All Stories

  1. Enhancing Social Closeness between Drivers by Digital Augmentation
  2. LiveNature
  3. Social HRI for People with Dementia
  4. Who is a Better Tutor?
  5. See Where I am Looking at
  6. Exploring Gaze in Interacting with Everyday Objects with an Interactive Cup
  7. Exploring Social Interaction with Everyday Object based on Perceptual Crossing
  8. Model-Driven Gaze Simulation for the Blind Person in Face-to-Face Communication
  9. E-Gaze Glasses
  10. Handbook of Digital Games and Entertainment Technologies
  11. Follow your heart
  12. An activity theory-based model for serious games analysis and conceptual design
  13. Automatic Interpretation of Affective Facial Expressions in the Context of Interpersonal Interaction
  14. Towards a Service-Oriented Architecture Framework for Educational Serious Games
  15. Towards a unified framework for hand-based methods in First Person Vision
  16. The Evolution of First Person Vision Methods: A Survey
  17. Traces of Unconscious Mental Processes in Introspective Reports and Physiological Responses
  18. Game Design and Development for Learning Physics Using the Flow Framework
  19. Designing a Serious Game as a Diagnostic Tool
  20. Enhanced Causation for Design
  21. Intelligent Presentation Skills Trainer Analyses Body Movement
  22. E-COmate: What’s Your Non-consumption?
  23. Entertainment, Culture, and Media Art
  24. Unconscious Emotions in Media Content
  25. Review on Interaction Design for Social Context in Public Spaces
  26. Ageing and Death - Breaking a Taboo
  27. Convolutional Neural Networks for Detecting and Mapping Crowds in First Person Vision Applications
  28. Tutorial: Service-Oriented Architecture (SOA) Development for Serious Games
  29. A Dynamic Approach and a New Dataset for Hand-detection in First Person Vision
  30. A Learning Analytics Approach to Correlate the Academic Achievements of Students with Interaction Data from an Educational Simulator
  31. Activity monitoring for multi-inhabitant smart homes
  32. Design implications for a community-based social recipe system
  33. Unspoken Emotions in Movies
  34. Enacting archetypes in movies: grounding the unconscious mind in emotion-driven media
  35. Bio-inspired probabilistic model for crowd emotion detection
  36. Beyond cognition and affect: sensing the unconscious
  37. Can we reduce waste and waist together through EUPHORIA?
  38. People identification for domestic non-overlapping RGB-D camera networks
  39. Crowd Emotion Detection Using Dynamic Probabilistic Models
  40. Realistic Modeling of Agents in Crowd Simulations
  41. A Diagnostic Tool on Time Perception of Children with ADHD
  42. Scripting Interactive Art Installations in Public Spaces
  43. Mood Boards as a Universal Tool for Investigating Emotional Experience
  44. The Effect of Familiar and Fantasy Aesthetics on Learning and Experience of Serious Games
  45. Interactive Storytelling in a Mixed Reality Environment: The Effects of Interactivity on User Experiences
  46. Social recipe recommendation to reduce food waste
  47. Interactive Storytelling in a Mixed Reality Environment: How Does Sound Design and Users’ Preknowledge of the Background Story Influence the User Experience?
  48. A Learning Analytics Methodology to Profile Students Behavior and Explore Interactions with a Digital Electronics Simulator
  49. How is Culture and Cultural Development Possible?
  50. Participatory Public Media Arts for Social Creativity
  51. Learning from Traditional Dynamic Arts: Elements for Interaction Design
  52. From mythology to psychology: Identifying archetypal symbols in movies
  53. Design of social agents
  54. Total Design of Active Neck Support System for Economy Class Aircraft Seat
  55. Position and Orientation Tracking in a Ubiquitous Monitoring System for Parkinson Disease Patients With Freezing of Gait Symptom
  56. Toward a domestic system to assist people with Parkinson's
  57. Measuring archetypal experiences with physiological sensors
  58. Feedback system for presenters detects nonverbal expressions
  59. A Model-Driven Engineering Approach for Immersive Mixed-Reality Environments
  60. Aesthetics and Design for Group Music Improvisation
  61. Attractiveness of an Interactive Public Art Installation
  62. Experience the World with Archetypal Symbols: A New Form of Aesthetics
  63. Feeling Something without Knowing Why: Measuring Emotions toward Archetypal Content
  64. Automatic Recognition of the Unconscious Reactions from Physiological Signals
  65. Adaptive Body Support System for Aircraft Seat
  66. Socialize or Perish: Relating Social Behavior at a Scientific Conference to Publication Citations
  67. Alice's adventures in an immersive mixed reality environment
  68. Online feedback system for public speakers
  69. Unconscious emotions: quantifying and logging something we are not aware of
  70. PULP Scription: A DSL for Mobile HTML5 Game Applications
  71. Ambient Sensor System for Freezing of Gait Detection by Spatial Context Analysis
  72. Perceptual and Computational Time Models in Game Design for Time Orientation in Learning Disabilities
  73. The Three Phases of Life: An Inter-cultural Perspective
  74. Nachruf für Dr. Wolfgang Dzida
  75. 3D Guqin: Digital Playground to Explore Music that Embodies Chinese Culture and Philosophy
  76. Design of Social Agents
  77. Lifelogging for Hidden Minds: Interacting Unconsciously
  78. Using Game Engines in Mixed Reality Installations
  79. How to behave as Alice in Wonderland–about boredom and curiosity
  80. Embedding gesture recognition into airplane seats for in-flight entertainment
  81. Development of smart system for neck comfort during air travel
  82. Towards high level of presence: Combining static infrastructure with dynamic services
