Abstract is missing.
- Social Interaction for Interactive StorytellingEdirlei Soares de Lima, Bruno Feijó, Cesar Tadeu Pozzer, Angelo E. M. Ciarlini, Simone Diniz Junqueira Barbosa, Antonio L. Furtado, Fabio A. Guilherme da Silva. 1-15 [doi]
- Gaming after Dark - Visual Patterns and Their Significance for Atmosphere and Emotional Experience in Video GamesIvana Müller, Petra Sundström, Martin Murer, Manfred Tscheligi. 16-29 [doi]
- Information-Gathering Events in Story PlotsFabio A. Guilherme da Silva, Antonio L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer, Bruno Feijó, Edirlei Soares de Lima. 30-44 [doi]
- Design and Evaluation of Parametrizable Multi-genre Game MechanicsDaniel Apken, Hendrik Landwehr, Marc Herrlich, Markus Krause, Dennis Paul, Rainer Malaka. 45-52 [doi]
- A Virtual Training Tool for Giving TalksOswald D. Kothgassner, Anna Felnhofer, Leon Beutl, Helmut Hlavacs, Mario Lehenbauer, Birgit U. Stetina. 53-66 [doi]
- Stories from the History of Czechoslovakia, A Serious Game for Teaching History of the Czech Lands in the 20th Century - Notes on Design Concepts and Design ProcessVít Sisler, Cyril Brom, Jaroslav Cuhra, Kamil Cinátl, Jakub Gemrot. 67-74 [doi]
- Cognitive Processes Involved in Video Game IdentificationChristopher Blake, Dorothée Hefner, Christian Roth, Christoph Klimmt, Peter Vorderer. 75-84 [doi]
- An Annotation Scheme for Social Interaction in Digital PlaygroundsAlejandro Moreno, Robby van Delden, Dennis Reidsma, Ronald Poppe, Dirk Heylen. 85-99 [doi]
- Philosophy Meets Entertainment: Designing an Interactive Virtual PhilosopherXuan Wang, Khoo Eng Tat, Sanath Siriwardana, Horathalge Iroshan, Ryohei Nakatsu. 100-113 [doi]
- Spotting the Difference: Identifying Player Opponent Preferences in FPS GamesDavid Conroy, Peta Wyeth, Daniel Johnson. 114-121 [doi]
- AR Paint: A Fusion System of a Paint Tool and ARSuwon Lee, Jinki Jung, Jihye Hong, J. B. Ryu, Hyun Seung Yang. 122-129 [doi]
- Pictures at an Exhibition: Design of a Hybrid Puppetry Performance PieceAli Mazalek, Michael Nitsche, Claudia Rébola, Paul Clifton, Andy Wu, Nick Poirier, Firaz Peer. 130-143 [doi]
- Follow the Grass: A Smart Material Interactive Pervasive DisplayAndrea Minuto, Gijs Huisman, Anton Nijholt. 144-157 [doi]
- The ICOCOON Virtual Meeting Room: A Virtual Environment as a Support Tool for Multipoint Teleconference SystemsAljosha Demeulemeester, Katriina Kilpi, Shirley A. Elprama, Sammy Lievens, Charles-Frederik Hollemeersch, An Jacobs, Peter Lambert, Rik Van de Walle. 158-171 [doi]
- Playing with the WeatherSofia Reis, Nuno Correia. 172-184 [doi]
- fAARS: A Platform for Location-Aware Trans-reality GamesLucio Gutierrez, Eleni Stroulia, Ioanis Nikolaidis. 185-192 [doi]
- How to Analyse Therapeutic Games: The Player / Game / Therapy ModelStéphanie Mader, Stéphane Natkin, Guillaume Levieux. 193-206 [doi]
- Game-Based TrustSebastian Matyas, Daishi Kato, Takao Shime, Kazuo Kunieda, Keiji Yamada. 207-220 [doi]
- Design of Tangible Games for Children Undergoing Occupational and Physical TherapyRobby van Delden, Pauline Aarts, Betsy van Dijk. 221-234 [doi]
- Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital GamesKathrin Maria Gerling, Frank P. Schulte, Jan Smeddinck, Maic Masuch. 235-242 [doi]
- The Effect of Closely-Coupled Interaction on Player Experience in Casual GamesAnastasiia Beznosyk, Peter Quax, Wim Lamotte, Karin Coninx. 243-255 [doi]
- Leisure Food: Derive Social and Cultural Entertainment through Physical Interaction with FoodJun Wei, Ryohei Nakatsu. 256-269 [doi]
- A Method for Measuring the Creative Potential of Computer GamesWilawan Inchamnan, Peta Wyeth, Daniel Johnson, David Conroy. 270-283 [doi]
- Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter GameDavid Milam, Magy Seif El-Nasr, Lyn Bartram, Bardia Aghabeigi, Perry Tan. 284-291 [doi]
