ACM - Computers in Entertainment


SPECIAL ISSUE: Media Arts

Computers in Entertainment [Vol. 6, No. 3] View Full Citation in the Digital Library

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In this issue

Charmed
This article provides an introduction to Charmed, a tangible interactive media artwork that explores aspects of daily life in urban environments. The article discusses the conceptual, aesthetic, and technical dimensions ...
Creative practice-based research in interaction design
This article describes interactive artworks exhibited at Experimenta Prototype 2002, House of Tomorrow 2003, and at Vanishing Point 2005. These works were developed through an incremental research process that explored ...
Predicting user behavior—the creation of the immersion installation
This article is a retrospective case study of the creation of an interactive projection installation titled Immersion, produced in 2007 and commissioned for the Experimenta Biennale Media Arts exhibition—Experimenta Playground. ...
Blending realities in game space
Modes of representation in digital games are explored in terms of game aesthetics, structure, and logic. A model for “world-making” is developed that identifies key components of digital media language ...
Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis
Physical leisure games can be beneficial to physical as well as mental health and offer a means to connect with others socially. However, players have to be in the same ...
Interactive film and the multiplied self
Interactive film, delivered by computational processes, collapses the self; the singular, personal identity to which we have become accustomed is challenged by the adoption of many selves, transforming our primary ...
Using “tilt” as an interface to control “no-button” 3-D mobile games
Mobile phones offer considerable challenges for game developers, and not least among them is the user interface, which is primarily optimized for number entry rather than for playing games. In ...
Mobio threat
Pervasive gaming is a new genre that became possible due to the development of communication technologies, especially wireless ones. In this area of gaming, players must physically walk to certain ...
Evaluating a middleware for crossmedia games
Crossmedia games are a genre of pervasive gaming where a single game instance can be played with a variety of heterogeneous devices that support different forms of players' participation and ...
Providing expressive gaze to virtual animated characters in interactive applications
Eyes play an important role in communication among people. Motions of the eye express emotions and regulate the flow of conversation. Hence we consider fundamental that virtual humans or other ...
A game loop architecture for the GPU used as a math coprocessor in real-time applications
This article concerns the use of a graphics processor unit (GPU) as a math co-processor in real-time applications in special games and physics simulations. To validate this approach, we present ...
Towards consistency in interactive storytelling
Interactive storytelling (IS) systems are an emerging class of interactive entertainment applications with an emphasis on narrative aspects. One of the approaches used to develop IS applications is based on ...
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