All Stories

  1. Biomedical and Process Instrumentation
  2. Toward an Ever-present Extended Reality: Distinguishing Between Real and Virtual
  3. Editorial: Perspectives in human-media interaction 2022
  4. Toward a New Definition of Augmented Reality
  5. Editorial: 2021 editors' pick: Computer science
  6. Perceptual Modifications in Augmented Reality: A Short Survey
  7. Editorial: Online sensory experiences: Consumer reactions to triggering multiple senses by using psychological techniques and sensory-enabling technologies
  8. Editorial: Harnessing physiological synchronization and hyperscanning to enhance collaboration and communication
  9. Virtual Worlds: A New Open Access Journal of Virtual Reality, Augmented and Mixed Reality Technologies, and Their Uses
  10. Crossmodal Congruency Between Background Music and the Online Store Environment: The Moderating Role of Shopping Goals
  11. Editorial: Brain-Computer Interfaces for Non-clinical (Home, Sports, Art, Entertainment, Education, Well-Being) Applications
  12. Workshops of the eighth international brain–computer interface meeting: BCIs: the next frontier
  13. Editorial: Urban Play and the Playable City: A Critical Perspective
  14. Augmented Reality: Beyond Interaction
  15. Towards Social Companions in Augmented Reality: Vision and Challenges
  16. Brain-Computer Interfaces for Non-clinical (Home, Sports, Art, Entertainment, Education, Well-being) Applications
  17. Urban Play and the Playable City: A Critical Perspective
  18. Capturing Obstructed Nonverbal Cues in Augmented Reality Interactions: A Short Survey
  19. Perspectives on Multisensory Human-Food Interaction
  20. Editorial: Perspectives on Multisensory Human-Food Interaction
  21. A Reflection on the State of Multisensory Human–Food Interaction Research
  22. Experiencing Social Augmented Reality in Public Spaces
  23. [Front cover]
  24. Social Augmented Reality: A Multiperspective Survey
  25. Augmented Reality Humans: Towards Multisensorial Awareness
  26. Multisensory Augmented Reality
  27. Multisensory Approaches to Human-Food Interaction
  28. Keynote Talk 4: Virtual and Augmented Reality Animals in Smart and Playful Cities
  29. Virtual and Augmented Reality Animals in Smart and Playful Cities: (Invited Paper)
  30. Brain–Computer Interface Software: A Review and Discussion
  31. Playful and Humorous Interactions in Urban Environments Made Possible with Augmented Reality Technology
  32. Real, Augmented, Virtual, and Robotic Animals in Smart and Playable Cities
  33. Making Smart Cities More Playable
  34. Workshops of the seventh international brain-computer interface meeting: not getting lost in translation
  35. Animals and the (Playable) City
  36. City Residents as Videogame Characters in Smart Urban Environments
  37. Playful Introduction on “Making Smart Cities More Playable”
  38. Introduction: Brain-Computer Interfaces for Artistic Expression
  39. Brain Art
  40. Smart, Affective, and Playable Cities
  41. “All the world’s a stage”: incongruity humour revisited
  42. Ubiquitous Emotion Recognition with Multimodal Mobile Interfaces
  43. 3rd International Workshop on Multisensory Approaches to Human-Food Interaction
  44. From Word Play to World Play
  45. Playable Cities for Children?
  46. Editorial: Multisensory Human-Food Interaction
  47. Brain-Computer Interfaces for Artistic Expression
  48. Brain–Computer Interfaces Handbook
  49. Robotic Stand-Up Comedy: State-of-the-Art
  50. Multi-Brain Computing
  51. Digital Economy. Emerging Technologies and Business Innovation
  52. Multisensory Human-Food Interaction
  53. Designing Humour in Interaction
  54. Kessel Run - A Cooperative Multiplayer SSVEP BCI Game
  55. MHFI 2017: 2nd international workshop on multisensorial approaches to human-food interaction (workshop summary)
  56. Humans as Avatars in Smart and Playable Cities
  57. Playable cities: A short survey (Keynote paper)
  58. Meeting the Expectations from Brain-Computer Interfaces
  59. BCIforReal
  60. Workshops of the Sixth International Brain–Computer Interface Meeting: brain–computer interfaces past, present, and future
  61. Digital Economy. Emerging Technologies and Business Innovation
  62. Smart material interfaces: Playful and artistic applications
  63. Mobile Augmented Games in Playable Cities: Humorous Interaction with Pokémon Go
  64. Playable Cities
  65. A multisensory approach for the design of food and drink enhancing sonic systems
  66. From Playable to Playful: The Humorous City
  67. 1st international workshop on multi-sensorial approaches to human-food interaction (workshop summary)