- A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel EffectsThales Luis Sabino, Paulo Andrade, Esteban Walter Gonzalez Clua, Anselmo Antunes Montenegro, Paulo A. Pagliosa. 292-305 [doi]
- A Parallel Fipa Architecture Based on GPU for Games and Real Time SimulationsLuiz Guilherme Oliveira dos Santos, Esteban Walter Gonzalez Clua, Flavia Cristina Bernardini. 306-317 [doi]
- Cognitive Agents for Microscopic Traffic Simulations in Virtual EnvironmentsSven Seele, Rainer Herpers, Christian Bauckhage. 318-325 [doi]
- Out of Context Augmented Navfields: Designing Crowd ChoreographiesGuillaume Levieux, Stéphane Natkin, Alexandre Topol. 326-332 [doi]
- Priority Level Planning in KriegspielPaolo Ciancarini, Andrea Gasparro. 333-340 [doi]
- Writing Real-Time .Net Games in CasanovaGiuseppe Maggiore, Pieter Spronck, Renzo Orsini, Michele Bugliesi, Enrico Steffinlongo, Mohamed Abbadi. 341-348 [doi]
- An Analysis of Player Strategies and Performance in Audio PuzzlesJaime Carvalho, Luís Duarte, Luís Carriço. 349-362 [doi]
- Cell Phone Puppets: Turning Mobile Phones into Performing ObjectsMichael Nitsche, Sanjeev Nayak. 363-372 [doi]
- Brain-Computer Interface Games: Towards a FrameworkHayrettin Gürkök, Anton Nijholt, Mannes Poel. 373-380 [doi]
- Semiautomatic and User-Centered Orientation of Digital Artifacts on Multi-touch TabletopsLorenz Barnkow, Kai von Luck. 381-388 [doi]
- Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning?Cyril Brom, Edita Bromová, Martin Pergel. 389-392 [doi]
- Player Control in a Real-Time Mobile Augmented Reality GameMareike Picklum, Georg Modzelewski, Susanne Knoop, Toke Lichtenberg, Philipp Dittmann, Tammo Böhme, Volker Fehn, Christian John, Johannes Kenkel, Philipp Krieter, Patrick Niethen, Nicole Pampuch, Marcel Schnelle, Yvonne Schwarte, Sanja Stark, Alexander Steenbergen, Malte Stehr, Henning Wielenberg, Merve Yildirim, Can Yüzüncü, Frederic Pollmann, Dirk Wenig, Rainer Malaka. 393-396 [doi]
- Evolution of GameBots ProjectMichal Bída, Martin Cerný, Jakub Gemrot, Cyril Brom. 397-400 [doi]
- A Framework for Usability Evaluation of Mobile Mixed Reality GamesCharley Gielkens, Richard Wetzel. 401-404 [doi]
- Therapeutic Presence - Virtual Illusions for NeurorehabilitationThomas Schüler. 405-408 [doi]
- Integrated System for Automatic Platform Game Level Creation with Difficulty and Content AdaptationFausto Mourato, Manuel Próspero dos Santos, Fernando Pedro Birra. 409-412 [doi]
- Web-Based Graphic Environment to Support Programming in the Beginning Learning ProcessCarlos J. Costa, Manuela Aparicio, Carlos Cordeiro. 413-416 [doi]
- Interactive Music Recommendation System for Adapting Personal Affection: IMRAPAKeigo Tada, Ryosuke Yamanishi, Shohei Kato. 417-420 [doi]
- Value-Based Design for Gamifying Daily ActivitiesMizuki Sakamoto, Tatsuo Nakajima, Todorka Alexandrova. 421-424 [doi]
- Real Story Interaction: The Role of Global Agency in Interactive StorytellingChristian Roth, Ivar E. Vermeulen. 425-428 [doi]
- Adaptive Difficulty with Dynamic Range of Motion Adjustments in Exergames for Parkinson's Disease PatientsSandra Siegel, Jan Smeddinck. 429-432 [doi]
- The Influence of Music on Player Performance in Exergames for Parkinson's PatientsDamian Lilla, Marc Herrlich, Rainer Malaka, Dennis Krannich. 433-436 [doi]
- The Soundtrack Of Your LifeOliver Kierepka, Constantin Brosda, Christian Geiger. 437-440 [doi]
- Mobile Gaming with Indirect Sensor ControlDaniel Böhrs, Dirk Wenig, Rainer Malaka. 441-444 [doi]
- Heuristics for Social Games with a PurposeAneta Takhtamysheva, Tim Decker. 445-448 [doi]
- Serious Questions in Playful QuestionnairesAneta Takhtamysheva, Jan Smeddinck. 449-452 [doi]
- Interactive Installation Design to Enhance Audience Immersion and Informational BehaviourMichaela Buchtová. 453-456 [doi]
- Emotional Interaction with Surfaces - Works of Design and ComputingLarissa Müller, Svenja Keune, Arne Bernin, Florian Vogt. 457-460 [doi]
