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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

- Frontmatter.

- Junji Watanabe, Hideyuki Ando, Taro Maeda:

Gaze-triggered selective information display. 10-17 - Josephine Reid, Mathew Lipson, Jenny Hyams, Kate L. Shaw:

"Fancy a schmink?": a novel networked game in a café. 18-23 - Itaru Kuramoto, Kazumasa Kashiwagi, Yu Shibuya, Yoshihiro Tsujino, Shigeki Ohtsuka:

How can entertainment improve workers' motivation and their productivity? 24-31 - Fred Charles, Marc Cavazza, Steven J. Mead, Olivier Martin, Alok Nandi, Xavier Marichal:

Compelling experiences in mixed reality interactive storytelling. 32-40 - Naho Inamoto, Hideo Saito:

Free viewpoint video synthesis and presentation of sporting events for mixed reality entertainment. 42-50 - David Joseph Chaplin, Abdennour El Rhalibi:

IPD for emotional NPC societies in games. 51-60 - 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 - Fusako Kusunoki, Ikuko Eguchi Yairi

, Takuichi Nishimura:
Multi-Audible table for collaborative work. 67-73 - Andrew G. Brooks, Jesse Gray, Guy Hoffman:

Robot's play: interactive games with sociable machines. 74-83 - Fusako Kusunoki, Ayako Isyama, Kouji Tokiwa, Takuichi Nishimura:

The sensing board enhanced by interactive sound system for collaborative work. 84-90 - Annika Wolff

, Paul Mulholland, Zdenek Zdráhal:
Scene-driver: a narrative-driven game architecture reusing broadcast animation content. 91-99 - Dan Fielding, Mike Fraser, Brian Logan, Steve Benford:

Extending game participation with embodied reporting agents. 100-108 - Magy Seif El-Nasr:

A user-centric adaptive story architecture: borrowing from acting theories. 109-116 - Nicholas Cooper, Aaron Keatley, Maria Dahlquist, Simon Mann, Hannah Slay

, Joanne E. Zucco, Ross T. Smith, Bruce H. Thomas:
Augmented Reality Chinese Checkers. 117-126 - Yutaka Ishibashi, Hidehiko Kasugai, Masaki Fujimoto:

An intra-stream synchronization algorithm for haptic media in networked virtual environments. 127-133 - Yutaka Ishibashi, Katsunori Inazumi, Shuji Tasaka

, Toshio Asano:
Media synchronization between voice and movement of avatars in networked virtual environments. 134-139 - Peter K. K. Loh, S. Phong, Wentong Cai, Tony Kai Yun Chan:

Multiplayer internet gaming with VRML: a relook. 140-147 - Johnny Friberg, Dan Gärdenfors:

Audio games: new perspectives on game audio. 148-154 - Henrik Lörstad, Mark d'Inverno, John Eacott:

The intelligent street: responsive sound environments for social interaction. 155-162 - 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 - 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 - Shigeru Sakurazawa, Naofumi Yoshida, Nagisa Munekata:

Entertainment feature of a game using skin conductance response. 181-186 - 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 - Manuel Oliveira:

Virtual environment system layered object model. 194-202 - Duncan McCaffery, Joe Finney

:
The need for real time consistency management in P2P mobile gaming environments. 203-211 - Tristan Barnett, Stephen R. Clarke:

Optimizing returns in the gaming industry for players and operators of Video Poker machines. 212-216 - Miki Namatame, Yasushi Harada, Fusako Kusunoki, Takao Terano:

Edutaining school pupils for Japanese hand alphabets. 217-221 - Jayakumar S. Kandhasamy, Ming Xie:

From text to images through meanings. 222-227 - Kiel Mark Gilleade, Alan J. Dix:

Using frustration in the design of adaptive videogames. 228-232 - Tanja Lang, Philip Branch, Grenville J. Armitage:

A synthetic traffic model for Quake3. 233-238 - Stephano Zanetti, Abdennour El Rhalibi:

Machine learning techniques for FPS in Q3. 239-244 - Chek Yang Foo, Elina M. I. Koivisto:

Defining grief play in MMORPGs: player and developer perceptions. 245-250 - Peter Quax, Patrick Monsieurs, Wim Lamotte:

Performance evaluation of client-side video stream quality selection using autonomous avatars. 251-256 - Grenville J. Armitage, Lawrence Stewart:

Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games. 257-262 - Anne-Gwenn Bosser

:
Massively multi-player games: matching game design with technical design. 263-268 - Carsten Matysczok, Rafael Radkowski, Jan Berssenbrügge:

AR-bowling: immersive and realistic game play in real environments using augmented reality. 269-276 - Charles Woodward, Petri Honkamaa, Jani Jäppinen, Esa-Pekka Pyökkimies:

CamBall: augmented networked table tennis played with real rackets. 275-276 - Nitiwat Sanornoi, Pitikhate Sooraksa:

Artificial intelligence based on fuzzy behavior for game programming. 277-279 - Lesley Anderson, Jon Purdy, Warren Viant:

Variations on a fuzzy logic gesture recognition algorithm. 280-283 - Lynne E. Hall, Adrian Gordon, Russell James, Lynne Newall:

A lightweight rule-based Al engine for mobile games. 284-289 - Masumi Shimizu, Mie Nakatani, Hirokazu Kato

, Shogo Nishida:
Communication environment for sharing fond memories. 290-295 - Hirofumi Morioka, Mie Nakatani, Shogo Nishida:

Proposal of an algorithm to synthesize music suitable for dance. 296-301 - Diego J. Díaz, Clara Boj Tovar

, Moisés Mañas Carbonell
:
"SeeSaw videogame" a new multi-user collaborative game device. 302-306 - Junichi Hoshino, Hiroshi Mori, Atsushi Nakano, Jun Takazawa:

Embodied 3D story space. 307-312 - Dhananjay Sampath:

ABRCon, Adaptive oBject Re-CONfiguration: an approach to enhance, repeat playability of games and repeat watchability of movies. 313-316 - Masaki Fujimoto, Yutaka Ishibashi:

The effect of stereoscopic viewing of a virtual space on a networked game using haptic media. 317-320 - Volker Paelke, Christian Reimann, Dirk Stichling:

Foot-based mobile interaction with games. 321-324 - Sam-ha Choi, Hee-Dong Chang, Kyung-Sik Kim:

Development of force-feedback device for PC-game using vibration. 325-330 - Ernest A. Edmonds, Andrew Martin, Sandra Pauletto:

Audio-visual interfaces in digital art. 331-336 - Wai-Chun Lam, Feng Zou, Taku Komura:

Motion editing with data glove. 337-342 - Ig-Jae Kim, Hyun Jin Lee, Hyoung-Gon Kim:

Magic mirror: a new VR platform design and its applications. 343-348 - Nipan Maniar, William Garrison:

Dynamic streaming media: creating custom programmes in real-time. 349 - Steffen P. Walz, Gerhard M. Buurman, Christoph Wartmann, Simon Schirm, Ádám Moravánszky, Ronald Vuillemin:

Carplication: a rhetorical study information racer. 350-351 - Hiroshi Mori, Sayuri Ohta, Junichi Hoshino:

Automatic dance generation from music annotation. 352-353 - Atsushi Nakano, Rai Chan, Junichi Hoshino:

Panorama-based immersive story environment. 354 - William Carter, Scott S. Fisher:

Mobile sound communities. 355-356 - Siddharth Singh, Adrian David Cheok, Soh Chor Kiong:

A step towards anywhere gaming. 357-358 - Siddharth Singh, Adrian David Cheok, Guo Loong Ng, Farzam Farbiz

:
Augmented reality post-it system. 359 - 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 - Zhiying Zhou, Adrian David Cheok, Tingting Chan, Yu Li:

Jumanji Singapore: an interactive 3D board game turning hollywood fantasy into reality. 362-363 - 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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