ACE 2004: Singapore
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2004, Singapore, June 3-5, 2004.
ACM 2004, ISBN 1-58113-882-2 BibTeX
- Frontmatter.
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- Junji Watanabe, Hideyuki Ando, Taro Maeda:
Gaze-triggered selective information display.
10-17
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- Josephine Reid, Mathew Lipson, Jenny Hyams, Kate L. Shaw:
"Fancy a schmink?": a novel networked game in a café.
18-23
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- Itaru Kuramoto, Kazumasa Kashiwagi, Yu Shibuya, Yoshihiro Tsujino, Shigeki Ohtsuka:
How can entertainment improve workers' motivation and their productivity?
24-31
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- Fred Charles, Marc Cavazza, Steven J. Mead, Olivier Martin, Alok Nandi, Xavier Marichal:
Compelling experiences in mixed reality interactive storytelling.
32-40
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- Naho Inamoto, Hideo Saito:
Free viewpoint video synthesis and presentation of sporting events for mixed reality entertainment.
42-50
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- David Joseph Chaplin, Abdennour El Rhalibi:
IPD for emotional NPC societies in games.
51-60
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- Seung Zoo Jeong, Naoki Hashimoto, Makoto Sato:
A novel interaction system with force feedback between real - and virtual human: an entertainment system: "virtual catch ball".
61-66
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- Fusako Kusunoki, Ikuko Eguchi Yairi, Takuichi Nishimura:
Multi-Audible table for collaborative work.
67-73
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- Andrew G. Brooks, Jesse Gray, Guy Hoffman:
Robot's play: interactive games with sociable machines.
74-83
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- Fusako Kusunoki, Ayako Isyama, Kouji Tokiwa, Takuichi Nishimura:
The sensing board enhanced by interactive sound system for collaborative work.
84-90
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- Annika Wolff, Paul Mulholland, Zdenek Zdráhal:
Scene-driver: a narrative-driven game architecture reusing broadcast animation content.
91-99
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- Dan Fielding, Mike Fraser, Brian Logan, Steve Benford:
Extending game participation with embodied reporting agents.
100-108
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- Magy Seif El-Nasr:
A user-centric adaptive story architecture: borrowing from acting theories.
109-116
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- Nicholas Cooper, Aaron Keatley, Maria Dahlquist, Simon Mann, Hannah Slay, Joanne Zucco, Ross Smith, Bruce H. Thomas:
Augmented Reality Chinese Checkers.
117-126
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- Yutaka Ishibashi, Hidehiko Kasugai, Masaki Fujimoto:
An intra-stream synchronization algorithm for haptic media in networked virtual environments.
127-133
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- Yutaka Ishibashi, Katsunori Inazumi, Shuji Tasaka, Toshio Asano:
Media synchronization between voice and movement of avatars in networked virtual environments.
134-139
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- Peter K. K. Loh, S. Phong, Wentong Cai, Tony Kai Yun Chan:
Multiplayer internet gaming with VRML: a relook.
140-147
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- Johnny Friberg, Dan Gärdenfors:
Audio games: new perspectives on game audio.
148-154
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- Henrik Lörstad, Mark d'Inverno, John Eacott:
The intelligent street: responsive sound environments for social interaction.
155-162
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- Carsten Magerkurth, Timo Engelke, Maral Memisoglu:
Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology.
163-172
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- Ryoichi Watanabe, Yuichi Itoh, Masatsugu Asai, Yoshifumi Kitamura, Fumio Kishino, Hideo Kikuchi:
The soul of ActiveCube: implementing a flexible, multimodal, three-dimensional spatial tangible interface.
173-180
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- Shigeru Sakurazawa, Naofumi Yoshida, Nagisa Munekata:
Entertainment feature of a game using skin conductance response.
181-186
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- Andrea Mazzone, Christian P. Spagno, Andreas M. Kunz:
The HoverMesh: a deformable structure based on vacuum cells: new advances in the research of tangible user interfaces.
187-193
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- Manuel Oliveira:
Virtual environment system layered object model.
194-202
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- Duncan McCaffery, Joe Finney:
The need for real time consistency management in P2P mobile gaming environments.
203-211
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- Tristan Barnett, Stephen R. Clarke:
Optimizing returns in the gaming industry for players and operators of Video Poker machines.
212-216
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- Miki Namatame, Yasushi Harada, Fusako Kusunoki, Takao Terano:
Edutaining school pupils for Japanese hand alphabets.
217-221
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- Jayakumar S. Kandhasamy, Ming Xie:
From text to images through meanings.
222-227
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- Kiel Mark Gilleade, Alan J. Dix:
Using frustration in the design of adaptive videogames.
