| Towards bi-directional dancing interaction | p. 1 |
| An emotional path finding mechanism for augmented reality applications | p. 13 |
| Interacting with a virtual conductor | p. 25 |
| Animal controlled computer games : playing Pac-man against real crickets | p. 31 |
| Leaving a message with the PaPeRo robot : the effect of interaction experience with real or virtual PaPeRo on impression evaluation | p. 37 |
| Passive interactivity, an answer to interactive emotion | p. 43 |
| Entertainment on mobile Internet services : from the Korean consumer perspectives | p. 53 |
| Experimental approach for human perception based image quality assessment | p. 59 |
| Interaction and participation in radio plays : a novel approach to an old medium | p. 69 |
| Real-time monitoring system for TV commercials using video features | p. 81 |
| Interactive dramaturgy by generating acousmetre in a virtual environment | p. 90 |
| Exposure to violent video games and desensitization to violence in children and adolescents | p. 96 |
| Kansei Mediated Entertainment | p. 103 |
| Backseat playgrounds : pervasive storytelling in vast location based games | p. 117 |
| Layered multiple displays for immersive and interactive digital contents | p. 123 |
| Design and implementation of a fast integral image rendering method | p. 135 |
| A neural classifier for anomaly detection in magnetic motion capture | p. 141 |
| Multichannel distribution for universal multimedia access in home media gateways | p. 147 |
| Language-driven development of videogames : the experience | p. 153 |
| Architecture of an authoring system to support the creation of interactive contents | p. 165 |
| Applying direct manipulation interfaces to customizing player character behaviour | p. 175 |
| Programmable vertex processing unit for mobile game development | p. 187 |
| Vision-based real-time camera matchmoving with a known marker | p. 193 |
| OHAJIKI interface : flicking gesture recognition with a high-speed camera | p. 205 |
| The smart dice cup : a radio controlled sentient interaction device | p. 211 |
| Learning about cultural heritage by playing geogames | p. 217 |
| Dynamic binding is the name of the game | p. 229 |
| Lessons learned from designing a virtual heritage entertainment application for interactive education | p. 233 |
| A dynamic load balancing for massive multiplayer online game server | p. 239 |
| My photos are my bullets - using camera as the primary means of player-to-player interaction in a mobile multiplayer game | p. 250 |
| Enjoyment or engagement? : role of social interaction in playing massively mulitplayer online role-playing games (MMORPGS) | p. 262 |
| On-line motion style transfer | p. 268 |
| Dynamic skinning for popping dance | p. 280 |
| Discovery of online game user relationship based on co-occurrence of words | p. 286 |
| Mobile phone gaming (a follow-up survey of the mobile phone gaming sector and its users) | p. 292 |
| Designing a story database for use in automatic story generation | p. 298 |
| An efficient algorithm for rendering large bodies of water | p. 302 |
| Forbidden city explorer : a guide system that gives priority to shared images and chats | p. 306 |
| Reinforcement learning of intelligent characters in fighting action games | p. 310 |
| Capturing entertainment through heart rate dynamics in the playware playground | p. 314 |
| Design implications of social interaction in online games | p. 318 |
| TEMPEST : a text input system for musical performers | p. 322 |
| Design strategies for enhancing experience-based activities | p. 326 |
| Imitating the behavior of human players in action games | p. 332 |
| Electronic treasure hunt : real-time cooperation type game that uses location information | p. 336 |
| Design of positive biofeedback using a robot's behaviors as motion media | p. 340 |
| Social landscapes : visual interface to improve awareness in human relationships on social networking sites | p. 350 |
| Bare hand interface for interaction in the video see-through HMD based wearable AR environment | p. 354 |
| Studying user experience with digital audio players | p. 358 |
| The development of a collaborative virtual heritage edutainment system with tangible interfaces | p. 362 |
| Clustering of online game users based on their trails using self-organizing map | p. 366 |
| Communication supports for building world wide Internet game communities | p. 370 |
| Hardcore gamers and casual gamers playing online together | p. 374 |
| High-precision hand interface | p. 378 |
| Real-time animation of large crowds | p. 382 |
| Vision-based bare-hand gesture interface for interactive augmented reality applications | p. 386 |
| PHI : physics application programming interface | p. 390 |
| A vision-based non-contact interactive advertisement with a display wall | p. 394 |
| "SplashGame" : a ludo-educative application based on genre and verbal interactions concepts | p. 398 |
| Shadow texture atlas | p. 402 |
| A chording glove for games : development of a wearable game device | p. 406 |
| VIRSTORY : a collaborative virtual storytelling | p. 410 |
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