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Conferences in DBLP

(dimea)
2008 (conf/dimea/2008)


  1. Overview of the European Commission research lines in the creative and cultural sectors in support of media content. [Citation Graph (, )][DBLP]


  2. Computer games-based learning: research and initiatives. [Citation Graph (, )][DBLP]


  3. Interacting with virtual and augmented worlds. [Citation Graph (, )][DBLP]


  4. Aer()sculpture, art made out of threatened sky. [Citation Graph (, )][DBLP]


  5. Socializing in mobile gaming. [Citation Graph (, )][DBLP]


  6. Pervasive play, immersion and story: designing interference. [Citation Graph (, )][DBLP]


  7. Design for coincidence: incorporating real world artifacts in location based games. [Citation Graph (, )][DBLP]


  8. Lessons learned: game design for large public displays. [Citation Graph (, )][DBLP]


  9. Augmented reality for games. [Citation Graph (, )][DBLP]


  10. Social heroes: games as APIs for social interaction. [Citation Graph (, )][DBLP]


  11. Fanboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games. [Citation Graph (, )][DBLP]


  12. A real-time streaming games-on-demand system. [Citation Graph (, )][DBLP]


  13. A case study of developing game edutainment: "addictive danger". [Citation Graph (, )][DBLP]


  14. Three dimensional knowledge visualization in the theatre studies classroom. [Citation Graph (, )][DBLP]


  15. Multiplayer role games applied to problem based learning. [Citation Graph (, )][DBLP]


  16. Exploring gaming mechanisms to enhance knowledge acquisition in virtual worlds. [Citation Graph (, )][DBLP]


  17. Jabberwocky: children's digital ink story writing from nonsense to sense. [Citation Graph (, )][DBLP]


  18. Experiences from the use of a shared multimedia space for e-learning in Brazil primary schools. [Citation Graph (, )][DBLP]


  19. The virtual museum of sculpture. [Citation Graph (, )][DBLP]


  20. Showing the evolution of the city of Trento across centuries. [Citation Graph (, )][DBLP]


  21. Design of information landscapes for cultural heritage content. [Citation Graph (, )][DBLP]


  22. Bridging the gap between the digital and the physical: design and evaluation of a mobile augmented reality guide for the museum visit. [Citation Graph (, )][DBLP]


  23. Enabling indoor exhibition automated guidance and multimedia content delivery on mobile devices. [Citation Graph (, )][DBLP]


  24. Toward accessible 3D virtual environments for the blind and visually impaired. [Citation Graph (, )][DBLP]


  25. A cultural probes study on video sharing and social communication on the internet. [Citation Graph (, )][DBLP]


  26. Synergy: a prototype collaborative environment to support the conceptual stages of the design process. [Citation Graph (, )][DBLP]


  27. Digital art 2.0: art meets web 2.0 trend. [Citation Graph (, )][DBLP]


  28. Biometric tendency recognition and classification system: an artistic approach. [Citation Graph (, )][DBLP]


  29. Creating 3D virtual sculptures from vision and touch technologies. [Citation Graph (, )][DBLP]


  30. The-walk-in-the-city: a (no)ordinary image: an essay on creative technologies. [Citation Graph (, )][DBLP]


  31. Software engineering for and with artists: a case study. [Citation Graph (, )][DBLP]


  32. A realtime mixed reality system for seamless interaction between real and virtual objects. [Citation Graph (, )][DBLP]


  33. Mastermind: an augment reality approach: [porting a legacy game to new interaction paradigms]. [Citation Graph (, )][DBLP]


  34. Integrated modelling of sonic vibration and macroscopic object movement: an example of an interactive ball game. [Citation Graph (, )][DBLP]


  35. Virtualizing a campus: a SEEU case study. [Citation Graph (, )][DBLP]


  36. Development and evaluation of a centaur robot. [Citation Graph (, )][DBLP]


  37. Aesthetic and auditory enhancements for multi-stream information sonification. [Citation Graph (, )][DBLP]


  38. Designing avatars. [Citation Graph (, )][DBLP]


  39. Web services for digital rights management and copyright protection in digital media. [Citation Graph (, )][DBLP]


  40. Lei Feng lives on in cyberspace. [Citation Graph (, )][DBLP]


  41. Oce@Nyd: a new tailorable groupware for digital media collection for underwater virtual environments. [Citation Graph (, )][DBLP]


