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Web Analytics: The New Purpose towards Predictive Mobile Games |
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1 | (13) |
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An Author-Centric Approach to Procedural Content Generation |
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14 | (15) |
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Providing Adaptive Visual Interface Feedback in Massively Multiplayer Online Games |
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29 | (16) |
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Persuasive Elements in Videogames: Effects on Player Performance and Physiological State |
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45 | (16) |
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Evaluating Human-like Behaviors of Video-Game Agents Autonomously Acquired with Biological Constraints |
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61 | (16) |
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Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer |
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77 | (16) |
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Marcello Andres Gomez Maureira |
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Touch Me, Tilt Me -- Comparing Interaction Modalities for Navigation in 2D and 3D Worlds on Mobiles |
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93 | (16) |
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Virtual Robotization of the Human Body via Data-Driven Vibrotactile Feedback |
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109 | (14) |
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Katherine J. Kuchenbecker |
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BOLLOCKS!! Designing Pervasive Games That Play with the Social Rules of Built Environments |
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123 | (15) |
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Cuddly: Enchant Your Soft Objects with a Mobile Phone |
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138 | (14) |
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GuideMe: A Mobile Augmented Reality System to Display User Manuals for Home Appliances |
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152 | (16) |
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Petanko Roller: A VR System with a Rolling-Pin Haptic Interface for Entertainment |
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168 | (14) |
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Emoballoon: A Balloon-Shaped Interface Recognizing Social Touch Interactions |
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182 | (16) |
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Theory and Application of the Colloidal Display: Programmable Bubble Screen for Computer Entertainment |
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198 | (17) |
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Return of the Man-Machine Interface: Violent Interactions |
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215 | (15) |
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Non-branching Interactive Comics |
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230 | (16) |
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Simone Diniz Junqueira Barbosa |
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The Art of Tug of War: Investigating the Influence of Remote Touch on Social Presence in a Distributed Rope Pulling Game |
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246 | (12) |
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Singing Like a Tenor without a Real Voice |
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258 | (12) |
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An Experimental Approach to Identifying Prominent Factors in Video Game Difficulty |
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270 | (14) |
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Goin' Goblins - Iterative Design of an Entertaining Archery Experience |
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284 | (12) |
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Engaging Users in Audio Labelling as a Movie Browsing Game with a Purpose |
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296 | (12) |
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Creating Immersive Audio and Lighting Based Physical Exercise Games for Schoolchildren |
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308 | (12) |
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Game Flux Analysis with Provenance |
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320 | (12) |
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The Challenge of Automatic Level Generation for Platform Videogames Based on Stories and Quests |
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332 | (12) |
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Manuel Prospero dos Santos |
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Six Enablers of Instant Photo Sharing Experiences in Small Groups Based on the Field Trial of Social Camera |
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344 | (12) |
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Kaisa Vaananen-Vainio-Mattila |
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Attack on the Clones: Managing Player Perceptions of Visual Variety and Believability in Video Game Crowds |
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356 | (12) |
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A Framework for Evaluating Behavior Change Interventions through Gaming |
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368 | (12) |
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eVision: A Mobile Game to Improve Environmental Awareness |
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380 | (12) |
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Why Does It Always Rain on Me? Influence of Gender and Environmental Factors on Usability, Technology Related Anxiety and Immersion in Virtual Environments |
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392 | (11) |
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Meaning in Life as a Source of Entertainment |
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403 | (12) |
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D-FLIP: Dynamic and Flexible Interactive PhotoShow |
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415 | (13) |
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PukaPuCam: Enhance Travel Logging Experience through Third-Person View Camera Attached to Balloons |
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428 | (12) |
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Special Session on Serious Game Technology |
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Advances in MASELTOV -- Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants |
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440 | (16) |
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Building an Intelligent, Authorable Serious Game for Autistic Children and Their Carers |
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456 | (20) |
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The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in Job Interviews |
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476 | (16) |
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Development of a Full-Body Interaction Digital Game for Children to Learn Vegetation Succession |
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492 | (5) |
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Assessing Player Motivations and Expectations within a Gameplay Experience Model Proposal |
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497 | (4) |
