yusuke1997/dblp-id-title huggingface dataset:
The mobile phone as a digital SprayCan
Developing a depth-based tracking system for interactive playful environments with animals
TipTapTrays: co-creating music through rhythm to avoid boredom while queuing in cafeterias
Plot monitoring for interactive narrative games
Web browser as platform for audiovisual performances
Using adaptive avatars for visualizing recent music listening history and supporting music discovery
Study on the change of physiological signals during playing body-controlled games
Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research
Open-ended art environments motivate participation
Initial lessons from AR Façade, an interactive augmented reality drama
Talktic: a development environment for pervasive computing applications
Design and evaluation of interactive technology for human-animal encounters at the zoo
Serious video game effectiveness
REMUPP: an interface for evaluation of relations between musical parameters and perceived properties
MARIO: Mid-Air Augmented RealityInteraction with Objects
Architecture of an authoring system to support the creation of interactive contents
Human scale haptic interaction with a reactive virtual human in a realtime physics simulator
A Tangible Platform for Mixing and Remixing Narratives
Age invaders
conteXinger: A Context-aware Song Generator to Enrich Daily Lives
Jumanji Singapore: an interactive 3D board game turning hollywood fantasy into reality
Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI
Music box: composing and performing visual music
Real life is an odyssey: proposal for a videogame linked to reality
Defining grief play in MMORPGs: player and developer perceptions
Disaster Experience Game in a Real World
Mutable mapping: gradual re-routing of OSC control data as a form of artistic performance
Assessing Player Motivations and Expectations within a Gameplay Experience Model Proposal
From the lab to the world: studying real-time second screen interaction with live sports
Making sense of a game: a preliminary sketch for a semantic approach to games
Edutaining school pupils for Japanese hand alphabets
Providing Adaptive Visual Interface Feedback in Massively Multiplayer Online Games
Rundle Lantern in miniature: simulating large scale non-planar displays
InStory: a system for mobile information access, storytelling and gaming activities in physical spaces
An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices
An in-game reporting tool for pervasive games
Awareness Support for Remote Music Performance
Entertainment applications for tapping on a bathtub edge using embedded acoustic sensors
Immersion and Togetherness: How Live Visualization of Audience Engagement Can Enhance Music Events
FeelSound: collaborative composing of acoustic music
The case for dynamic difficulty adjustment in games
SMO (smart multimedia object) for distance education: learning via interactive digital TV - requirement and specification
Possession techniques for interaction in real-time strategy augmented reality games
A voice-controlled serious game for the sustained vowel exercise
Mobile games to improve healthier lifestyle amongst youth: "are we there yet" or should we move forward?
Application of hybrid BCI and exergames for balance rehabilitation after stroke
Hospital Hero: A Game for Reducing Stress and Anxiety of Hospitalized Children in Emergency Room
Paint color control system with infrared photothermal conversion
To?: journey or destination?