  68. Mischief Humor in Smart and Playable Cities
  69. Towards Playful and Playable Cities
  70. Designing a Humorous Workplace: Improving and Retaining Employee’s Happiness
  71. Human Avatars in Playful and Humorous Environments
  72. The future of brain-computer interfacing (keynote paper)
  73. Multi-Brain BCI: Characteristics and Social Interactions
  74. Smart Bugs and Digital Banana Peels: Accidental Humor in Smart Environments?
  75. Humor Engineering in Smart Environments
  76. Virtual Coaches for Healthy Lifestyle
  77. From Mundane to Smart
  78. Multi-modal and multi-brain-computer interfaces: A review
  79. Smart material interfaces for education
  80. Mischief humor
  81. The MAHNOB Mimicry Database: A database of naturalistic human interactions
  82. A Smart Material Interfaces Learning Experience
  83. Usability of Three Electroencephalogram Headsets for Brain–Computer Interfaces: A Within Subject Comparison
  84. The humor continuum: From text to smart environments (keynote paper)
  85. Arts and Brain-Computer Interfaces (BCIs)
  86. Artistic brain-computer interfaces: state-of-the-art control mechanisms
  87. Artistic brain-computer interfaces: the expression and stimulation of the user’s affective state
  88. Introduction to the “Best of ACII 2013” Special Section
  89. BNCI Horizon 2020: towards a roadmap for the BCI community
  90. Affective Brain-Computer Interfaces
  91. Brain-Computer Interface Games: Towards a Framework
  92. Humor Techniques: From Real World and Game Environments to Smart Environments
  93. Designing Humor for Playable Cities
  94. More Playful User Interfaces: An Introduction
  95. More Playful User Interfaces
  96. A user experience model for tangible interfaces for children
  97. Breaking Fresh Ground in Human–Media Interaction Research
  98. Competing and Collaborating Brains: Multi-brain Computer Interfacing
  99. Best of affective computing and intelligent interaction 2013 in multimodal interactions
  100. New materials = new expressive powers
  101. A survey of affective brain computer interfaces: principles, state-of-the-art, and challenges
  102. Affective brain-computer interfaces: Special Issue editorial
  103. Mediated Interactions and Musical Expression—A Survey
  104. Entertaining the Whole World
  105. Entertaining the Whole World
  106. Social Collective Intelligence
  107. Towards Environments That Have a Sense of Humor
  108. Perception and Manipulation of Game Control
  109. Players’ Opinions on Control and Playability of a BCI Game
  110. BNCI Horizon 2020 – Towards a Roadmap for Brain/Neural Computer Interaction
  111. Playful Interfaces: Introduction and History
  112. Playful User Interfaces
  113. Smart material interfaces as a methodology for interaction
  114. Smart material interfaces
  115. How Much Control Is Enough? Influence of Unreliable Input on User Experience
  116. Report on the 2013 Affective Computing and Intelligent Interaction Conference (ACII 2013)
  117. Third Workshop on Affective Brain-Computer Interfaces (ABCI 2013): Introduction
  118. Affective Brain-Computer Interfaces for Arts
  119. Foreword
  120. New modalities for interactive entertainment
  121. Evaluating a multi-player brain–computer interface game: Challenge versus co-experience
  122. Brain-computer interface games for hedonic experiences
  123. Experiencing BCI Control in a Popular Computer Game
  124. Guest Editorial: Brain/neuronal - Computer game interfaces and interaction
  125. Geo-locked photo sharing on mobile devices
  126. Making Social Robots More Attractive: The Effects of Voice Pitch, Humor and Empathy
  127. Advances in Computer Entertainment
  128. Audio-tactile stimulation: a tool to improve health and well-being?
  129. Practices Surrounding Event Photos
  130. Multi-Brain Games: Cooperation and Competition
  131. Emotional brain-computer interfaces
  132. Towards Practical Brain-Computer Interfaces
  133. Trends & Controversies
  134. Growing grass
  135. Child-computer interaction
  136. Brain computer interfaces as intelligent sensors for enhancing human-computer interaction
  137. Artful surfaces: an ethnographic study exploring the use of space in design studios
  138. Creative practices in the design studio culture: collaboration and communication
  139. Conceptual frameworks for multimodal social signal processing
  140. Bombs, fish, and coral reefs
  141. Smart material interfaces
  142. Practices surrounding children's photos in homes
  143. Brain–Computer Interfaces for Multimodal Interaction: A Survey and Principles
  144. Preface
  145. Robotic Rabbit Companions: amusing or a nuisance?
  146. Smart material interfaces
  147. Smart material interfaces
  148. Brain-Computer Interface Games: Towards a Framework
  149. Follow the Grass: A Smart Material Interactive Pervasive Display
  150. Intelligent Technologies for Interactive Entertainment
  151. Design of an Interactive Playground Based on Traditional Children’s Play
  152. Designing a Museum Multi-touch Table for Children
