


default search action
6th INTETAIN 2014: Chicago, IL, USA
- Dennis Reidsma

, Insook Choi, Robin Bargar:
Intelligent Technologies for Interactive Entertainment - 6th International Conference, INTETAIN 2014, Chicago, IL, USA, July 9-11, 2014. Proceedings. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 136, Springer 2014, ISBN 978-3-319-08188-5
Regular Papers
- Min-Kyung Cha, Sang-Hee Kweon, Yoon-Jung Choi, Young-A Won, Hyun Joo Kim:

A Research on Value Chain Structure of the Performing Arts Consumers' Social Media Usage - Application of Means-End Chain Theory and Involvement. 1-11 - Lukas Draschkowitz, Christoph Draschkowitz, Helmut Hlavacs:

Predicting Shot Success for Table Tennis Using Video Analysis and Machine Learning. 12-21 - David Weintrop, Elham Beheshti, Michael S. Horn, Kai Orton, Laura Trouille, Kemi Jona, Uri Wilensky:

Interactive Assessment Tools for Computational Thinking in High School STEM Classrooms. 22-25 - Li Zhang, John A. Barnden:

Affect and Semantic Interpretation of Virtual Drama. 26-35 - Jusub Kim:

Choreographing Digital Water for Interactive Water Performance. 36-45 - Kristin Carlson

, Thecla Schiphorst, Steve DiPaola:
Collaborative Choreography: A Critical Inquiry into Designing Creative Interactive Systems. 46-56 - Danny Plass-Oude Bos, Bram van de Laar, Boris Reuderink, Mannes Poel, Anton Nijholt

:
Perception and Manipulation of Game Control. 57-66 - François Rocca

, Matei Mancas
, Bernard Gosselin:
Head Pose Estimation by Perspective-n-Point Solution Based on 2D Markerless Face Tracking. 67-76
Special Session on Humor in Intelligent Environments
- Anton Nijholt

:
Towards Environments That Have a Sense of Humor. 77-80 - Claire Dormann:

Fools, Tricksters and Jokers: Categorization of Humor in Gameplay. 81-90 - Kirsty Fairclough-Isaacs

:
Lost Voice Guy: Transcending Barriers of Disability through Technology in Live Comedy Performance. 91-98 - Christopher Molineux:

Understanding the Foundations and Devices in Humour to Determine Practical Design Methods for Systems That Create and/or Detect Humour in Video Games, Robots and other Forms of Artificial Intelligence. 99-108
Panels
- Janell Baxter, Jennifer Collins:

STEM Education: Creating Meaningful Experiences with Interaction Design. 109-112 - Stephen Davismoon

:
Immersive, Interactive, Real and Imagined Sonic Environments: Encountering the Aural Muse in Imagined, Implied Spaces-. 113-117 - William Guschwan:

RPGs as Knowledge Creating Chronotopes. 118-122 - Stephen Woodall:

Radical Publishing: The Organization and Distribution of Art, Literature and Information in the 21st Century. 123-127
Extended Abstracts
- Peter Ferry, Joe Geigel

, Susan Lakin:
The Nostalgia Project. 128-131 - Walter Kumbeiz, Helmut Hlavacs:

Bass Impact DJ Studio - A Music Mixing Software with Gesture Controls. 132-135 - Sang-Hee Kweon, Heaji Kweon, HeaLin Kweon, Min Kyung Cha:

Creativity in the CPND. 136-139 - Ludovic Laffineur, Alexandra Degeest, Christian Frisson

, Rudi Giot:
Interactive Network Installation. 140-143 - David Mirk, Helmut Hlavacs:

Using Drones for Virtual Tourism. 144-147 - Arie Pratama Sutiono, Ayu Purwarianti

, Hiroyuki Iida
:
A Mathematical Model of Game Refinement. 148-151

manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.


Google
Google Scholar
Semantic Scholar
Internet Archive Scholar
CiteSeerX
ORCID














