ACM - Computers in Entertainment


Theoretical and Practical Computer Applications in Entertainment

Computers in Entertainment [Vol. 6, No. 2] View Full Citation in the Digital Library

A word from the editor

Welcome to ACM Computers in Entertainment, a premier online magazine featuring video interviews with leading professionals and interesting articles on entertainment technology and its applications. In this April/June 2008 issue of ACM CIE, we feature ... Read More »


In this issue

Interview with Gabrielle Weinman at Team One
Gabrielle Weinman is the Creative Director of Interactive & Relationship Marketing for Team One in Los Angeles. She oversees all aspects of the creative work in both departments, integrating it ...
Interview with David Harris, MTV New Media
David Harris was born in Puerto Rico, raised in Texas, and received his undergraduate degree in Film, Animation, and Video from the Rhode Island School of Design. He worked as ...
Using prototypes in early pervasive game development
In this article we discuss various prototyping methods in early pervasive game development. The focus is on pervasive games that are played with mobile phones. Choosing the right prototyping method ...
People, places, and play
Digital games frequently give rise to engaging and meaningful social interactions, both over the internet and in the real and tangible world of the gamer. This is the focus of ...
An architecture to easily produce adventure and movie games for the mobile scenario
Simple and easy-to-play casual games are flooding the mobile gaming market and are best-sellers on the mobile game charts of several cellphone network operators. Most of the titles are mobile ...
Toward an understanding of flow in video games
In the domain of computer games, research into the interaction between player and game has centred on 'enjoyment', often drawing in particular on optimal experience research and Csikszentmihalyi's 'Flow theory'. ...
NEAT-o-Games
This article describes research that aims to encourage physical activity through a novel pervasive gaming paradigm. Data from a wearable accelerometer are logged wirelessly to a cell phone and control ...
Character play
Avatars are a commonly used mechanism for representing the player within the world of a game. The avatar forms the main point of interaction between the player and the game, ...
The evaluation of ARCO
This article presents the results of the evaluation study of the Augmented Representation of Cultural Objects (ARCO) system which provides software and interface tools to museum curators for the development ...
A goal-oriented development tool to automate the incorporation of intelligent agents into interactive digital media applications
Recent developments in games and interactive storytelling applications have seen artificially intelligent computer controlled characters being included extensively. Non-human controlled characters are starting to play an increasingly significant role in ...
Style-learning with feature-based texture synthesis
The objective of artistic style learning is to synthesize a new image from a source image with the style learnt from example images. Existing example-based texture synthesis (EBTS) techniques model ...
E = MC2 + 1
This article presents a unique course for students, the course took place at the Tampere University of Technology (TUT) in the NAMU --- New AMbient MUltimedia research group. The basic ...
The BBC and its web 2.0 partners
The British Broadcasting Corporation's websites, in English and in the 33 languages broadcast on the BBC World Service, are among the most powerful online providers of content -- in particular ...
Announcements
1. Facial and Bodily Expressions for Control and Adaptation of Games (ECAG '08) 2. The Fourth Conference on Artificial Intelligence and Interactive Digital Entertainment 3. Gaming 2008: Design For Engaging ...