  153. Smart Material Interfaces: A Vision
  154. Social Interaction in a Cooperative Brain-Computer Interface Game
  155. Towards Mimicry Recognition during Human Interactions: Automatic Feature Selection and Representation
  156. Towards Multimodal, Multi-party, and Social Brain-Computer Interfacing
  157. Recent and Upcoming BCI Progress: Overview, Analysis, and Recommendations
  158. DEAP: A Database for Emotion Analysis ;Using Physiological Signals
  159. Advances in Computer Entertainment
  160. Plenary talks
  161. The Impact of Loss of Control on Movement BCIs
  162. Brain-computer interaction
  163. User expectations and experiences of a speech and thought controlled computer game
  164. The influence of voice pitch on the evaluation of a social robot receptionist
  165. Towards visual and vocal mimicry recognition in human-human interactions
  166. Let the Game Do the Talking: The Influence of Explicitness and Game Behavior on Comprehension in an Educational Computer Game
  167. Feeling the life
  168. A subject-independent brain-computer interface based on smoothed, second-order baselining
  169. Automatic visual mimicry expression analysis in interpersonal interaction
  170. Exploring community building with an awareness display
  171. Facial and bodily expressions for control and adaptation of games (ECAG'11)
  172. A Multimodal Database for Mimicry Analysis
  173. Affective Brain-Computer Interfaces (aBCI 2011)
  174. Automatic Understanding of Affective and Social Signals by Multimodal Mimicry Recognition
  175. Perspectives on User Experience Evaluation of Brain-Computer Interfaces
  176. Observations on Experience and Flow in Movement-Based Interaction
  177. Conveying Directional Gaze Cues to Support Remote Participation in Hybrid Meetings
  178. A Study in User-Centered Design and Evaluation of Mental Tasks for BCI
  179. Analysis of Verbal and Nonverbal Communication and Enactment. The Processing Issues
  180. Multimodal Embodied Mimicry in Interaction
  181. User-Evaluated Gestures for Touchless Interactions from a Distance
  182. How the agent's gender influence users' evaluation of a QA system
  183. Evaluating informative auditory and tactile cues for in-vehicle information systems
  184. Supporting cooperative design through "living" artefacts
  185. Measuring Multimodal Synchrony for Human-Computer Interaction
  186. Human-Computer Interaction for BCI Games: Usability and User Experience
  187. Remarkable objects
  188. CAM
  189. Unveiling affective signals
  190. FROM THE EDITORS OF THE SPECIAL ISSUE
  191. Evaluating automatic warning cues for visual search in vascular images
  192. How humans behave and evaluate a social robot in real-environment settings
  193. Socializing with Olivia, the Youngest Robot Receptionist Outside the Lab
  194. Fun and efficiency of the Wii balance interface
  195. Cognitive-Aware Modality Allocation in Intelligent Multimodal Information Presentation
  196. Gestures in an Intelligent User Interface
  197. Single Trial Classification of EEG and Peripheral Physiological Signals for Recognition of Emotions Induced by Music Videos
  198. Developing Educational and Entertaining Virtual Humans Using Elckerlyc
  199. Monitoring User’s Brain Activity for a Virtual Coach
  200. Brain-Computer Interfaces and Human-Computer Interaction
  201. Brain-Computer Interfaces
  202. Face Alignment Using Boosting and Evolutionary Search
  203. Gestures for Large Display Control
  204. Development of Multimodal Interfaces: Active Listening and Synchrony
  205. Affective Dialogue Management Using Factored POMDPs
  206. Manipulating Stress and Cognitive Load in Conversational Interactions with a Multimodal System for Crisis Management Support
  207. e-BioFlow: Improving Practical Use of Workflow Systems in Bioinformatics
  208. Games and Entertainment in Ambient Intelligence Environments
  209. Use of context in vision processing
  210. FeelSound
  211. FeelSound
  212. Social agents: The first generations
  213. Emotional brain-computer interfaces
  214. Foreword
  215. Breaker
  216. The brain–computer interface cycle
  217. Experiential role of artefacts in cooperative design
  218. Editorial
  219. Movement-based sports video games: Investigating motivation and gaming experience
  220. Preface for the Special Issue on Intelligent Technologies for Interactive Entertainment
  221. A tractable hybrid DDN–POMDP approach to affective dialogue modeling for probabilistic frame-based dialogue systems
  222. Turning shortcomings into challenges: Brain–computer interfaces for games
  223. Gaze behaviour, believability, likability and the iCat
  224. Social intelligence design in ambient intelligence
  225. Modality effects on cognitive load and performance in high-load information presentation
  226. </title> </titles> <contributors> <person_name sequence='first' contributor_role='author'> <given_name>Eugene</given_name> <surname>Santos</surname> </person_name> </contributors> <publicat...
