economical fluorescent lamp information transmission system for indoor tracking with applications for indoor gamesYue Li, Adrian David Cheok. 381-388
- Skill training system of manual arc weldingKazuhiko Kobayashi, Shinobu Ishigame, Hideo Kato. 389-396
- Interaction for entertainment contents based on direct manipulation with bare handsKenji Oka, Imari Sato, Yasuto Nakanishi, Yoichi Sato, Hideki Koike. 397-404
- Authoring mixed reality - a component and framework-based approachRalf Dörner, Christian Geiger, Michael Haller, Volker Paelke. 405-413
- Playing rubik s cube in mixed realityMakoto Sato, Yasuharu Koike. 415-422
- Inside the score: music and augmented realityRodney Berry, Ivan Poupyrev, Makoto Tadenuma, Nobuji Tetsutani. 423-429
- Magic music desk: a multi-modal embodied interactive deskZhiying Zhou, Farzam Farbiz, Xiangdong Chen, Adrian David Cheok, Lin Wei. 431-438
- Senses of spaces through transfictionAlok Nandi, Xavier Marichal. 439-446
- Penguin hockey: a virtual reality game system for childrenAkihiko Shirai, Shoichi Hasegawa, Yasuharu Koike, Makoto Sato. 447-454
- Usability and playability issues for arquakeBruce H. Thomas, Nicholas Krul, Benjamin Close, Wayne Piekarski. 455-462
- Touch space: an embodied computing mixed reality game spaceWang Weihua, Xubo Yang, Adrian David Cheok, Mark Billinghurst, Hirokazu Kato. 463-470
- Using augmented reality for entertainmentBlair MacIntyre, Brendan Hannigan. 471-477
- Rapid prototyping of mixed reality applications that entertain and informJörg Stöcklein. 479-486
- An authoring toolkit for mixed reality experiencesScott S. Fisher. 487-494
- A distributed mr transporter for networked collaborationKoichi Minami, Tomi Korpipää, Masataka Imura, Yoshihiro Yasumuro, Tomohiro Kuroda, Yoshitsugu Manabe, Kunihiro Chihara. 495-502
- 3D live humans in mixed reality entertainmentSimon Prince, Adrian David Cheok, Farzam Farbiz, Todd Williamson, Nikolas Johnson, Mark Billinghurst, Hirokazu Kato. 503-510
- Immersive environment technologies for planetary exploration with applications for mixed realityJohn Wright, Frank Hartman, Brian Cooper. 511-518
- Content management in mixed reality systems considerations from an applied science perspectiveMartin Kurze. 519-526
- Mixed reality in traffic scenesA. B. Martínez, J. P. Arboleda, E. X. Martín, C. Torrens. 527-534