  42. Interactivity dimension: media, contents, and user perception. [Citation Graph (, )][DBLP]


  43. Handling out of domain topics by a conversational character. [Citation Graph (, )][DBLP]


  44. A user profile-based personalization system for digital multimedia content. [Citation Graph (, )][DBLP]


  45. Adaptive user preference modeling and its application to in-flight entertainment. [Citation Graph (, )][DBLP]


  46. AI Model for Computer games based on Case Based Reasoning and AI Planning. [Citation Graph (, )][DBLP]


  47. Emotionally aware automated portrait painting. [Citation Graph (, )][DBLP]


  48. The rhetoric of interactive art works. [Citation Graph (, )][DBLP]


  49. Interactive Antarctica: a museum installation based on an augmented reality system. [Citation Graph (, )][DBLP]


  50. Hierarchical triangular patches for terrain rendering with their matching blocks. [Citation Graph (, )][DBLP]


  51. An interactive sketching method for 3D object modeling. [Citation Graph (, )][DBLP]


  52. Embodiment in data sculpture: a model of the physical visualization of information. [Citation Graph (, )][DBLP]


  53. HERON: a zournas digital virtual musical instrument. [Citation Graph (, )][DBLP]


  54. Iscore: a system for writing interaction. [Citation Graph (, )][DBLP]


  55. Distributed collective practices in collaborative music performance. [Citation Graph (, )][DBLP]


  56. Social active listening and making of expressive music: the interactive piece the bow is bent and drawn. [Citation Graph (, )][DBLP]


  57. Towards minimalism and expressiveness in interactive drama. [Citation Graph (, )][DBLP]


  58. Authoring interactive narratives with hypersections. [Citation Graph (, )][DBLP]


  59. Mobile video stories. [Citation Graph (, )][DBLP]


  60. System architecture and interactivity model for mobile TV applications. [Citation Graph (, )][DBLP]


  61. Analysis of Japanese folktales for the purpose of story generation. [Citation Graph (, )][DBLP]


  62. Content strategies of the future: between games and stories -- crossroads for the video game industry. [Citation Graph (, )][DBLP]


  63. Conciliating coherence and high responsiveness in interactive storytelling. [Citation Graph (, )][DBLP]


  64. Video conducting the olympic games 2008: the iTV field trial of the EU-IST project LIVE. [Citation Graph (, )][DBLP]


  65. User centric media in the future internet: trends and challenges. [Citation Graph (, )][DBLP]


  66. An advanced direct searching technique applied on compressed video content repositories. [Citation Graph (, )][DBLP]


  67. A game-engine based virtual museum authoring and presentation system. [Citation Graph (, )][DBLP]


  68. Person tracking for ambient camera selection in complex sports environments. [Citation Graph (, )][DBLP]


  69. Sydewynder: rapid prototyping for mobile mixed-reality games. [Citation Graph (, )][DBLP]


  70. Mobility and social interaction as core gameplay elements in multi-player augmented reality. [Citation Graph (, )][DBLP]


  71. The magic lens box: simplifying the development of mixed reality games. [Citation Graph (, )][DBLP]


  72. Achieving pervasive awareness through artwork. [Citation Graph (, )][DBLP]


  73. Designing GUI for the user configuration of pervasive awareness applications. [Citation Graph (, )][DBLP]


  74. Mii & you. [Citation Graph (, )][DBLP]


  75. Pervasive awareness applications: aesthetic and ludic aspects. [Citation Graph (, )][DBLP]


  76. Interfacing intimacy: spatializing ubiquitous technologies for dwelling places. [Citation Graph (, )][DBLP]


  77. The next step in social networking software: the global coffee machine. [Citation Graph (, )][DBLP]


  78. Ludic aspects of the generative audiovisual narrative system. [Citation Graph (, )][DBLP]


  79. The ludic aspect of interaction during a pervasive game activity. [Citation Graph (, )][DBLP]


  80. Motion2Sound. [Citation Graph (, )][DBLP]


  81. A 3D J2ME game utilizing autonomous moving agents. [Citation Graph (, )][DBLP]


  82. An online artistic game: the 12 labors of the internet user. [Citation Graph (, )][DBLP]


  83. Research of guide system utilizing artificial human shadow: proposal of "S3G shadow support guide system". [Citation Graph (, )][DBLP]


  84. Educational game Europe 2045. [Citation Graph (, )][DBLP]


  85. Butterfly dress. [Citation Graph (, )][DBLP]


  86. Create a mobile video story. [Citation Graph (, )][DBLP]


  87. CIL3D: a content-based 3D model search engine. [Citation Graph (, )][DBLP]


  88. Massh!: a web-based collective music mashup system. [Citation Graph (, )][DBLP]


  89. Touch the invisibles. [Citation Graph (, )][DBLP]


  90. Office Diva. [Citation Graph (, )][DBLP]


  91. Designing interaction and animation in YS-3: multi-layered interactive animation device. [Citation Graph (, )][DBLP]


  92. Roll your own city. [Citation Graph (, )][DBLP]


  93. Direct searching of multimedia content based on video characteristics extracted from compressed domain. [Citation Graph (, )][DBLP]


  94. Crossed lines. [Citation Graph (, )][DBLP]


  95. The mutiny: an interactive drama on IDtension. [Citation Graph (, )][DBLP]


  96. Interacting with virtual and augmented worlds. [Citation Graph (, )][DBLP]

NOTICE1
System may not be available sometimes or not working properly, since it is still in development with continuous upgrades
NOTICE2
The rankings that are presented on this page should NOT be considered as formal since the citation info is incomplete in DBLP
 
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