AR Dice Tower: Integrating Physical Randomness with Digital Effects
Rhythmism: a VJ performance system with maracas based devices
Scene-driver: a narrative-driven game architecture reusing broadcast animation content
Believable environments: generating interactive storytelling in vast location-based pervasive games
Naturalism and ACI: augmenting zoo enclosures with digital technology
Return of the Man-Machine Interface: Violent Interactions
Exploring the Use of Second Screen Devices During Live Sports Broadcasts to Promote Social Interaction
Pillow Fight 2.0: A Creative Use of Technology for Physical Interaction
Space-time travel blogging using a mobile phone
Synchronized background music generation for video
Improving patient motivation in game development for motor deficit rehabilitation
SHI KI BAKO "Box of Four Seasons"
Evaluating Human-like Behaviors of Video-Game Agents Autonomously Acquired with Biological Constraints
Adapting a large scale networked virtual environment for display on a PDA
VR-MMA: A Virtual Reality Motion and Muscle Sensing Action Game for Personal Sport
Playing with your brain: brain-computer interfaces and games
Heat sensation in image creation with thermal vision
BUNNY BURNit: the volatile message as a new social network system to overcome digital eternity
Building a table tennis game for three players
Introducing narrative principles into planning-based interactive storytelling
Virtual mirror for augmented presence applications
Bot detection in rhythm games: a physiological approach
A System for Supporting Performers in Stuffed Suits
MonkeyBridge: autonomous agents in augmented reality games
Exploring interpersonal touch in computer games
The Gameplay Loop: a Player Activity Model for Game Design and Analysis
Ouch! How Embodied Damage Indicators in First-Person Shooting Games Impact Gaming Experience
Enjoying Text Input with Image-Enabled IME
Augmented reality and rigid body simulation for edutainment: the interesting mechanism - an AR puzzle to teach Newton physics
Networked equilibrium sharing system "balance seat"
A remote Chinese chess game using mobile phone augmented reality
A lo-fi prototype testing with preschoolers to design organic user interfaces
HapPull: Enhancement of Self-motion by Pulling Clothes
A step towards anywhere gaming
Ambient video
Defining second screen gaming: exploration of new design patterns
InAuthoring environment: interfaces for creating spatial stories and gaming activities
IPD for emotional NPC societies in games
Animals, plants, people and digital technology: exploring and understanding multispecies-computer interaction
Six Enablers of Instant Photo Sharing Experiences in Small Groups Based on the Field Trial of Social Camera
Real binoculars with virtual functions for mixed environments
A mixed reality telepresence system with limited DOF motion base and immersive display
Everywhere run: a virtual personal trainer for supporting people in their running activity
Evaluating children's gaming experiences
PURE FLOW: Gallery Installation / Mobile Application
The HoverMesh: a deformable structure based on vacuum cells: new advances in the research of tangible user interfaces
Tierra Inhospita: exploring a virtual world with your face
In polite company: rules of play in five Facebook games
VisualHaptics: generating haptic sensation using only visual cues
How to Make Tangible Games and Not Die in the Attempt
Mosaic textile: wearable ambient display with non-emissive color-changing modules
Product placement in interactive games
Design of a framework for interoperable motion effects for 4D theaters using human-centered motion data
Interaction technology for collective and psychomotor training in sports
Photochromic Carpet: Playful Floor Canvas with Color-Changing Footprints
Billiard instruction system for beginners with a projector-camera system
The augmented conversation engine: a system for achieving believable conversation in games and interactive stories
Airstic Drum: A Drumstick for Integration of Real and Virtual Drums
Your way your missions: from location-based to route-based pervasive gaming
Embodied 3D story space
Virtual Robotization of the Human Body via Data-Driven Vibrotactile Feedback
Methods for evaluating games: how to measure usability and user experience in games?
The Royal Corgi: a game of social gaze
Dynamic evaluation of distribution of visual attention during playing video game
Emergent Gait Evolution of Quadruped Artificial Life
Carplication: a rhetorical study information racer
Towards a canine-human communication system based on head gestures
Ring*U: a wearable system for intimate communication using tactile lighting expressions
ViPleo and PhyPleo: artificial pet with two embodiments
Designing a mobile game to reduce culture shock
Performance evaluation of remote control system with haptic media and video: position-force versus position-position
