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ACE 2011: Lisbon, Portugal
- Teresa Romão, Nuno Correia, Masahiko Inami, Hirokasu Kato, Rui Prada, Tsutomu Terada, A. Eduardo Dias, Teresa Chambel:
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, ACE 2011, Lisbon, Portugal, November 8-11, 2011. ACM 2011, ISBN 978-1-4503-0827-4
Affect and empathy
- Sofia Reis, Nuno Correia:
An imaginary friend that connects with the user's emotions. 1 - Joana Dimas, Gonçalo Duarte Garcia Pereira, Pedro Alexandre Santos, Rui Prada, Ana Paiva:
"I'm happy if you are happy.": a model for emotional contagion in game characters. 2 - Paulo Fontaínha Gomes, Elena Márquez Segura, Henriette S. M. Cramer, Tiago Paiva, Ana Paiva, Lars Erik Holmquist:
ViPleo and PhyPleo: artificial pet with two embodiments. 3 - Yongsoon Choi, Adrian David Cheok, Xavier Roman Martinez, The Anh Nguyen, Kenichi Sugimoto, Veronica Halupka:
Sound perfume: designing a wearable sound and fragrance media for face-to-face interpersonal interaction. 4
Computational inteligence in games
- Colm Sloan, John D. Kelleher, Brian Mac Namee:
Feasibility study of utility-directed behaviour for computer game agents. 5 - Ricardo Lopes, Rafael Bidarra:
A semantic generation framework for enabling adaptive game worlds. 6 - Ruei-Min Lin, Hwai-Chung Ho, Kuan-Ta Chen:
Bot detection in rhythm games: a physiological approach. 7 - Fausto Mourato, Manuel Próspero dos Santos, Fernando Pedro Birra:
Automatic level generation for platform videogames using genetic algorithms. 8 - David Conroy, Peta Wyeth, Daniel M. Johnson:
Modeling player-like behavior for game AI design. 9
Tangible and tabletop interfaces
- Masanori Sugimoto, Tomoki Fujita, Haipeng Mi, Aleksander Krzywinski:
RoboTable2: a novel programming environment using physical robots on a tabletop platform. 10 - Lining Yao, Sayamindu Dasgupta, Nadia Cheng, Jason Spingarn-Koff, Ostap Rudakevych, Hiroshi Ishii:
Rope Revolution: tangible and gestural rope interface for collaborative play. 11 - Laetitia Mendes, Teresa Romão:
Children as teachers: a tangible approach. 12
Serious games
- Maiken Hillerup Fogtmann, Kaj Grønbæk, Martin Ludvigsen:
Interaction technology for collective and psychomotor training in sports. 13 - Günter Wallner, Simone Kriglstein:
Design and evaluation of the educational game DOGeometry: a case study. 14 - André F. S. Barbosa, Frutuoso G. M. Silva:
Serious Games: design and development of OxyBlood. 15 - Luciano Gamberini, Nicola Corradi, Luca Zamboni, Michela Perotti, Camilla Cadenazzi, Stefano Mandressi, Giulio Jacucci, Giovanni Tusa, Anna Spagnolli, Christoffer Björkskog, Marja Salo, Pirkka Åman:
Saving is fun: designing a persuasive game for power conservation. 16 - Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Elisa Lavagnino:
Towards a conversational agent architecture to favor knowledge discovery in serious games. 17
Enhancing the gaming experience
- Rodrigo Dias, Carlos Martinho:
Adapting content presentation and control to player personality in videogames. 18 - Daniel Mendes, Pedro Lopes, Alfredo Ferreira:
Hands-on interactive tabletop LEGO application. 19 - Taku Hachisu, Gabriel Cirio, Maud Marchal, Anatole Lécuyer, Hiroyuki Kajimoto:
Virtual chromatic percussions simulated by pseudo-haptic and vibrotactile feedback. 20 - Naoya Koizumi, Hidekazu Tanaka, Yuji Uema, Masahiko Inami:
Chewing jockey: augmented food texture by using sound based on the cross-modal effect. 21 - Andrew Peter Macvean, Sanjeet Hajarnis, Brandon Headrick, Aziel Ferguson, Chinmay Barve, Devika Karnik, Mark O. Riedl:
WeQuest: scalable alternate reality games through end-user content authoring. 22
Collaborative entertainment
- Jussi Holopainen, Andrés Lucero, Hannamari Saarenpää, Timo Nummenmaa, Abdallah El Ali, Tero Jokela:
Social and privacy aspects of a system for collaborative public expression. 23 - Xiao Xiao, Michael S. Bernstein, Lining Yao, David Lakatos, Lauren Gust, Kojo Acquah, Hiroshi Ishii:
PingPong++: community customization in games and entertainment. 24 - Kazuyuki Fujita, Yuichi Itoh, Hiroyuki Ohsaki, Naoaki Ono, Keiichiro Kagawa, Kazuki Takashima, Sho Tsugawa, Kosuke Nakajima, Yusuke Hayashi, Fumio Kishino:
Ambient Suite: enhancing communication among multiple participants. 25 - Jun Wei, Xuan Wang, Remi Tache, Roshan Lalintha Peiris, Yongsoon Choi, Veronica Halupka, Jeffrey Tzu Kwan Valino Koh, Xavier Roman Martinez, Adrian David Cheok:
Food Media: exploring interactive entertainment over telepresent dinner. 26
Mobile and contextual entertainment
- Kate Lund, Paul Coulton, Andrew Wilson:
Participation inequality in mobile location games. 27 - Wolfgang Hürst, Matthias Helder:
Mobile 3D graphics and virtual reality interaction. 28 - Valentim Realinho, Teresa Romão, Fernando Pedro Birra, A. Eduardo Dias:
Building mobile context-aware applications for leisure and entertainment. 29 - Martin Flintham, Chris Greenhalgh, Tom Lodge, Alan Chamberlain, Mark Paxton, Rachel Jacobs, Matt Watkins, Robin Shackford:
A case study of exploding places, a mobile location-based game. 30 - Pedro Centieiro, Teresa Romão, A. Eduardo Dias:
A location-based multiplayer mobile game to encourage pro-environmental behaviours. 31
Sound and music
- Jason Kurczak, T. C. Nicholas Graham, Claire Joly, Regan L. Mandryk:
Hearing is believing: evaluating ambient audio for location-based games. 32 - Dionysios Marinos, Björn Wöldecke, Christian Geiger, Tobias Schwirten:
Design of a touchless multipoint musical interface in a virtual studio environment. 33 - Valter Alves, Licínio Roque:
A deck for sound design in games: enhancements based on a design exercise. 34
Interactive storytelling
- Kim Dung Dang, Ronan Champagnat, Michel Augeraud:
A methodology to derive a valid scenario of an interactive storytelling. 35 - Rui Figueiredo, Ana Paiva:
Persu: an architecture to apply persuasion in interactive storytelling. 36 - Fred Charles, Julie Porteous, Marc Cavazza, Jonathan Teutenberg:
Timeline-based navigation for interactive narratives. 37 - Ulrike Spierling:
Introducing interactive story creators to conversation modelling. 38
Game design and methodologies
- Christiane Moser, Verena Fuchsberger, Manfred Tscheligi:
Using probes to create child personas for games. 39 - Hannu Korhonen:
The explanatory power of playability heuristics. 40 - Kugamoorthy Gajananan, Eurico Doirado, Arturo Nakasone, Pedro Cuba, Helmut Prendinger, Marc Miska:
Creating interactive driver experiences with the scenario markup language. 41 - Robert Walter, Maic Masuch:
How to integrate domain-specific languages into the game development process. 42
New media and art
- Emiko Charbonneau, Andrew Miller, Joseph J. LaViola Jr.:
Teach me to dance: exploring player experience and performance in full body dance games. 43 - Nuno N. Correia:
AV clash, online audiovisual project: a case study of evaluation in new media art. 44 - Ann Judith Morrison, Stephen Viller, Peta Mitchell:
Open-ended art environments motivate participation. 45 - Doron Goldfarb, Max Arends, Josef Froschauer, Dieter Merkl:
Revisiting 3D information landscapes for the display of art historical web content. 46
Game experiences and studies
- Yukiko Maruyama, Masood Masoodian, Bill Rogers:
A survey of Japanese gamers' ratings of experience elements for different game genres. 47 - Eduardo H. Calvillo Gámez, Jodi Crisp, Pablo Romero:
Empirical validation of the involvement component of the pervasive GameFlow model. 48 - Maria-Virginia Aponte, Guillaume Levieux, Stéphane Natkin:
Difficulty in videogames: an experimental validation of a formal definition. 49
Social impact
- Verena Fuchsberger, Martin Murer, David Wilfinger, Manfred Tscheligi:
Attributes of successful intergenerational online activities. 50 - Peta Wyeth, Jennifer Summerville, Barbara Adkins:
Stomp: an interactive platform for people with intellectual disabilities. 51 - M. Carmen Juan, David Furió, Ignacio Seguí, Noemí Rando Aiju, Juan Cano:
Lessons learnt from an experience with an augmented reality iPhone learning game. 52
User experience
- Hayrettin Gürkök, Gido Hakvoort, Mannes Poel, Anton Nijholt:
User expectations and experiences of a speech and thought controlled computer game. 53 - Luís Duarte, Luís Carriço:
The influence of performance-oriented widgets on interactive behavior while playing videogames. 54 - Lindsay D. Grace, James R. Coyle:
Player performance and in game advertising retention. 55 - Fatima Jonsson, Harko Verhagen:
Senses working overtime: on sensuous experiences and public computer game play. 56
Novel interfaces
- Hiroaki Tobita:
Cloud interface: designing aerial computer environment for novel user interface. 57 - Paul Tennent, Duncan Rowland, Joe Marshall, Stefan Rennick Egglestone, Alexander Harrison, Zachary Jaime, Brendan Walker, Steve Benford:
Breathalising games: understanding the potential of breath control in game interfaces. 58 - Kening Zhu, Hideaki Nii, Owen Noel Newton Fernando, Adrian David Cheok:
Selective inductive powering system for paper computing. 59
Multimedia perception
- Kentaro Kimura, Osamu Hoshuyama, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose:
Sound-power visualization system for real-world interaction based on ultrasonic power transmission. 60 - Hironori Wakama, Haruhiro Katayose:
Takumi: a real-time video converter that generates cartoon-style animated images using depth map. 61 - Kathrin Maria Gerling, Frank P. Schulte, Maic Masuch:
Designing and evaluating digital games for frail elderly persons. 62 - Kei Utsugi, Takeshi Naemura, Takafumi Koike, Michio Oikawa:
E-IMPACT: exaggerated illustrations using multi-perspective animation control tree structure. 63 - Hiroki Yamada, Tomohiro Tanikawa, Kunihiro Nishimura, Michitaka Hirose:
Paint color control system with infrared photothermal conversion. 64
Late breaking results
- Luís Leite, Verónica Orvalho:
Anim-actor: understanding interaction with digital puppetry using low-cost motion capture. 65 - Sho Sakurai, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose:
Augmented emotion by superimposing depiction in comics. 66 - Maartje M. C. G. Polman, Licia Calvi, Dirk P. Janssen:
Biometric design for casual games: a case study on measuring facial responses in casual games. 67 - Sooyeon Maeng, Jiho Yeom, Hanah Cho, Bong Gwan Jun:
BUNNY BURNit: the volatile message as a new social network system to overcome digital eternity. 68 - Xuan Wang, Adrian David Cheok:
ClayStation: a mixed reality gaming platform supporting playful learning for children. 69 - Fabrizio Mulas, Salvatore Carta, Paolo Pilloni, Matteo Manca:
Everywhere run: a virtual personal trainer for supporting people in their running activity. 70 - Nicolas Esposito, Charles Lenay:
FeelTact: rich tactile feedback for mobile gaming. 71 - Rui Neves Madeira, André Silva, Catarina Santos, Ana Bárbara Teixeira, Teresa Romão, A. Eduardo Dias, Nuno Correia:
LEY!: persuasive pervasive gaming on domestic energy consumption-awareness. 72 - Mark Lochrie, Paul Coulton:
Mobile phones as second screen for TV, enabling inter-audience interaction. 73 - Annika Möser, Thomas Reufer, Chris Geiger:
Multitouch and pen interaction for 3D configuration of virtual yachts at trade fairs. 74 - Sho Tsugawa, Hiroyuki Ohsaki, Yuichi Itoh, Naoaki Ono, Keiichiro Kagawa, Kazuki Takashima, Makoto Imase:
Quasi-realtime social network construction with heterogeneous sensors in ambient environment. 75 - Matthew Gardiner, Christopher Lindinger, Roland Haring, Horst Hörtner, Hideaki Ogawa, Emiko Ogawa:
Social brainstorming via interactive fabrication. 76 - Pascal de Kruyff, Anneloes Steentjes, Suleman Shahid:
The Alkaline Arcade: a child-friendly fun machine for battery recycling. 77 - Teresa Chambel, Maiur N. Chhaganlal, Luís A. R. Neng:
Towards immersive interactive video through 360° hypervideo. 78 - Jonas Schild, Sven Seele, Maic Masuch:
YouDash3D: exploring depth-based game mechanics and stereoscopic video in S3D gaming. 79
Creative showcase & interactive art
- Kohei Tsuji, Akira Wakita:
Anabiosis: an interactive pictorial art based on polychrome paper computing. 80 - Yuichiro Katsumoto, Masa Inakage:
Catapy. 81 - Nicolas Szilas, Thomas Boggini, Urs Richle, Jean E. Dumas:
Educational narrative games with choice: the simula family. 82 - Kazuki Iida, Kenji Suzuki:
Enhanced touch: a wearable device for social playware. 83 - Junichi Kanebako, Masafumi Oda, Kanako Matsuo, Keisuke Shuto, Takenori Hara, Goro Motai, Minori Yamazaki, Hiroko Uchiyama:
"interacumos": an interactive digital cubic kaleidoscope. 84 - Tetsuya Ueda, Ayako Hanai, Keiko Kamei:
Intuitively interactive pamphlets using augmented reality. 85 - Ricardo Salvador, Teresa Romão:
Let's move and save some energy. 86 - João Carvalho, Pedro Branco:
MaLaKuLa: stories inside "magical" seashells. 87 - Florian Glock, Anne Junker, Marina Kraus, Christian Lehrian, Alexander Schäfer, Steve Hoffmann, Ulrike Spierling:
"Office Brawl": a conversational storytelling game and its creation process. 88 - Mónica Mendes, Pedro Ângelo, Valentina Nisi, Nuno Correia:
Play with fire. 89 - Li Bian, Lining Yao, Matthew Hirsch:
Queen's New Clothes. 90 - Valentim Realinho, Teresa Romão, Fernando Pedro Birra, A. Eduardo Dias:
Rapid development of mobile context-aware applications with IVO. 91 - Janet H. Murray, Sergio Goldenberg, Kartik Agarwal, Abraham Doris-Down, Pradyut Pokuri, Nachiketas Ramanujam, Tarun Chakravorty:
StoryLines: an approach to navigating multisequential news and entertainment in a multiscreen framework. 92 - Javier Lloret, Travis Kirton:
The Maze EV: a two player installation game. 93 - Mayuko Kanazawa, Masataka Imura, Ichiroh Kanaya:
The mirror of transfiguration. 94
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