- The Empathy Machine - Generated Music to Augment Empathic InteractionsDavid Kadish, Nikolai Kummer, Aleksandra Dulic, Homayoun Najjaran. 461-464 [doi]
- Blending Real and Virtual Worlds Using Self-reflection and FiducialsMartin Fischbach, Dennis Wiebusch, Marc Erich Latoschik, Gerd Bruder, Frank Steinicke. 465-468 [doi]
- The Animation Loop Station: Near Real-Time Animation ProductionBenjamin Walther-Franks, Florian Biermann, Nikolaas Steenbergen, Rainer Malaka. 469-472 [doi]
- Exploring User Input Metaphors for Jump and Run Games on Mobile DevicesKolja Lubitz, Markus Krause. 473-475 [doi]
- The Social Maze: A Collaborative Game to Motivate MS Patients for Upper Limb TrainingTom De Weyer, Karel Robert, Johanna Renny Octavia Hariandja, Geert Alders, Karin Coninx. 476-479 [doi]
- HTML5 - Chances and Pitfalls - Demonstration for the Industry Track of the ICEC2012Steffen Hees, Felix Faber. 480-481 [doi]
- A Framework Concept for Emotion Enriched InterfacesArne Bernin. 482-485 [doi]
- Expanding the Magic Circle in Pervasive Casual PlaySofia Reis. 486-489 [doi]
- Time Simulator in Virtual Reality for Children with Attention Deficit Hyperactivity DisorderPongpanote Gongsook. 490-493 [doi]
- SGDA2012Jannicke Madeleine Baalsrud Hauge, Heiko Duin, Minhua Ma, Manuel Oliveira. 494-495 [doi]
- GCI 2012 Harnessing Collective Intelligence with Games - 1st International Workshop on Systems with Homo Ludens in the LoopMarkus Krause, Roberta Cuel, Maja Vukovic. 496-499 [doi]
- 2nd Workshop on Game Development and Model-Driven Software DevelopmentRobert Walter, Maic Masuch, Mathias Funk. 500-503 [doi]
- PULP Scription: A DSL for Mobile HTML5 Game ApplicationsMathias Funk, Matthias Rauterberg. 504-510 [doi]
- MDSD for Games with Eclipse Modeling TechnologiesSteve A. Robenalt. 511-517 [doi]
- A Feature-Based Environment for Digital GamesVictor Travassos Sarinho, Antônio L. Apolinário Jr., Eduardo S. Almeida. 518-523 [doi]
- Automating the Implementation of Games Based on Model-Driven Authoring EnvironmentsChristos Karamanos, Nikitas M. Sgouros. 524-529 [doi]
- Game Developers Need Lua AiR - Static Analysis of Lua Using Interface ModelsPaul Klint, Loren Roosendaal, Riemer van Rozen. 530-535 [doi]
- Future Trends in Game Authoring ToolsFlorian Mehm, Christian Reuter, Stefan Göbel, Ralf Steinmetz. 536-541 [doi]
- The Effectiveness and Efficiency of Model Driven Game DesignJoris Dormans. 542-548 [doi]
- Proposal for the 4th Workshop on Mobile Gaming, Mobile Life - Interweaving the Virtual and the RealBarbara Grüter, Holger Mügge, Leif Oppermann, Mark Billinghurst. 549-552 [doi]
- "Do Not Touch the Paintings!" The Benefits of Interactivity on Learning and Future Visits in a MuseumKonstantinos Mikalef, Michail N. Giannakos, Konstantinos Chorianopoulos, Letizia Jaccheri. 553-561 [doi]
- Mobile Application for Noise Pollution Monitoring through Gamification TechniquesIrene Garcia Martí, Luis E. Rodríguez, Mauricia Benedito, Sergi Trilles, Arturo Beltrán, Laura Díaz, Joaquín Huerta. 562-571 [doi]
- AtomicOrchid: A Mixed Reality Game to Investigate Coordination in Disaster ResponseJoel E. Fischer, Wenchao Jiang, Stuart Moran. 572-577 [doi]
- A Ubiquitous Solution for Location-Aware GamesAndré Pinto, António Coelho, Hugo da Silva. 578-583 [doi]
- Workshop on: Exploring the Challenges of Ethics, Privacy and Trust in Serious GamingRod McCall, Lynne Baillie, Franziska Boehm, Mike Just. 584-585 [doi]
- Pervasive Gaming as a Potential Solution to Traffic Congestion: New Challenges Regarding Ethics, Privacy and TrustVincent Koenig, Franziska Boehm, Rod McCall. 586-593 [doi]
- Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social ExclusionIan Dunwell. 594-599 [doi]
- Cyber Security Games: A New Line of RiskJohn M. Blythe, Lynne M. Coventry. 600-603 [doi]
- Open Source Software for EntertainmentLetizia Jaccheri, Michail N. Giannakos. 604-607 [doi]