  83. SmartEx: a case study on user profiling and adaptation in exhibition booths
  84. An Approach to Study the Body Back Discomfort of Economy Class Aircraft Passenger
  85. An approach to study the body back discomfort of economy class aircraft passenger
  86. Seat Discomfort of Dutch Truck Driver Seat: A Survey Study and Analysis
  87. Automatic mental heath assistant
  88. Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions
  89. Emotions: The Voice of the Unconscious
  90. Emotions as a Communication Medium between the Unconscious and the Conscious
  91. Incongruity-Based Adaptive Game Balancing
  92. Cultural Computing – How to Investigate a Form of Unconscious User Experiences in Mixed Realities
  93. Transferring Design Knowledge: Challenges and Opportunities
  94. Sleeping in Sitting Posture Analysis of Economy Class Aircraft Passenger
  95. iHeartrate
  96. Experimental design for sternocleidomastoid muscle stress measurement
  97. Designing Internet-Based Payment Systems: Guidelines and Empirical Basis
  98. Toward Next-Generation In-Flight Entertainment Systems
  99. Entertainment computing: Inaugural Editorial
  100. Software architecture support for biofeedback based in-flight music systems
  101. Music Playlist Recommendation Based on User Heartbeat and Music Preference
  102. Kansei Experience
  103. Entertainment Computing, Social Transformation and the Quantum Field
  104. Adaptive Framework and User Preference Modeling for Economy Class Aircraft Passenger Seat
  105. Adaptive Posture Advisory System for Spinal Cord Injury Patient During Long Haul Air Travel
  106. Formalizing Multi-state Learning Dynamics
  107. Adaptive user preference modeling and its application to in-flight entertainment
  108. The asymmetry between discoveries and inventions in the Nobel Prize in Physics
  109. Hypercomputation, Unconsciousness and Entertainment Technology
  110. New Frontiers for Entertainment Computing
  111. ALICE's adventures in cultural computing
  112. AIRSF
  113. Integrating Gesture Recognition in Airplane Seats for In-Flight Entertainment
  114. Physics Nobels should favour inventions
  115. HCI reality—an ‘Unreal Tournament’?
  116. A computer support tool for the early stages of architectural design
  117. Editorial Introduction to multimedia system technologies for educational tools
  118. Forms and theories of communication: from multimedia to Kansei Mediation
  119. Kansei Mediated Entertainment
  120. Power, Death and Love: A Trilogy for Entertainment
  121. A New Framework for Entertainment Computing: From Passive to Active Experience
  122. Entertainment Computing – ICEC 2004
  123. Enjoyment and Entertainment in East and West
  124. Multiple User Profile Merging (MUPE): Key Challenges for Environment Awareness
  125. Determinantes for Collaboration in Networked Multi-User Games
  126. Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware
  127. Navigation methods for an augmented reality system
  128. Navigation methods for an augmented reality system
  129. National and international frameworks for collaboration between HCI research and practice
  130. National and international frameworks for collaboration between HCI research and practice
  131. Ergebnisse einer Untersuchung zur benutzergerechten Gestaltung von Meßwarten
  132. Exploring Brick-Based Navigation and Composition in an Augmented Reality
  133. About the importance of auditory alarms during the operation of a plant simulator
  134. BUILD-IT
  135. BUILD-IT: An intuitive design tool based on direct object manipulation
  136. BUILD-IT: A brick-based, integral solution supporting multidisciplinary design tasks
  137. HCI — world wide
  138. Sinn und Unsinn bei der Umsetzung der EU- Richtlinie 90/270 für Bildschirmarbeitsplätze
  139. About Faults, Errors, and Other Dangerous Things
  140. Benefits of user-oriented software development based on an iterative cyclic process model for simultaneous engineering
  141. Metaphor Engineering: a Participatory Approach
  142. USABILITY EVALUATION: AN EMPIRICAL VALIDATION OF DIFFERENT MEASURES TO QUANTIFY INTERFACE ATTRIBUTES
  143. Four different measures to quantify three usability attributes: ‘feedback’, ‘interactive directness’ and ‘flexibility’
  144. Positive effects of sound feedback during the operation of a plant simulator
  145. AMME: an Automatic Mental Model Evaluation to analyse user behaviour traced in a finite, discrete state space
  146. Locating the primary attention focus of the user
  147. Anforderungen an die Prozessgestaltung der Softwareentwicklung
  148. Phasenmodell ist Out Benutzerbeteiligung jetzt auch bei Standardtsoftware-Entwicklung
  149. Arbeitsorientierte Gestaltung von Informationsprozessen
  150. An empirical comparison of menu-selection (((CUI) and desktop (GUI) computer programs carried out by beginners and experts
  151. Messung der Gebrauchstauglichkeit interaktiver Software
  152. Partizipative Modellbildung zur Optimierung der Softwareentwicklung
  153. Partizipative Konzepte, Methoden und Techniken zur Optimierung der Softwareentwicklung
  154. Benutzungs-orientierte Benchmark-Tests: eine Methode zur Benutzerbeteiligung bei Standardsoftware-Entwicklungen
  155. Task orientation and user‐oriented dialog design
  156. Instruction-based knowledge acquisition and modification: The operational knowledge for a functional, visual programming language
  157. Ein empirischer Vergleich einer desktop- mit einer menü-orientierten Benutzungsoberfläche für ein relationales DBMS
  158. Kansei Experience
  159. Positive Effects of Entertainment Technology on Human Behaviour
  160. Entertainment Computing in the Orbit
  161. Usability in the Future - explicit and implicit effects in cultural computing
  162. Cultural Computing and the Self Concept: Towards Unconscious Metamorphosis
  163. An iterative-cyclic software process model