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ACE 2005: Valencia, Spain
- Newton Lee:
Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2005, Valencia, Spain, June 15-15, 2005. ACM 2005, ISBN 1-59593-110-4 - Fusako Kusunoki, Takako Yamaguti, Takuichi Nishimura, Koji Yatani, Masanori Sugimoto:
Interactive and enjoyable interface in museum. 1-8
Online only
- Frédéric Collé, Ronan Champagnat, Armelle Prigent:
Scenario analysis based on linear logic. 1 - Keith Phillips, Wayne Piekarski:
Possession techniques for interaction in real-time strategy augmented reality games. 2 - Rui Prada, Ana Paiva:
Synthetic group dynamics in entertainment scenarios: creating believable interactions in groups of synthetic characters. 3 - Akihiko Shirai, Lionel Dominjon, Masafumi Takahashi:
RoboGamer: a robotic tv game player. 4 - Akihiko Shirai, Lionel Dominjon, Masafumi Takahashi:
RoboGamer: development of robotic tv game player using haptic interface and GPU image recognition. 5 - Martin Flintham:
Painting the town red: configuring location-based games by colouring maps. 9-18 - Derek Bradley, Gerhard Roth:
Natural interaction with virtual objects using vision-based six DOF sphere tracking. 19-26 - Andrew G. Brooks, Matt Berlin, Jesse Gray:
Untethered robotic play for repetitive physical tasks. 27-34 - Leandro Motta Barros, Soraia Raupp Musse:
Introducing narrative principles into planning-based interactive storytelling. 35-42 - Itaru Kuramoto, Kazumasa Kashiwagi, Tomomi Uemura, Yu Shibuya, Yoshihiro Tsujino:
Weekend battle: an entertainment system for improving workers' motivation. 43-50 - Steven Dow, Jaemin Lee, Christopher Oezbek, Blair MacIntyre, Jay David Bolter, Maribeth Gandy:
Exploring spatial narratives and mixed reality experiences in Oakland Cemetery. 51-60 - Yugo Minomo, Yasuaki Kakehi, Makoto Iida:
Transforming your shadow into colorful visual media: multi-projection of complementary colors. 61-68 - Michael Kwok, Gary Yeung:
Characterization of user behavior in a multi-player online game. 69-74 - Noriyoshi Shimizu, Naoya Koizumi, Maki Sugimoto, Hideaki Nii, Dairoku Sekiguchi, Masahiko Inami:
Teddy-bear based robotic user interface. 75-82 - Lars Bo Larsen, Rene B. Jensen, Kasper Løvborg Jensen, Søren Larsen:
Development of an automatic pool trainer. 83-87 - Seah Hock Soon, Zhongke Wu, Feng Tian, Xian Xiao, Boya Xie:
Artistic brushstroke representation and animation with disk b-spline curve. 88-93 - Doo Young Kwon, Markus H. Gross:
Combining body sensors and visual sensors for motion training. 94-101 - Nuno Correia, Luís Alves, Helder Correia, Luís Romero, Carmen Morgado, Luís Soares, José C. Cunha, Teresa Romão, A. Eduardo Dias, Joaquim A. Jorge:
InStory: a system for mobile information access, storytelling and gaming activities in physical spaces. 102-109 - Inger Ekman, Laura Ermi, Jussi Lahti, Jani Nummela, Petri Lankoski, Frans Mäyrä:
Designing sound for a pervasive mobile game. 110-116 - Sebastian Zander, Ian Leeder, Grenville J. Armitage:
Achieving fairness in multiplayer network games through automated latency balancing. 117-124 - Jens Müller, Jan Hendrik Metzen, Alexander Ploss, Maraike Schellmann, Sergei Gorlatch:
Rokkatan: scaling an RTS game design to the massively multiplayer realm. 125-132 - Angelo E. M. Ciarlini, Cesar Tadeu Pozzer, António L. Furtado, Bruno Feijó:
A logic-based tool for interactive generation and dramatization of stories. 133-140 - Sabrina A. Haskell, Andrew Hosmer, Eugenia Leu:
An extensible platform for interactive, entertaining social experiences with an animatronic character. 141-148 - Shoichi Hasegawa, Ishikawa Toshiaki, Naoki Hashimoto:
Human scale haptic interaction with a reactive virtual human in a realtime physics simulator. 149-155 - Abdennour El Rhalibi, Nick Baker, Madjid Merabti:
Emotional agent model and architecture for NPCs group control and interaction to facilitate leadership roles in computer entertainment. 156-163 - Jan Berg, Johnny Wingstedt:
Relations between selected musical parameters and expressed emotions: extending the potential of computer entertainment. 164-171 - István Barakonyi, Markus Weilguny, Thomas Psik, Dieter Schmalstieg:
MonkeyBridge: autonomous agents in augmented reality games. 172-175 - Bo Kampmann Walther:
Reflections on the methodology of pervasive gaming. 176-179 - Rafael Bastos, José Miguel Salles Dias:
Fully automated texture tracking based on natural features extraction and template matching. 180-183 - Jeffrey Jacobson, Marc Le Renard, Jean-Luc Lugrin, Marc Cavazza:
The CaveUT system: immersive entertainment based on a game engine. 184-187 - Nobuya Suzuki, Takahiro Kobayashi, Hiroshi Yasuda:
Networked equilibrium sharing system "balance seat". 188-191 - Marcello Carrozzino, Andrea Brogi, Franco Tecchia, Massimo Bergamasco:
The 3D interactive visit to Piazza dei Miracoli, Italy. 192-195 - Gregorio Jimenez, Francisco Sanmartín, Emanuele Mazza:
"DELEM - Delayed Mirror". 196-199 - Laurent Mignonneau, Christa Sommerer:
Nano-Scape: experiencing aspects of nanotechnology through a magnetic force-feedback interface. 200-203 - Belgacem Ben Youssef, Jim Bizzocchi, John Bowes:
The future of video: user experience in a large-scale, high-definition video display environment. 204-208 - Cristina Portalés, Francisco Giner, Francisco Sanmartín:
Back to the 70's. 209-212 - Daisuke Iwai, Kosuke Sato:
Heat sensation in image creation with thermal vision. 213-216 - Tom Jehaes, Peter Quax, Wim Lamotte:
Adapting a large scale networked virtual environment for display on a PDA. 217-220 - Mitsuru Minakuchi, Katsumi Tanaka:
Automatic kinetic typography composer. 221-224 - Mats Liljedahl, Stefan Lindberg, Jan Berg:
Digiwall: an interactive climbing wall. 225-228 - Georgios Metaxas, Barbaros Metin, Jutta Schneider, G. Shapiro, W. Zhou, Panos Markopoulos:
SCORPIODROME: an exploration in mixed reality social gaming for children. 229-232 - Widya Andyardja Weliamto, Hock Soon Seah, Feng Tian, Li Li:
Enhancement of aligning accuracy on zooming camera for augmented reality. 233-237 - Annika Waern, Anna Larsson, Carina Nerén:
Hypersexual avatars: who wants them? 238-241 - Zhigeng Pan, Xiaochao Wei, Jian Yang:
Geometric model reconstruction from streams of DirectX 3D game application. 242-245 - Toshio Asano, Yutaka Ishibashi, Satoshi Minezawa, Masaki Fujimoto:
Surveys of exhibition planners and visitors about a distributed haptic museum. 246-249 - Inmaculada García, Ramón Mollá Vayá:
Improving quality of service in videogames. 250-253 - Javier Lluch, Rafael Gaitán, Emilio Camahort, Roberto Vivó:
Interactive three-dimensional rendering on mobile computer devices. 254-257 - Satoshi Nakamura, Mitsuru Minakuchi, Katsumi Tanaka:
Energy browser: to make exercise enjoyable and interesting. 258-261 - Philippe Golle, Nicolas Ducheneaut:
Keeping bots out of online games. 262-265 - Narcís Parés, Jaume Durany, Anna Carreras:
Massive flux design for an interactive water installation: water games. 266-269 - Marcello Carrozzino, Franco Tecchia, Sandro Bacinelli, Carlo Cappelletti, Massimo Bergamasco:
Lowering the development time of multimodal interactive application: the real-life experience of the XVR project. 270-273 - Timothy Roden, Ian Parberry:
Designing a narrative-based audio only 3D game engine. 274-277 - Prashant Srinivasan, David Birchfield, Gang Qian, Assegid Kidané:
A pressure sensing floor for interactive media applications. 278-281 - Greg Hale:
A qualitative exploration of entertainment experiences. 282-285 - Annelies de Bruine, Huw Jeffries, Erik Geelhoed, Richard Hull, Nick Piggott:
Augmenting digital audio broadcast with rich data. 286-289 - Josephine Reid, Richard Hull, Kirsten Cater, Constance Fleuriot:
Magic moments in situated mediascapes. 290-293 - Bailin Yang, Xi Cheng, Zhigeng Pan:
A real-time collision detection algorithm for mobile billiards game. 294-297 - Jukka Holm, Kai Havukainen, Juha Arrasvuori:
Personalizing game content using audio-visual media. 298-301 - Christian Reimann, Volker Paelke:
Adaptive mixed reality games. 302-305 - Matthew Chalmers, Marek Bell, Barry A. T. Brown, Malcolm Hall, Scott Sherwood, Paul Tennent:
Gaming on the edge: using seams in ubicomp games. 306-309 - Angie Chandler, Joe Finney:
Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. 310-313 - Satoru Tokuhisa, Alice Ding, Masa Inakage:
Tri-Story as "intuitive cinema" interactive storytelling based on physical action for multi-screen. 314-317 - Kevin W. Gorman, Daneyand Singley, Yuichi Motai:
Synchronization methods for supporting distributed 3D virtual environments in JavaTM. 318-321 - Jason But, Grenville J. Armitage:
Implementing encrypted streaming video in a distributed server environment. 322-325 - Sus Lundgren, Staffan Björk:
Forces, clashes and remnants: a model for event-driven iterative multidisciplinary game design. 326-329 - Tiago Rodrigues, Rui Pires, José Miguel Salles Dias:
D4MD: deformation system for a vehicle simulation game. 330-333 - Antti Salovaara, Mikael Johnson, Kalle Toiskallio, Sauli Tiitta, Marko Turpeinen:
Playmakers in multiplayer game communities: their importance and motivations for participation. 334-337 - Lucía Vera, Gerardo Herrera, Elias Vived:
Virtual reality school for children with learning difficulties. 338-341 - Horace Ho-Shing Ip, Belton Kwong, Ken C. K. Law:
BodyMusic: a novel framework design for body-driven music composition. 342-345 - Johnny Wingstedt, Jan Berg, Mats Liljedahl, Stefan Lindberg:
REMUPP: an interface for evaluation of relations between musical parameters and perceived properties. 346-349 - Andrea Baroni, Chiara Evangelista, Marcello Carrozzino, Massimo Bergamasco:
Building 3D interactive environments for the children's narrative: a didactic project. 350-353 - Haruhiro Katayose, Kazuhiko Imanishi:
ARMS: a trading card game using AR technology. 354-355 - Moisés Mañas Carbonell, Francisco Giner Martínez, Javier Montesa Andrés:
Notbook AR. 356-357 - Massimo Deriu:
A viable approach to deliver television events, having multiple and selectable plots: MultiChannelStory. 358-360 - Carolina Cabral, Juana Dehanov, José Miguel Salles Dias, Rafael Bastos:
Developing games with Magic Playground: a gesture-based game engine. 361-362 - Ronald Sidharta, Carolina Cruz-Neira:
Cyclone Uppercut, a boxing game for an immersive environment. 363-364 - Alejandro Ramírez:
Towards a cinematically enhanced narrative. 365-366 - Arnav Jhala, William H. Bares, Robert Michael Young:
Towards an intelligent storyboarding tool for 3D games. 367-368 - Dan Amerson, Shaun Kime, R. Michael Young:
Real-time cinematic camera control for interactive narratives. 369 - Robert Michael Young, Mark O. Riedl:
Integrating plan-based behavior generation with game environments. 370 - Laura Ermi, Frans Mäyrä:
Challenges for pervasive mobile game design: examining players' emotional responses. 371-372 - Yasuaki Kakehi, Takeshi Naemura:
Through the looking glass: you can play against your own reflection. 373-374 - Manfred Eckschlager, Michael Lankes, Regina Bernhaupt:
Real or unreal?: an evaluation setting for emotional characters using unreal technology. 375-376 - Miki Namatame, Yasushi Harada, Fusako Kusunoki, Takao Terano, Shigenori Inagaki:
What you look like when learning hand alphabets. 377-378 - M.-Carmen Juan, Beatriz Rey, David Pérez, D. Tomas, Mariano Alcañiz Raya:
The memory book. 379-380 - Yongjin Kim, Jaehoon Jung, Seokhee Jeon, Sangyoon Lee, Gerard Jounghyun Kim:
Telepresence meets racing games. 381-382 - Ginés García-Mateos, Sergio Fructuoso Muñoz:
Tierra Inhospita: exploring a virtual world with your face. 383-384 - Seah Hock Soon, Zhongke Wu, Feng Tian, Xian Xiao, Boya Xie:
Interactive free-hand drawing and in-between generation with DBSC. 385-386 - Christian Reimann:
Kick-real, a mobile mixed reality game. 387 - Widya Andyardja Weliamto, Seah Hock Soon, Feng Tian, Hu Meiqun:
Augmented reality with zooming camera: accurate pose and focal length estimation. 388 - Noriyoshi Shimizu, Naoya Koizumi, Maki Sugimoto, Hideaki Nii, Dairoku Sekiguchi, Masahiko Inami:
Teddy-bear based robotic user interface for interactive entertainment. 389-390 - Mika Hakkarainen, Charles Woodward:
SymBall: camera driven table tennis for mobile phones. 391-392 - Shoichi Hasegawa, Ishikawa Toshiaki, Naoki Hashimoto:
Demonstration for human scale haptic interaction with a reactive virtual human in a realtime physics simulator. 393 - Yongjin Kim, Jaehoon Jung, Seokhee Jeon, Sangyoon Lee, Gerard Jounghyun Kim:
Telepresence racing game. 394 - Clara Boj Tovar, Diego J. Díaz, Adrian David Cheok, Ke Xu, Wei Liu:
Free network visible network. 395-396 - Craig A. Lindley:
Game space design foundations for trans-reality games. 397-404 - Stefano Ferretti, Marco Roccetti:
Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games. 405-412 - Jaroslaw Francik, Adam Szarowicz:
Integrate and conquer: the next generation of intelligent avatars. 413-420 - Alasdair Macleod:
Game design through self-play experiments. 421-428 - Robin Hunicke:
The case for dynamic difficulty adjustment in games. 429-433 - Timothy Roden, Ian Parberry:
Clouds and stars: efficient real-time procedural sky rendering using 3D hardware. 434-437 - Iulia Dobai, Léon J. M. Rothkrantz, Charles van der Mast:
Personality model for a companion AIBO. 438-441 - Börje F. Karlsson, Bruno Feijó:
AI middleware as means for improving gameplay. 442-445 - Christian Thurau, Christian Bauckhage:
Towards manifold learning for gamebot behavior modeling. 446-449 - Dominique Archambault, Damien Olivier:
How to make games for visually impaired children. 450-453 - Yoshihiro Okada:
IntelligentBox as component based development system for body action 3D games. 454-457 - Ahmed BinSubaih, Steve Maddock, Daniela Romano:
Game logic portability. 458-461 - Guillaume Denis, Pierre Jouvelot:
Motivation-driven educational game design: applying best practices to music education. 462-465
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