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Computers in Entertainment, Volume 2
Volume 2, Number 1, January 2004
- Newton Lee:
Welcome. 1 - Newton Lee:
A word from the editor. 2
- Adrian David Cheok:
ACM SIGCHI international conference on advances in computer entertainment technology. 3 - Newton Lee:
VR for public consumption: workshop at IEEE VR 2004. 4 - Ben Sawyer:
The serious games summit: emergent use of interactive games for solving problems is serious effort. 5 - Graeme Kirkpatrick:
Computer game studies at Northumbria University. 6 - Michael van Lent:
University of Southern California's Institute for Creative Technologies. 7
- Quincy Jones:
Interviews with Quincy Jones. 8 - Seymour Papert:
Interviews with Seymour Papert. 9
- Maria Roussou:
Learning by doing and learning through play: an exploration of interactivity in virtual environments for children. 10 - Ute Ritterfeld, René Weber, Sangeeta Fernandes, Peter Vorderer:
Think science!: entertainment education in interactive theaters. 11
- Jaime Montemayor, Allison Druin, Gene Chipman, Allison Farber, Mona Leigh Guha:
Tools for children to create physical interactive storyrooms. 12 - Tammie Hutto Egloff:
Edutainment: a case study of interactive cd-rom playsets. 13
- François Pachet, Anna Rita Addessi:
When children reflect on their own playing style: experiments with continuator and children. 14 - Homei Miyashita:
Development and utilization of Asobiuta karaoke for elementary music education on the internet. 15
- Kim Rose:
Powerful ideas in the classroom: using squeak to enhance math and science learning. 16
Volume 2, Number 2, April 2004
- Newton Lee:
Welcome. 1 - Newton Lee:
A word from the editor. 2
- Newton Lee:
Electronic arts game design program at USC CNTV. 3 - Joel H. Josephson:
The content digital divide. 4 - Injong Rhee:
NC State scientists develop breakthrough internet protocol. 5 - Marco Roccetti:
IEEE Communications magazine: entertainment everywhere: system and networking issues in emerging network-centric entertainment systems. 6 - Marco Roccetti:
IEEE first workshop on networking issues on multimedia entertainment. 7 - Newton Lee:
The women's game conference. 8
- Leonard Kleinrock:
Interviews with Leonard Kleinrock. 9 - Richard Edlund:
Interviews with Richard Edlund. 10
- Sai Ho Kwok:
File sharing activities over BT Networks: pirated movies. 11 - W. Scott Meador, Timothy J. Rogers, Kevin R. O'Neal, Eric M. Kurt, Carol Cunningham:
Mixing dance realities: collaborative development of live-motion capture in a performing arts environment. 12
- Ray Dominey, Rick Simon, Doug Wong:
Heightened amusement park dark ride interactivity and creativity made possible with highly integrated technology. 13 - John D. Decuir, Todd Kozuki, Victor Matsuda, Jon Piazza:
A friendly face in robotics: Sony's AIBO entertainment robot as an educational tool. 14
- Magy Seif El-Nasr, Ian Horswill:
Automating Lighting Design for Interactive Entertainment. 15 - Myriam Desainte-Catherine, Gyorgy Kurtag, Sylvain Marchand, Catherine Semal, Pierre Hanna:
Playing with sounds as playing video games. 16
- Eddie Schwalb:
iTV handbook: technologies & standards. 17 - Doug Twilleager, Jeff Kesselman, Athomas Goldberg, Daniel Petersen, Juan Carlos Soto, Chris Melissinos:
Java technologies for games. 18
Volume 2, Number 3, July 2004
- Newton Lee:
Welcome. 1 - Newton Lee:
A word from the editor. 2
- Newton Lee:
IOSONO. 3 - Newton Lee:
Samsung Electronics brings the world cyber games finals to the U.S. for the first time in 2004. 4 - Claude Ghaoui:
Call for short articles: encyclopedia of human computer interaction. 5 - Marco Roccetti:
Multimedia tools and applications (MTAP) an international journal: special issue on advances in consumer communications and networking. 6 - Newton Lee:
The Third International Conference on Active Media Technology. 7
- Cynthia Breazeal:
Interviews with Cynthia Breazeal. 8 - Karlheinz Brandenburg:
Interviews with Karlheinz Brandenburg. 9
- Andrew G. Brooks, Jesse Gray, Guy Hoffman, Andrea Lockerd, Hans Lee, Cynthia Breazeal:
Robot's play: interactive games with sociable machines. 10
- Josephine Reid, Jenny Hyams, Kate L. Shaw, Mathew Lipson:
"Fancy a Schmink?": a novel networked game in a cafe. 11 - Luís Romero, Jorge Santiago, Nuno Correia:
Contextual information access and storytelling in mixed reality using hypermedia. 12
- Belinda Teoh Soo Phing, Mohamad Izani Zainal Abidin, Aishah Abdul Razak:
Adaptation of moveable pop-up technique in 3D animation. 13 - Konstantinos Chorianopoulos, Diomidis Spinellis:
Affective usability evaluation for an interactive music television channel. 14
- David Freeman:
Creating emotion in games: the craft and art of EmotioneeringTM. 15
Volume 2, Number 4, October 2004
- Newton Lee:
Welcome. 1 - Newton Lee:
A word from the editor. 2
- Lauren Davis:
Hidden agenda year 2 launches. 3 - Chris Sherman:
Women's game conference 2005 dates. 4 - Tony Hirst:
Creative robotics symposium. 5 - Newton Lee:
SMU to offer women's industry scholarship. 6 - Newton Lee:
Khronos Developer University OpenGL ES 1.1 coding challenge. 7 - Nathan Raciborski:
Digital delivery considerations for entertainment media. 8
- John Gage:
Interview with John Gage. 9 - Tomlinson Holman:
Interviews with Tomlinson Holman. 10
- Michael Haller, Christian Hänle, Jeremiah Diephuis:
Non-photorealistic rendering techniques for motion in computer games. 11 - Carsten Magerkurth, Timo Engelke, Maral Memisoglu:
Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology. 12
- Newton Lee:
Jabber for multiplayer flash games. 13 - Ryoichi Watanabe, Yuichi Itoh, Masatsugu Asai, Yoshifumi Kitamura, Fumio Kishino, Hideo Kikuchi:
The soul of ActiveCube: implementing a flexible, multimodal, three-dimensional spatial tangible interface. 15
- Bernard L. Krause:
Audio media for public spaces. 14 - Roger Zimmermann, Moses Pawar, Dwipal A. Desai, Min Qin, Hong Zhu:
High resolution live streaming with the HYDRA architecture. 16
- Dana Plautz:
A look at Intel's research council funding in sensor networks for feature film production and interactive drama. 17 - Charles S. Swartz:
On the cusp: bridging research and application. 18
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