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Conferences in DBLP

(dimea)
2007 (conf/dimea/2007)


  1. Media design aesthetics: emotional and entertaining experience design for the ubiquitous society. [Citation Graph (, )][DBLP]


  2. Research collaboration for "humorous interaction" 2-man stand-up comedy (manzai) with a robot. [Citation Graph (, )][DBLP]


  3. Explorations on interactive interfaces using cuteness. [Citation Graph (, )][DBLP]


  4. Virtual marionette theater using hand recognition. [Citation Graph (, )][DBLP]


  5. Kansei games: entertaining your emotions. [Citation Graph (, )][DBLP]


  6. Hitch haiku. [Citation Graph (, )][DBLP]


  7. Collective creativity: toward a new paradigm for creative culture. [Citation Graph (, )][DBLP]


  8. Dialogs taking into account experience, emotions and personality. [Citation Graph (, )][DBLP]


  9. Player adaptive entertainment computing. [Citation Graph (, )][DBLP]


  10. The BBC and its web 2.0 partners. [Citation Graph (, )][DBLP]


  11. Designing interactive music mixing applications for mobile devices. [Citation Graph (, )][DBLP]


  12. Playability heuristics for mobile multi-player games. [Citation Graph (, )][DBLP]


  13. Game sketching. [Citation Graph (, )][DBLP]


  14. Feature Guided Texture Synthesis (FGTS) for artistic style transfer. [Citation Graph (, )][DBLP]


  15. On the production of creative subjectivity. [Citation Graph (, )][DBLP]


  16. The aesthetics of interactive artifacts: thoughts on performative beauty. [Citation Graph (, )][DBLP]


  17. Mixed reality classroom: learning from entertainment. [Citation Graph (, )][DBLP]


  18. Moblogging and belonging: new mobile phone practices and young people's sense of social inclusion. [Citation Graph (, )][DBLP]


  19. Concept and construction of an interactive folktale system. [Citation Graph (, )][DBLP]


  20. A game AI production shell framework: generating AI opponents for geomorphic-isometric strategy games via modeling of expert player intuition. [Citation Graph (, )][DBLP]


  21. What is it thinking?: game AI opponent computer-human interaction using descriptive schema and explanatory capabilities. [Citation Graph (, )][DBLP]


  22. Back to the Holodeck: new life for virtual reality? [Citation Graph (, )][DBLP]


  23. Cheating in networked computer games: a review. [Citation Graph (, )][DBLP]


  24. Design of a cheat-resistant P2P online gaming system. [Citation Graph (, )][DBLP]


  25. Digital television, personal video recorders and convergence in the Australian home. [Citation Graph (, )][DBLP]


  26. Designing in virtual reality (DesIRe): a gesture-based interface. [Citation Graph (, )][DBLP]


  27. Understanding Malaysian students as gamers: experience. [Citation Graph (, )][DBLP]


  28. Adaptive digital game-based learning framework. [Citation Graph (, )][DBLP]


  29. Thai small and medium enterprises engagement in the emerging digital content and game industry. [Citation Graph (, )][DBLP]


  30. Mapping resources to state functions in massively multiplayer online games. [Citation Graph (, )][DBLP]


  31. Concept and construction of a dance robot system. [Citation Graph (, )][DBLP]


  32. Concept and architecture of a centaur robot. [Citation Graph (, )][DBLP]


  33. Engaging the audience in augmented reality performance. [Citation Graph (, )][DBLP]


  34. "KODAMA": mischievous echoes. [Citation Graph (, )][DBLP]


  35. Rising tide with blue plastic bag. [Citation Graph (, )][DBLP]


  36. The seven valleys. [Citation Graph (, )][DBLP]


  37. Mutable cinema, a participatory narrative engine. [Citation Graph (, )][DBLP]


  38. Chameleon art: a platform for interactive art production. [Citation Graph (, )][DBLP]


  39. Interaction based on function of a table in real world with "Kage no Sekai". [Citation Graph (, )][DBLP]


  40. Zoetmorerope: non-optical physical space 3d-animation. [Citation Graph (, )][DBLP]


  41. BlogWall: personal and poetic expressions. [Citation Graph (, )][DBLP]


  42. Artistically-based technique for aging of the facial modeling. [Citation Graph (, )][DBLP]


  43. Technical method of Zoetmorerope. [Citation Graph (, )][DBLP]


  44. Critical massess: augmented virtual experiences and the xenoplastic at Australia's cold war and nuclear heritage sites. [Citation Graph (, )][DBLP]


  45. Virtual limitations: a comparison of Sims 2 and Half Life games engines for machinima narrative. [Citation Graph (, )][DBLP]

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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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for Data Engineering Laboratory, Department of Informatics, Aristotle University © 2002