Petanko Roller: A VR System with a Rolling-Pin Haptic Interface for Entertainment
An interactive support tool to convey the intended message in asynchronous presentations
Controllable water particle display
53.090 Virtual Rusks = 510 Real Smiles Using a Fun Exergame Installation for Advertising Traditional Food Products
Increasing Children's Physical Activity Levels Through Biosymtic Robotic Devices
Supporting immersive location-based games on resource-constrained platforms
t-stories: improving and expanding t-words
Sketching-out virtual humans: from 2D storyboarding to immediate 3D character animation
Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing
PAC-LAN: the human arcade
OUTLIVE - An Augmented Reality Multi-user Board Game Played with a Mobile Device
Consumer sensory neuroscience in the context of food marketing
Space+a: participating audience on performance stage
Player performance and in game advertising retention
Goin' Goblins - Iterative Design of an Entertaining Archery Experience
A Face-Like Structure Detection on Planet and Satellite Surfaces Using Image Processing
Designing a narrative-based audio only 3D game engine
The VoodooIO gaming kit: a real-time adaptable gaming controller
Educational narrative games with choice: the simula family
Modeling player-like behavior for game AI design
Collaborative haptic play with building blocks
Selective inductive powering system for paper computing
Creating 3D E-books with ARBookCreator
Advances in Computer Entertainment - 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings
RoboTable: a tabletop framework for tangible interaction with robots in a mixed reality
IT-enabled donation boxes to promote donation
Exploring Emotions through Painting, Photography and Expressive Writing: an Early Experimental User Study
Towards an Agenda for Sci-Fi Inspired HCI Research
Augmented reality with zooming camera: accurate pose and focal length estimation
CaMus 2 : collaborative music performance with mobile camera phones
Shared virtual environment (SVE): a framework for developing social games
Empirical validation of the involvement component of the pervasive GameFlow model
The soundtrack of your mind: mind music - adaptive audio for game characters
Massive flux design for an interactive water installation: water games
Magic mirror: a new VR platform design and its applications
Exploring the Design-Space: The Authorial Game Evolution Tool Case-Study
Wireless home entertainment center: reducing last hop delays for real-time applications
How can entertainment improve workers' motivation and their productivity?
Achieving fairness in multiplayer network games through automated latency balancing
Towards a conversational agent architecture to favor knowledge discovery in serious games
Poetry mix-up: a poetry generating system for cultural communication
Changing Environmental Behaviors through Smartphone-Based Augmented Experiences
Designing for intuitive use for non-human users
Optimizing returns in the gaming industry for players and operators of Video Poker machines
ABRCon, Adaptive oBject Re-CONfiguration: an approach to enhance, repeat playability of games and repeat watchability of movies
E-Junior: a serious virtual world for natural science and ecology learning
Game Metrics for Evaluating Social In-game Behavior and Interaction in Multiplayer Games
Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games
Social and privacy aspects of a system for collaborative public expression
The commentator information system: a usability evaluation of a real-time sport information service
A novel interaction system with force feedback between real - and virtual human: an entertainment system: "virtual catch ball"
Insectopia: exploring pervasive games through technology already pervasively available
Machine learning techniques for FPS in Q3
Critical gameplay
Plantio: an interactive pot to augment plants' expressions
The effect of stereoscopic viewing of a virtual space on a networked game using haptic media
Aibiki: supporting shamisen practice with adaptive automatic score scroll
JECCO: A Creature-Like Tentacle Robot
Adaptative execution of game: unfolding a correct story
Strategy-acquisition system for video trading card game
Beyond gamification: sociometric technologies that encourage reflection before behavior change
Believable performance agents for interactive conversations
Remote augmented reality for multiple players over network
The research of interactive new media on the application of product customization web interface design strategy: take Der-Horng Art Frame interactive online system for example
Experience-based learning support system to enhance child learning in a museum: touching real fossils and "experiencing" paleontological environment