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OUTLIVE -- An Augmented Reality Multi-user Board Game Played with a Mobile Device |
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501 | (4) |
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Onomatrack: Quick Recording of User's Rhythmic Ideas Using Onomatopoeia |
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505 | (4) |
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Musical Interaction Design for Real-Time Score Recognition towards Applications for Musical Learning and Interactive Art |
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509 | (4) |
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How to Make Tangible Games and Not Die in the Attempt |
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513 | (3) |
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Touch, Taste, and Smell: Multi-sensory Entertainment |
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516 | (3) |
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Between Music and Games: Interactive Sonic Engagement with Emergent Behaviors |
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519 | (5) |
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Linear Logic Validation and Hierarchical Modeling for Interactive Storytelling Control |
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524 | (4) |
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Glow Steps -- A Decentralized Interactive Play Environment for Open-Ended Play |
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528 | (4) |
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Eat & Travel: A New Immersive Dining Experience for Restaurants |
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532 | (4) |
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Evaluation of the Dialogue Information Function of Interactive Puppet Theater: A Puppet-Show System for Deaf Children |
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536 | (4) |
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Music Puzzle: An Audio-Based Computer Game That Inspires to Train Listening Abilities |
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540 | (4) |
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Enabling Interactive Bathroom Entertainment Using Embedded Touch Sensors in the Bathtub |
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544 | (4) |
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Audio-Haptic Rendering of Water Being Poured from Sake Bottle |
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548 | (4) |
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Living Chernoff Faces: Bringing Drama and Infotainment to Public Displays |
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552 | (4) |
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Character Visualization in Miniature Environments with an Optical See-through Head-Mounted Display |
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556 | (4) |
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MARIO: Mid-Air Augmented Reality Interaction with Objects |
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560 | (4) |
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A Face-Like Structure Detection on Planet and Satellite Surfaces Using Image Processing |
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564 | (4) |
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Tinkering in Scientific Education |
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568 | (4) |
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Peter W.H. van der Putten |
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Modeling Player-Character Engagement in Single-Player Character-Driven Games |
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572 | (4) |
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Paintrix: Color Up Your Life! |
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576 | (4) |
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The ToyVision Toolkit for Tangible Games |
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580 | (4) |
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584 | (4) |
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`P.S.(Postscript)': Hearing of Your Heartstring |
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588 | (4) |
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Children Ideation Workshop: Creative Low-Fidelity Prototyping of Game Ideas |
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592 | (8) |
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Dosukoi-Tap: The Virtual Paper Sumo Game |
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600 | (4) |
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DropNotes: A Music Composition Interface Utilizing the Combination of Affordances of Tangible Objects |
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604 | (4) |
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Could the Player's Engagement in a Video Game Increase His/Her Interest in Science? |
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608 | (4) |
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Block Device System with Pattern Definition Capability by Visible Light |
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612 | (4) |
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Multi-sensor Interactive Systems for Embodied Learning Games |
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616 | (6) |
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Photochromic Carpet: Playful Floor Canvas with Color-Changing Footprints |
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622 | (4) |
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Mood Dependent Music Generator |
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626 | (4) |
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A Tangible Platform for Mixing and Remixing Narratives |
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630 | (4) |
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Network Shogi Environment with Discussion Support after Games |
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634 | (4) |
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Hospital Hero: A Game for Reducing Stress and Anxiety of Hospitalized Children in Emergency Room |
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638 | (4) |
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Toinggg: How Changes in Children's Activity Level Influence Creativity in Open-Ended Play |
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642 | (4) |
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ZooMor: Three Stages of Play for a Sleeping Creature |
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646 | (3) |
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Social Believability in Games |
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649 | (4) |
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Mirjam Palosaari Eladhari |
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Computer Entertainment in Cars and Transportation |
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653 | (3) |
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Alexander Meschtscherjakov |
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Possibility of Analysis of "Big Data" of Kabuki Play in 19th Century Using the Mathematical Model of Hit Phenomena |
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656 | (4) |
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Ouch! How Embodied Damage Indicators in First-Person Shooting Games Impact Gaming Experience |
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660 | (5) |
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Author Index |
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665 | |