  227. Collaborative Practices that Support Creativity in Design
  228. Using the iCat as Avatar in Remote Meetings
  229. Enhancing Embodied Conversational Agents with Social and Emotional Capabilities
  230. Intelligent Virtual Agents
  231. Space as a Resource in Creative Design Practices
  232. Towards Cognitive-Aware Multimodal Presentation: The Modality Effects in High-Load HCI
  233. Using R in Taverna: RShell v1.2
  234. Supporting Engagement and Floor Control in Hybrid Meetings
  235. A Novel Approach Based on PCNNs Template for Fingerprint Image Thinning
  236. Intelligent Technologies for Interactive Entertainment
  237. Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments
  238. Experiences with Interactive Multi-touch Tables
  239. Gestures to Intuitively Control Large Displays
  240. Immersion in Movement-Based Interaction
  241. Navigating a Maze with Balance Board and Wiimote
  242. Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games
  243. Temporal interaction between an artificial orchestra conductor and human musicians
  244. Facial and bodily expressions for control and adaptation of games (ECAG'08)
  245. Meeting behavior detection in smart environments: Nonverbal cues that help to obtain natural interaction
  246. Brain-Computer Interfacing for Intelligent Systems
  247. Brain-computer interfaces for hci and games
  248. Google home: Experience, support and re-experience of social home activities
  249. Designing awareness support for distributed cooperative design teams
  250. Exploring mediated interactions
  251. Structures of life
  252. BCI for Games: A ‘State of the Art’ Survey
  253. Mutually Coordinated Anticipatory Multimodal Interaction
  254. Design of Experience and Flow in Movement-Based Interaction
  255. Human-Centred Intelligent Human Computer Interaction (HCI²): how far are we from attaining it?
  256. The Virtual Conductor: Learning and Teaching about Music, Performing, and Conducting
  257. E-BioFlow: Different Perspectives on Scientific Workflows
  258. Verbal behavior of the more and the less influential meeting participant
  259. Experiencing-in-the-world
  260. Conversational Agents and the Construction of Humorous Acts
  261. Pro-active meeting assistants: attention please!
  262. Virtual meeting rooms: from observation to simulation
  263. Playing with your brain
  264. Mixed reality participants in smart meeting rooms and smart home environments
  265. Playing and Cheating in Ambient Entertainment
  266. Interaction
  267. Artifical Intelligence for Human Computing
  268. Human computing and machine understanding of human behavior
  269. Human computing, virtual humans and artificial imperfection
  270. A corpus for studying addressing behaviour in multi-party dialogues
  271. In The Truman Show: Generating Dynamic Scenarios in a Driving Simulator
  272. Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter
  273. Online and off-line visualization of meeting information and meeting support
  274. Goal-based structuring in recommender systems
  275. Virtual rap dancer
  276. Editorial
  277. Computational Humor
  278. Social User Interfaces
  279. Designing a Story Database for Use in Automatic Story Generation
  280. Interacting with a Virtual Conductor
  281. Towards Bi-directional Dancing Interaction
  282. Towards the Automatic Generation of Virtual Presenter Agents
  283. Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation
  284. Generic Dialogue Modeling for Multi-application Dialogue Systems
  285. Towards the Automatic Generation of Virtual Presenter Agents
  286. Meetings and meeting modeling in smart environments
  287. Social intelligence design for mediated communication
  288. The virtuality continuum revisited
  289. AFFECT IN TUTORING DIALOGUES
  290. Controlling the Gaze of Conversational Agents
  291. Bringing Hollywood to the Driving School: Dynamic Scenario Generation in Simulations and Games
  292. Drawings as Input for Handheld Game Computers
  293. Facial Signs of Affect During Tutoring Sessions
  294. Generating Embodied Information Presentations
  295. Getting the Story Right: Making Computer-Generated Stories More Entertaining
  296. Interacting with a Virtual Rap Dancer
  297. Meetings in the virtuality continuum: send your avatar
  298. Presenting in Virtual Worlds: Towards an Architecture for a 3D Presenter Explaining 2D-Presented Information
  299. Where computers disappear, virtual humans appear