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
Towards an intelligent storyboarding tool for 3D games
RAIL: A Domain-Specific Language for Generating NPC Behaviors in Action/Adventure Game
3D object modelling for entertainment applications
Automatic configuration of display ordering for multi-display environments
From driving to expressive music performance: ensuring tempo smoothness
Gravity Jockey: a novel music experience with galvanic vestibular stimulation
Insect leg inspired friction attachment for miniature quadcopter
Motivated reinforcement learning for non-player characters in persistent computer game worlds
A case study of exploding places, a mobile location-based game
Bubble Cloud: Projection of an Image onto a Bubble Cluster
ARgo: animate everyday object in augmented reality
Autonomously Acquiring a Video Game Agent's Behavior: Letting Players Feel Like Playing with a Human Player
StoryLines: an approach to navigating multisequential news and entertainment in a multiscreen framework
Vision-based real-time exercise instruction system
New abacus: a multi-channel interaction device
Mobile phones as second screen for TV, enabling inter-audience interaction
Tangible interfaces for real-time 3D virtual environments
You're the Camera!: Physical Movements For Transitioning Between Environments in VR
Meet the Frumbles: a post-digital toy orchestra
Identity SA 1.6: an artistic software that produces a deformed audiovisual reflection based on a visually interactive swarm
Audio-Haptic Rendering of Water Being Poured from Sake Bottle
Bathcratch: Touch and Sound-Based DJ Controller Implemented on a Bathtub
Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade
The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in Job Interviews
Player Adaptivity and Safety in Location-Based Games
Educational online games: implementing MMO approach to enhance users' affective learning experiences
Early narrative experience: positive segue to narrative gameplay
Memoing and lenses: two approaches for exploring player-generated game ideas in videos
D4MD: deformation system for a vehicle simulation game
A lightweight rule-based Al engine for mobile games
Towards manifold learning for gamebot behavior modeling
Exploring spatial narratives and mixed reality experiences in Oakland Cemetery
IncreTable, a mixed reality tabletop game experience
Living Chernoff Faces: Bringing Drama and Infotainment to Public Displays
Natural Europe educational games suite: using structured museum-data for creating mobile educational games
NotifEye: using interactive glasses to deal with notifications while walking in public
Development of a Full-Body Interaction Digital Game for Children to Learn Vegetation Succession
Creative Design: Exploring Value Propositions with Urban Nepalese Children
GoonQuad: an emotive quadruped for exploring human-robot interaction
Anim-actor: understanding interaction with digital puppetry using low-cost motion capture
VerilogTown: cars, crashes and hardware design
The real augmented reality: real-time game editor in a spatial augmented environment
Reduced dimensional HRTF processing for gaming environments
Improving quality of service in videogames
Digital collages
Power explorer: a casual game style for encouraging long term behavior change among teenagers
Generating levels for physics-based puzzle games with estimation of distribution algorithms
Real-time motion control by data gloves
Entertainment feature of a game using skin conductance response
Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting
Use of eye movements for video game control
Tangible anchoring: grasping news and public opinion
Theory and Application of the Colloidal Display: Programmable Bubble Screen for Computer Entertainment
Evaluation of a pervasive game for domestic energy engagement among teenagers
PinchPan: Investigating Children's Collaboration in Cross-Device Interaction
Dosukoi-Tap: The Virtual Paper Sumo Game
Serious...ly! Just Kidding in Personalised Therapy Through Natural Interactions with Games
Train Window of Container: Visual and Auditory Representation of Train Movement
Free viewpoint video synthesis and presentation of sporting events for mixed reality entertainment
Sharing visual information in virtual environments using projective texture mapping
Fully automated texture tracking based on natural features extraction and template matching
The user in the group: evaluating the effects of autonomous group dynamics
Augmented reality post-it system
Game execution control by analysis of player's behavior
Multimodal interaction with speech and physical touch interface in a media center application
Mischief humor: from games to playable cities
Revisiting 3D information landscapes for the display of art historical web content
Could the Player's Engagement in a Video Game Increase His/Her Interest in Science?