228-232
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- Tanja Lang, Philip Branch, Grenville J. Armitage:
A synthetic traffic model for Quake3.
233-238
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- Stephano Zanetti, Abdennour El Rhalibi:
Machine learning techniques for FPS in Q3.
239-244
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- Chek Yang Foo, Elina M. I. Koivisto:
Defining grief play in MMORPGs: player and developer perceptions.
245-250
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- Peter Quax, Patrick Monsieurs, Wim Lamotte:
Performance evaluation of client-side video stream quality selection using autonomous avatars.
251-256
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- Grenville J. Armitage, Lawrence Stewart:
Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games.
257-262
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- Anne-Gwenn Bosser:
Massively multi-player games: matching game design with technical design.
263-268
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- Carsten Matysczok, Rafael Radkowski, Jan Berssenbrügge:
AR-bowling: immersive and realistic game play in real environments using augmented reality.
269-276
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- Charles Woodward, Petri Honkamaa, Jani Jäppinen, Esa-Pekka Pyökkimies:
CamBall: augmented networked table tennis played with real rackets.
275-276
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- Nitiwat Sanornoi, Pitikhate Sooraksa:
Artificial intelligence based on fuzzy behavior for game programming.
277-279
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- Lesley Anderson, Jon Purdy, Warren Viant:
Variations on a fuzzy logic gesture recognition algorithm.
280-283
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- Lynne E. Hall, Adrian Gordon, Russell James, Lynne Newall:
A lightweight rule-based Al engine for mobile games.
284-289
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- Masumi Shimizu, Mie Nakatani, Hirokazu Kato, Shogo Nishida:
Communication environment for sharing fond memories.
290-295
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- Hirofumi Morioka, Mie Nakatani, Shogo Nishida:
Proposal of an algorithm to synthesize music suitable for dance.
296-301
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- Diego J. Díaz, Clara Boj Tovar, Moisés Mañas Carbonell:
"SeeSaw videogame" a new multi-user collaborative game device.
302-306
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- Junichi Hoshino, Hiroshi Mori, Atsushi Nakano, Jun Takazawa:
Embodied 3D story space.
307-312
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- Dhananjay Sampath:
ABRCon, Adaptive oBject Re-CONfiguration: an approach to enhance, repeat playability of games and repeat watchability of movies.
313-316
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- Masaki Fujimoto, Yutaka Ishibashi:
The effect of stereoscopic viewing of a virtual space on a networked game using haptic media.
317-320
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- Volker Paelke, Christian Reimann, Dirk Stichling:
Foot-based mobile interaction with games.
321-324
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- Sam-ha Choi, Hee-Dong Chang, Kyung-Sik Kim:
Development of force-feedback device for PC-game using vibration.
325-330
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- Ernest A. Edmonds, Andrew Martin, Sandra Pauletto:
Audio-visual interfaces in digital art.
331-336
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- Wai-Chun Lam, Feng Zou, Taku Komura:
Motion editing with data glove.
337-342
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- Ig-Jae Kim, Hyun Jin Lee, Hyoung-Gon Kim:
Magic mirror: a new VR platform design and its applications.
343-348
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- Nipan Maniar, William Garrison:
Dynamic streaming media: creating custom programmes in real-time.
349
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- Steffen P. Walz, Gerhard M. Buurman, Christoph Wartmann, Simon Schirm, Ádám Moravánszky, Ronald Vuillemin:
Carplication: a rhetorical study information racer.
350-351
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- Hiroshi Mori, Sayuri Ohta, Junichi Hoshino:
Automatic dance generation from music annotation.
352-353
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- Atsushi Nakano, Rai Chan, Junichi Hoshino:
Panorama-based immersive story environment.
354
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- William Carter, Scott S. Fisher:
Mobile sound communities.
355-356
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- Siddharth Singh, Adrian David Cheok, Soh Chor Kiong:
A step towards anywhere gaming.
357-358
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- Siddharth Singh, Adrian David Cheok, Guo Loong Ng, Farzam Farbiz:
Augmented reality post-it system.
359
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- Adrian David Cheok, Kok Hwee Goh, Wei Liu, Farzam Farbiz, Sze Lee Teo, Hui Siang Teo, Shang Ping Lee, Yu Li, Siew Wan Fong, Xubo Yang:
Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing.
360-361
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- Zhiying Zhou, Adrian David Cheok, Tingting Chan, Yu Li:
Jumanji Singapore: an interactive 3D board game turning hollywood fantasy into reality.
362-363
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- Zhiying Zhou, Adrian David Cheok, Jiun Horng Pan, Yu Li:
Magic Story Cube: an interactive tangible interface for storytelling.
364-365
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Copyright © Sat May 16 22:55:59 2009
by Michael Ley (ley@uni-trier.de)