default search action
ACE 2014: Funchal, Madeira, Portugal
- Yoram Chisik, Christian Geiger, Shoichi Hasegawa:
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, ACE '14, Funchal, Madeira, Portugal, November 11-14, 2014. ACM 2014, ISBN 978-1-4503-2945-3
Locative media
- Kai Kuikkaniemi, Andrés Lucero, Valeria Orso, Giulio Jacucci, Marko Turpeinen:
Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidance. 1:1-1:10 - Karl Bergström, Annika Waern, Daniel Rosqvist, Lisa Månsson:
Gaming in the crucible of science: gamifying the science center visit. 2:1-2:10 - Annika Wolff, Paul Mulholland, Mark Maguire, Danielle O'Donovan:
Mobile technology to support coherent story telling across freely explored outdoor artworks. 3:1-3:8 - Panagiotis Apostolellis, Doug A. Bowman:
Evaluating the effects of orchestrated, game-based learning in virtual environments for informal education. 4:1-4:10 - Michael Wolbert, Abdallah El Ali, Frank Nack:
CountMeIn: evaluating social presence in a collaborative pervasive mobile game using NFC and touchscreen interaction. 5:1-5:10 - Sarah León Rojas, Leif Oppermann, Lisa Blum, Martin Wolpers:
Natural Europe educational games suite: using structured museum-data for creating mobile educational games. 6:1-6:6
Game design theory
- Katharina Emmerich, Stefan Liszio, Maic Masuch:
Defining second screen gaming: exploration of new design patterns. 7:1-7:8 - Elke Beck, Christiane Moser, Manfred Tscheligi:
Memoing and lenses: two approaches for exploring player-generated game ideas in videos. 8:1-8:9 - Fausto Mourato, Fernando Pedro Birra, Manuel Próspero dos Santos:
Difficulty in action based challenges: success prediction, players' strategies and profiling. 9:1-9:10 - David Altimira, Florian 'Floyd' Mueller, Gun A. Lee, Jenny Clarke, Mark Billinghurst:
Towards understanding balancing in exertion games. 10:1-10:8
Performance support and audience participation
- Kaan Aksit, Daniel Kade, Oguzhan Özcan, Hakan Ürey:
Head-worn mixed reality projection display application. 11:1-11:9 - Jonathan Simsch, Jens Herder:
SpiderFeedback: visual feedback for orientation in virtual TV studios. 12:1-12:8 - Takahito Hamanaka, Daisuke Sakamoto, Takeo Igarashi:
Aibiki: supporting shamisen practice with adaptive automatic score scroll. 13:1-13:10 - Pedro Centieiro, Teresa Romão, A. Eduardo Dias:
From the lab to the world: studying real-time second screen interaction with live sports. 14:1-14:10 - Pedro Centieiro, Bruno Cardoso, Teresa Romão, A. Eduardo Dias:
If you can feel it, you can share it!: a system for sharing emotions during live sports broadcasts. 15:1-15:8 - Peter Alexander Torpey, Benjamin Bloomberg:
Powers live: a global interactive opera simulcast. 16:1-16:9
Life design
- Andrés Lucero, Akos Vetek:
NotifEye: using interactive glasses to deal with notifications while walking in public. 17:1-17:10 - Arto Lehtiniemi, Jarno Ojala:
Using adaptive avatars for visualizing recent music listening history and supporting music discovery. 18:1-18:10 - Chie Suzuki, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose:
Affecting tumbler: affecting our flavor perception with thermal feedback. 19:1-19:10 - Ayano Nishimura, Itiro Siio:
iMake: eye makeup design generator. 20:1-20:6 - Naoya Koizumi, Yuki Hashimoto, Takeshi Naemura:
A design method to surface of Japanese lacquer by UV projection for diy fabrication. 21:1-21:5 - Yuanyuan Li, Nutnaree Kleawsirikul, Yutaka Takase, Hironori Mitake, Shoichi Hasegawa:
Intention expression in stuffed-toy robots based on force control. 22:1-22:5
Content generation and gamification
- Satoru Fukayama, Masataka Goto:
Automated choreography synthesis using a Gaussian process leveraging consumer-generated dance motions. 23:1-23:6 - Edirlei Soares de Lima, Bruno Feijó, António L. Furtado:
Hierarchical generation of dynamic and nondeterministic quests in games. 24:1-24:10 - Lucas Ferreira, Claudio Fabiano Motta Toledo:
Generating levels for physics-based puzzle games with estimation of distribution algorithms. 25:1-25:6 - Athanasios Vourvopoulos, Ana Lucia Faria, Kushal Ponnam, Sergi Bermúdez i Badia:
RehabCity: design and validation of a cognitive assessment and rehabilitation tool through gamified simulations of activities of daily living. 26:1-26:8 - Vítor Belim, Olga Lyra, Pedro Teixeira, Ana Karina Caraban, Maria José Ferreira, Rúben Gouveia, Andrés Lucero, Evangelos Karapanos:
Beyond gamification: sociometric technologies that encourage reflection before behavior change. 27:1-27:6 - Alina Huldtgren, Christian Mayer, Oliver Kierepka, Chris Geiger:
Towards serendipitous urban encounters with SoundtrackOfYourLife. 28:1-28:8
Entertainment environment
- Kim Halskov, Peter Dalsgård, Louise Bak Stolze:
Analysing engaging experiences with a tangible 3D tabletop. 29:1-29:10 - Tatsunori Hirai, Satoshi Nakamura, Tsubasa Yumura, Shigeo Morishima:
VRMixer: mixing video and real world with video segmentation. 30:1-30:7 - Nuno N. Correia, Jari Kleimola:
Web browser as platform for audiovisual performances. 31:1-31:6 - Patrick Oswald, Jordi Tost, Reto Wettach:
The real augmented reality: real-time game editor in a spatial augmented environment. 32:1-32:4 - Takuto Nakamura, Narihiro Nishimura, Michi Sato, Hiroyuki Kajimoto:
Development of a wrist-twisting haptic display using the hanger reflex. 33:1-33:5 - Michinari Kono, Takayuki Hoshi, Yasuaki Kakehi:
lapillus bug: creature-like behaving particles based on interactive mid-air acoustic manipulation. 34:1-34:8
Posters
- Cesar Tadeu Pozzer, Cicero Augusto de Lara Pahins, Ilona Heldal:
A hash table construction algorithm for spatial hashing based on linear memory. 35:1-35:4 - André Grossinho, Sofia Cavaco, João Magalhães:
An interactive toolset for speech therapy. 36:1-36:4 - Diogo Simões, Sofia Cavaco:
An orientation game with 3D spatialized audio for visually impaired children. 37:1-37:4 - Byung-Hwa Park, Se-Young Oh:
ARgo: animate everyday object in augmented reality. 38:1-38:4 - Masaru Ohkubo, Miki Yamamura, Hiroko Uchiyama, Takuya Nojima:
Breathing clothes: artworks using the hairlytop interface. 39:1-39:4 - Benjamin Tag, JoonYoung Hur, Naohisa Ohta, Kazunori Sugiura:
Collaborative storyboarding through democratization of content production. 40:1-40:4 - Saturnino Luz, Masood Masoodian, Manuel Cesario, Raquel Rangel Cesario, Bill Rogers:
Designing a serious game for community-based disease prevention in the Amazon. 41:1-41:4 - Lindsay D. Grace, Dirk P. Janssen, James R. Coyle:
Did you see that?: in-game advertising retention in players and onlookers. 42:1-42:4 - Mitsuru Minakuchi, Fuyuki Okamoto:
Digital book reader based on leading text. 43:1-43:4 - Jesús Ibáñez-Martínez:
emoPuppet: low-cost interactive digital-physical puppets with emotional expression. 44:1-44:4 - Günter Wallner, Simone Kriglstein, Florian Gnadlinger, Michael Heiml, Jochen Kranzer:
Game user telemetry in practice: a case study. 45:1-45:4 - Tomohiro Nakayama, Ryuichi Yoshida, Takahiro Nakadai, Takeki Ogitsu, Hiroshi Mizoguchi, Kaori Izuishi, Fusako Kusunoki, Keita Muratsu, Shigenori Inagaki:
Immersive observation support system toward realization of "interactive museum": observing "live" extinct animals while walking in a virtual paleontological environment. 46:1-46:4 - Masahiro Koge, Daichi Ogawa, Seiya Takei, Yuriko Nakai, Taira Nakamura, Takuto Nakamura, Ryuta Okazaki, Taku Hachisu, Michi Sato, Hiroyuki Kajimoto:
Haptic bed: bed-style haptic display for providing weight sensation. 47:1-47:4 - Ichiroh Kanaya, Masataka Imura, Mayuko Kanazawa:
Interactive art to go. 48:1-48:4 - Yohei Miyazaki, Yuichi Itoh, Yuki Tsujimoto, Masahiro Ando, Takao Onoye:
Ketsuro-Graffiti: water condensation display. 49:1-49:2 - Marie-Monique Schaper, Laura Malinverni, Narcís Parés:
Participatory design methods to define educational goals for full-body interaction. 50:1-50:4 - Shota Koide, Yuichiro Kinoshita, Kentaro Go:
PhotoPrompter: a framework of photography encouragement in a strolling trip using ambiguous information. 51:1-51:3 - Sharon Lynn Chu, Francis K. H. Quek, Kumar Sridharamurthy:
Ready...action!: a performative authoring system for children to create animated stories. 52:1-52:4 - Rui Neves Madeira, Patrícia Macedo, Sofia Reis, João Ferreira:
Super-fon: mobile entertainment to combat phonological disorders in children. 53:1-53:4 - Marius H. Braun, Adrian David Cheok:
Towards an olfactory computer-dream interface. 54:1-54:3
Creative showcase
- Christian Mayer, Patrick Pogscheba, Dionysios Marinos, Björn Wöldecke, Christian Geiger:
An audio-visual music installation with dichotomous user interactions. 55:1-55:6 - Lauren Abramsky, Antonio Gomes, Paul Strohmeier, Roel Vertegaal:
GoonQuad: an emotive quadruped for exploring human-robot interaction. 56:1-56:4 - Foong-Yi Chia, Daniel Saakes:
Interactive training chopsticks to improve fine motor skills. 57:1-57:4 - Luís Fraga, António Coelho, Pedro Branco:
Meet the Frumbles: a post-digital toy orchestra. 58:1-58:4 - Ana Carina Figueiredo, Cristina Sylla, Pedro Branco, Nelson Zagalo:
Merry go round: a physical, virtual, physical... toy. 59:1-59:4 - Bernard Cheng, Antonio Gomes, Paul Strohmeier, Roel Vertegaal:
Mood fern: exploring shape transformations in reactive environments. 60:1-60:4 - Özge Samanci, Blacki Li Rudi Migliozzi, Daniel Sabio:
Plink blink: collaborative music production via blinking eyes. 61:1-61:4 - Benjamin Knichel, Holger Reckter:
Resonate: an interactive light- and sound-installation using a spatial tangible interface. 62:1-62:4 - Yongsoon Choi, Jordan Tewell, Yukihiro Morisawa, Gilang Andi Pradana, Adrian David Cheok:
Ring*U: a wearable system for intimate communication using tactile lighting expressions. 63:1-63:4 - Catalina Cortázar:
Search behind the scenes. 64:1-64:4 - Kohei Nonami, Keiko Yamamoto, Itaru Kuramoto, Yoshihiro Tsujino:
TipTapTrays: co-creating music through rhythm to avoid boredom while queuing in cafeterias. 65:1-65:4 - Lindsay D. Grace:
You: a poetic game about meaning making and absence. 66:1-66:4
Game design challenge
- John Edison Muñoz, Ricardo Chavarriaga, David S. Lopez:
Application of hybrid BCI and exergames for balance rehabilitation after stroke. 67:1-67:4 - Mélodie Vidal, Rémi Bismuth:
The Royal Corgi: a game of social gaze. 68:1-68:5
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.