The sensing board enhanced by interactive sound system for collaborative work
Virtual experience: interactive domino simulation
Biometric design for casual games: a case study on measuring facial responses in casual games
Augmented duality: overlapping a metaverse with the real world
Performance evaluation of client-side video stream quality selection using autonomous avatars
A methodology to derive a valid scenario of an interactive storytelling
Sexbots: Replacements for Sex Workers? Ethical Constraints on the Design of Sentient Beings for Utilitarian Purposes
Game design through self-play experiments
Engine- Cooperative Game Modeling (ECGM): Bridge Model-Driven Game Development and Game Engine Tool-chains
Food Media: exploring interactive entertainment over telepresent dinner
Understanding users' disengagement with wearable activity trackers
Powers live: a global interactive opera simulcast
Tangible comics: a performance space with full-body interaction
Awkward Annie: Game-Based Assessment of English Pragmatic Skills
Block Device System with Pattern Definition Capability by Visible Light
Designing microgames for assessment: a case study in rapid prototype iteration
Using Digital Extensions to Create New VR Museum Experiences
Photo Curation Practices on Smartphones
Magnetic Table for Levitating Food for Entertainment
Through the looking glass: you can play against your own reflection
A Gesture Interface Game for Energy Consumption Awareness
AR-bowling: immersive and realistic game play in real environments using augmented reality
Zuzen, a cloud-based framework for automated machinima generation
Enhancing a motion capture interface by introducing context management
AoIM in peer-to-peer multiplayer online games
An Experimental Approach to Identifying Prominent Factors in Video Game Difficulty
Molarcropolis: a mobile persuasive game to raise oral health and dental hygiene awareness
Artificial game presenter avatars
Teach me to dance: exploring player experience and performance in full body dance games
Free network visible network
Super-fon: mobile entertainment to combat phonological disorders in children
A percussion learning system by rhythm internalization using haptic indication
Implementing encrypted streaming video in a distributed server environment
Virtual chromatic percussions simulated by pseudo-haptic and vibrotactile feedback
Interactive digital violin tutor (IDVT): an edutainment system for violin learners
Adaptive mixed reality games
Procedural generation of stylized 2D maps
Telepresence meets racing games
Emotional Response Evaluation of Users in Ubiquitous Environments: an Observational Case Study
The soul of ActiveCube: implementing a flexible, multimodal, three-dimensional spatial tangible interface
Passive Mid-air Display
An uncommon affair at Tooting Bec Common
The dream of Peter Pan: user interaction arts using computer vision techniques
Performance of input devices in FPS target acquisition
Airhockey over a distance: a networked physical game to support social interactions
Hyperdraw: a new computer aided drawing system based on prediction of drawing action
Interactive fitness game for public places
UNMAKEABLELOVE: gaming technologies for the cybernetic theatre Re-Actor
Towards an olfactory computer-dream interface
Singing Like a Tenor without a Real Voice
Exploring social, cultural and pedagogical issuesin AR-gaming through the live lego house
SanjigenJiten: Computer Assisted Language Learning System within a 3D Game Environment
Osaka developing story: an application of video agents
Adapting content presentation and control to player personality in videogames
ANTracks: generative mobile music composition
<e-Adventure3D>: an open source authoring environment for 3D adventure games in education
Integrating plan-based behavior generation with game environments
Omnidirectional Video in Museums - Authentic, Immersive and Entertaining
The "Alberto's Gravimente Toys": children's fiction on technological design
Artificial companions as personal coach for children: the interactive drums teacher
SoundSpot: a next-generation audio-guide system for museums
Motion-capture-based avatar control framework in third-person view virtual environments
PingPong++: community customization in games and entertainment
Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies
Design and evaluation of the educational game DOG eometry : a case study
Let's move and save some energy
Animal Welfare as a Design Goal in Technology Mediated Human-Animal Interaction
Magic Story Cube: an interactive tangible interface for storytelling
RoCoS : room-based communication system and its aspect as development tool for 3D entertainment applications
Annotation and anonymity: playful photo-sharing by visiting groups of teenagers
BOLLOCKS!! Designing Pervasive Games That Play with the Social Rules of Built Environments
Assessment of mobile experience engine, the development toolkit for context aware mobile applications
Visual resonator: sight-based auditory experience
Beowulf: an audio mostly game
The CaveUT system: immersive entertainment based on a game engine
Wizard's apprentice gameplay-oriented design of a computer-augmented board game
Record, play, go..
Merging Physical and Digital White Canvas to Unleash Children's Creativity
RoboGamer: development of robotic tv game player using haptic interface and GPU image recognition
Sensing the shape of canine responses to cancer
Lessons learnt from an experience with an augmented reality iPhone learning game
Design of installation with interactive UAVs
Using Vibrotactile Language for Multimodal Human Animals Communication and Interaction
Towards an Emotion-Driven Adaptive System for Video Game Music
Mobile technology to support coherent story telling across freely explored outdoor artworks
Intuitively interactive pamphlets using augmented reality
A curvilinear collision avoidance scheme for interactive 3D gaming environments
Social Believability in Games
AIRSF: a new entertainment adaptive framework for stress free air travels