I Invited Presentations
Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design
Realization of Tai-Chi Motion Using a Humanoid Robot
Building Better Systems for Learning and Training: Bringing the Entertainment Industry and Simulation Technology Together
Game Intelligence: From Animal Play Behavior to Entertainment Computing
Effects of Violent Video Games on Aggressive Behavior, Helping
New Behavioural Approaches for Virtual Environments
II Advanced Interaction Design
Kuru-kuru Pitcher": A Game for the S~haire Internet Chair
Fun and Sports: Enhancing the Home Fitness Experience
Manipulating Multimedia Contents
with Tangible Media Control System
"Tangible Influence": Towards a New Interaction Paradigm for Computer Games
Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities
Optical-Flow-Driven Gadgets for Gaming User Interface
The Human-Information Workspace (HI-Space): Ambient Table Top Entertainment
Game-Driven Intelligent Tutoring Systems
Practice! YUBIMOJI AIUEO for Japanese Hand Language Learning.
The Bush Telegraph: Networked Cooperative Music-Making.
III Art, Design, and Media
Live Role-Playing Games: Implications for Pervasive Gaming
Animating Conversation in Online Games
From Artistry to Automation: A Structured Methodology for Procedural Content Creation
Commedia Virtuale: Theatre Inspiration for Expressive Avatars
Take the Money and Run? An Ethical Approach to the Relation Between Game Research and Game Industry
Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions
Improvisation in Theatre Rehearsals for Synthetic Actors
……
IV Augmented, Virtual, and Mixed Reality
V Computer Games
VI human Factors of Games
VII Intelligent Games
VIII Mobile Entertainment
IX Sound and music
X Visual Media Engineering
Author Index
· · · · · · (
收起)