  300. Lost in ambient intelligence?
  301. Meetings, gatherings, and events in smart environments
  302. Emotional Characters for Automatic Plot Creation
  303. A Lexical Grammatical Implementation of Affect
  304. Affective Feedback in a Tutoring System for Procedural Tasks
  305. Viewpoint adaptation during navigation based on stimuli from the virtual environment
  306. Editorial
  307. Exporting Vector Muscles for Facial Animation
  308. Intelligent Virtual Agents
  309. The Virtual Driving Instructor: A Multi-Agent Based System for Driving Instruction
  310. An Agent-Based Intelligent Tutoring System for Nurse Education
  311. The Virtual Driving Instructor Creating Awareness in a Multiagent System
  312. Navigation Assistance in Virtual Worlds
  313. Improvements on a simple muscle-based 3D face for realistic facial expressions
  314. Humor modeling in the interface
  315. Eurographics 2003 Modelling the Real World
  316. Multimodal Communication in Inhabited Virtual Environments
  317. The virtual storyteller
  318. Making agents gaze naturally - does it work?
  319. Gaze behavior of talking faces makes a difference
  320. Computational Linguistics in the Netherlands 2001
  321. Preliminary Material
  322. ParleE: An Adaptive Plan Based Event Appraisal Model of Emotions
  323. Dialogue act recognition with Bayesian networks for Dutch dialogues
  324. A dialogue agent for navigation support in virtual reality
  325. Eye gaze patterns in conversations
  326. From Virtual Environment to Virtual Community
  327. Generation of Facial Expressions from Emotion Using a Fuzzy Rule Based System
  328. Implementation of a 3D Virtual Drummer
  329. Why conversational agents should catch the eye
  330. Jacob - An Animated Instruction Agent in Virtual Reality
  331. Multi-Media Access and Presentation in a Theatre Information Environment
  332. Virtual Malls for Web Commerce: Observations and Case Study
  333. Advances in Probabilistic and Other Parsing Technologies
  334. New Parsing Technologies
  335. The inclusion problem for some subclasses of context-free languages
  336. Classifying Visemes for Automatic Lipreading
  337. Editorial
  338. NN Approaches to Natural Language: Context and Trends
  339. On satisfying the LL-iteration theorem
  340. On the relationship between the LL(k) and LR(k) grammars
  341. A note on the sufficiency of Sokolowski's criterion for context-free languages
  342. The equivalence problem for LL- and LR-regular grammars
  343. The equivalence problem for LL- and LR-regular grammars
  344. Parsing strategies: A concise survey
  345. A survey of normal form covers for context free grammars
  346. Context-free grammars: Covers, normal forms, and parsing
  347. Ll-regular grammars
  348. Simple chain grammars and languages
  349. From left-regular to Greibach normal form grammars
  350. Grammar functors and covers: From non-left-recursive to greibach normal form grammars
  351. Ch(k) grammars: A characterization of LL(k) languages
  352. Structure preserving transformations on non-left-recursive grammars
  353. A left part theorem for grammatical trees
  354. On the parsing and covering of simple chain grammars
  355. On the covering of parsable grammars
  356. Cover results and normal forms
  357. Simple chain grammars
  358. On the covering of left recursive grammars
  359. Mathematical Foundations of Computer Science 1976
  360. Combination of facial movements on a 3D talking head
  361. Generating Nonverbal Signals for a Sensitive Artificial Listener
  362. Physicality and Cooperative Design
  363. Evaluating Visualisations and Automatic Warning Cues for Visual Search in Vascular Images
  364. Computational Humour: Utilizing Cross-Reference Ambiguity for Conversational Jokes
  365. Estimating the Gaze Point of a Student in a Driving Simulator
  366. Towards On- and Off-line Search, Browse and Replay of Home Activities
  367. Multimodal Interaction in a Haptic Environment
  368. Disappearing computers, social actors and embodied agents
  369. Developing a generic agent-based intelligent tutoring system
  370. Agents, believability and embodiment in advanced learning environments. Introduction to a panel discussion
  371. Agent and user inhabited virtual communities: a case study
  372. Agent-supported cooperative learning environments
  373. A general scheme for some deterministically parsable grammars and their strong equivalents