| Preface | p. xiii |
| Proceedings Editors | p. xv |
| Supporting Organizations | p. xv |
| Committees | p. xvii |
| Invited Talks | |
| Under the Influence: Using Natural Language in Interactive Storytelling | p. 3 |
| Interactivity and Non-Linearity: What do They Really Mean? | p. 13 |
| Computers & Games | |
| Multi-Goal Path-Finding for Autonomous Agents in Virtual Worlds | p. 23 |
| Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol | p. 31 |
| Complex Games and Palm Computers | p. 41 |
| Facilitating Learning in a Real Time Strategy Computer Game | p. 49 |
| A Toolkit for Developing Programs of Card Game Played on the Internet | p. 57 |
| A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants | p. 65 |
| Threat Stacks to Guide Pruning and Search Extensions in Shogi | p. 73 |
| The Evolution of Strong Othello Programs | p. 81 |
| Home/Arcade Games and Interactive Movies | |
| Digital Storytelling with Dinah: Dynamic, Interactive, Narrative Authoring Heuristic | p. 91 |
| Real-Time Character Animation Using Puppet Metaphor | p. 101 |
| Fly Through View Video Generation of Soccer Scene | p. 109 |
| Prototyping Mobile Game Applications | p. 117 |
| A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects | p. 125 |
| Kirifuki: Inhaling and Exhaling Interaction with Visual Objects | p. 133 |
| Virtual Horseback Archery-Kibakiba Mushamusha | p. 141 |
| Creating Ubiquitous Interactive Games Using Everywhere Display Projectors | p. 149 |
| Face Analysis and Synthesis for Interactive Entertainment | p. 157 |
| Human Body Tracking for Digital Actors | p. 165 |
| Computer Vision Based Recognition of Interactions Between Human and Objects | p. 173 |
| Real-Time Manipulation of Motion-Capture Data with Pattern Generator | p. 181 |
| Entertainment Robots & Physical Systems | |
| Development of Autonomous Blimp Robot with Intelligent Control | p. 191 |
| Lego Mindstorms Cheerleading Robots | p. 199 |
| Electronically Enhanced Board Games by Integrating Physical and Virtual Spaces | p. 207 |
| A Distributed Control System and Scripting Language for "Interactivity" in Live Performance | p. 215 |
| Recognition of Human Hand Gesture from a Monocular Image Sequence for Human-Machine Communication System | p. 223 |
| Music Informatics | |
| Development of Midi Encoder "Auto-F" for Creating Midi Controllable General Audio Contents | p. 233 |
| "Improvisession-II" - a Performing/Composing System for Improvisational Sessions with Networks | p. 241 |
| An Accommodating Piano Which Augments Intention of Inexperienced Players | p. 249 |
| Two-Step Input Method for Supporting Construction of Midi Sequence Data | p. 257 |
| A Melody Retrieval System on Parallelized Computers | p. 265 |
| Sound Compass - a Fast Query-by-Humming System Using Multi-Dimensional Feature Vectors | p. 273 |
| Statistical Phrase Extraction and Indexing for Music Retrieval | p. 281 |
| A Portable Electronic Bass Using Two Pdas | p. 289 |
| Music Composition by Onomatopoeia | p. 297 |
| Sociology and Psychology of Entertainment | |
| The Technoludic Film: Images of Video Games in Movies (1973-2001) | p. 307 |
| Determinantes for Collaboration in Networked Multi-User Games | p. 313 |
| Politics in Motion -Some Reflections on Political Bias in Simulation Gaming | p. 323 |
| Awareness Communications by Entertaining Toy Doll Agents | p. 331 |
| CGA Synthesizer Interpolating and Extrapolating Motion Data | p. 339 |
| Leaving Fantasy Behind in Videogames: The Limits of the Narrative Paradigm | p. 347 |
| Responses in Light, Sound and Scent: A Therapeutic Interactive Yoga System | p. 355 |
| The New Role of Gaming--How Games Move Outside Entertainment | p. 363 |
| The Inherent Appeal of Physically Controlled Peripherals | p. 371 |
| Virtual Reality Technologies for Entertainment | |
| A New Economical Fluorescent Lamp Information Transmission System for Indoor Tracking with Applications for Indoor Games | p. 381 |
| Skill Training System of Manual Arc Welding | p. 389 |
| Interaction for Entertainment Contents Based on Direct Manipulation with Bare Hands | p. 397 |
| Authoring Mixed Reality--A Component and Framework-Based Approach | p. 405 |
| Playing Rubik's Cube in Mixed Reality | p. 415 |
| Inside the Score: Music and Augmented Reality | p. 423 |
| Magic Music Desk: A Multi-Modal Embodied Interactive Desk | p. 431 |
| Senses of Spaces Through Transfiction | p. 439 |
| Penguin Hockey: A Virtual Reality Game System for Children | p. 447 |
| Usability and Playability Issues for Arquake | p. 455 |
| Touch Space: An Embodied Computing Mixed Reality Game Space | p. 463 |
| Using Augmented Reality for Entertainment | p. 471 |
| Rapid Prototyping of Mixed Reality Applications that Entertain and Inform | p. 479 |
| An Authoring Toolkit for Mixed Reality Experiences | p. 487 |
| A Distributed Mr Transporter for Networked Collaboration | p. 495 |
| 3D Live Humans in Mixed Reality Entertainment | p. 503 |
| Immersive Environment Technologies for Planetary Exploration with Applications for Mixed Reality | p. 511 |
| Content Management in Mixed Reality Systems Considerations from an Applied Science Perspective | p. 519 |
| Mixed Reality in Traffic Scenes | p. 527 |
| Table of Contents provided by Ingram. All Rights Reserved. |