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7th INTETAIN 2015: Torino, Italy
- 7th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2015, Torino, Italy, June 10-12, 2015. IEEE 2015, ISBN 978-1-6319-0061-7

Keynote speeches
- Andrea Sanna, Fabrizio Lamberti, Jon G. Rokne:

Preface. vi - Ming C. Lin:

Perceptually-inspired computing. 1 - Anthony Lewis Brooks:

Sensors for the senses: Meaning-making via self-active entertainment experiences. 2-3
Paper session 1: Augmented Reality
- Jeroen Vervaeke, Jente Ameye, Sievert van Esch, Jelle Saldien, Steven Verstockt:

ArcAid interactive archery assistant. 4-8 - Naoto Hieda, Jeremy R. Cooperstock:

Digital facial augmentation for interactive entertainment. 9-16 - Maria Luce Lupetti, Giovanni Piumatti, Federica Rossetto:

Phygital play HRI in a new gaming scenario. 17-21 - Diogo Cordeiro, Nuno Correia, Rui Jesus:

ARZombie: A mobile augmented reality game with multimodal interaction. 22-31 - David Estevez, Juan G. Victores, Santiago Morante, Carlos Balaguer:

Robot devastation: Using DIY low-cost platforms for multiplayer interaction in an augmented reality game. 32-36
Paper session 2: HCI 1
- Federico Manuri, Giovanni Piumatti:

A preliminary study of a hybrid user interface for augmented reality applications. 37-41 - Ana M. Bernardos, Inigo Marquinez, David Gómez, Juan A. Besada, José R. Casar:

A system for multimodal interaction with Kinect-enabled virtual windows. 42-46 - Céline Jost, Pierre De Loor, Lexis Nédélec, Elisabetta Bevacqua, Igor Stankovic:

Real-time gesture recognition based on motion quality analysis. 47-56 - Paolo Alborno, Gualtiero Volpe, Antonio Camurri, Martin Clayton, Peter E. Keller:

Automated video analysis of interpersonal entrainment in Indian music performance. 57-63 - Antonella Mazzoni, Nick Bryan-Kinns:

How does it feel like? An exploratory study of a prototype system to convey emotion through haptic wearable devices. 64-68
Paper session 3: HCI 2
- Manuela Chessa, Matteo Garibotti, Valerio Rossi, Antonio Novellino, Fabio Solari:

A virtual holographic display case for museum installations. 69-73 - Ksenia Kolykhalova, Antonio Camurri, Gualtiero Volpe, Marcello Sanguineti, Enrico Puppo, Radoslaw Niewiadomski:

A multimodal dataset for the analysis of movement qualities in karate martial art. 74-78 - Wolfgang Hürst, Ronald Poppe, Jerry van Angeren:

Drawing outside the lines: Tracking-based gesture interaction in mobile augmented entertainment. 79-87 - Sara Invitto, Chiara Faggiano, Silvia Sammarco, Valerio De Luca, Lucio Tommaso De Paolis:

Interactive entertainment, virtual motion training and brain ergonomy. 88-94 - Pedro Almeida, Jorge Ferraz de Abreu, Telmo Silva, Lígia Duro, Monica Aresta, Rita Oliveira:

Notification mechanisms in second-screen scenarios towards a balanced user experience. 95-99
Paper session 4: Digital characters and virtual words
- Rossana Damiano, Vincenzo Lombardo, Antonio Lieto:

Visual metaphors for semantic cultural heritage. 100-109 - Fabrizio Nunnari, Alexis Héloir:

Exploiting reverse correlation for the generation of virtual characters from personality traits. 110-119 - Marco Pasin, Antonella Frisiello, Julie A. Wall, Steven Poulakos, Aljoscha Smolic:

A methodological approach to user evaluation and assessment of a virtual environment hangout. 120-124 - Pepijn Rijnbout, Mark de Graaf, Ben A. M. Schouten:

The richness of open-ended play: Rules, feedback and adaptation mechanisms in intelligent play environments. 125-133
Paper session 5: Sensors for entertainment
- Stefano Alletto, Davide Abati, Giuseppe Serra, Rita Cucchiara:

Wearable vision for retrieving architectural details in augmented tourist experiences. 134-139 - Alejandro Moreno, Robby van Delden, Ronald Poppe, Dennis Reidsma, Dirk Heylen:

Augmenting traditional playground games to enhance game experience. 140-149 - Ilaria Zonda, Jarmal Martis:

Grüt: A gardening sensor kit for children: A digital application that helps children develop ownership for their plants. 150-157 - Dennis L. Arsenault, Anthony D. Whitehead:

Wearable sensor networks for motion capture. 158-167 - Simone Ghisio, Paolo Coletta, Stefano Piana, Paolo Alborno, Gualtiero Volpe, Antonio Camurri, Ludovica Primavera, Carla Ferrari, Carla Maria Guenza, Paolo Moretti, Valeria Bergamaschi, Andrea Ravaschio:

An open platform for full body interactive sonification exergames. 168-175
Paper session 6: Gaming
- Sebastián Aced López, Fulvio Corno, Luigi De Russis:

Playable one-switch video games for children with severe motor disabilities based on GNomon. 176-185 - Andrea Repetto, Chiara Eva Catalano:

A semantic layer for knowledge-based game design in edutainment applications. 186-194 - Zain Khan, Kristopher Maddeaux, Bill Kapralos:

Fydlyty: A low-fidelity serious game for medical-based cultural competence education. 195-199 - Jussi Laasonen, Jouni Smed:

Soft play detection in shooter games using hit matrix analysis. 200-206 - Andrea Bottino, Andrea Martina, Amirhosein Toosi:

GAINE - tanGible augmented interaction for edutainment. 207-216 - Eleanor Mulholland, Paul McKevitt, Tom Lunney, John Farren, Judy Wilson:

360-MAM-Affect: Sentiment analysis with the Google prediction API and EmoSenticNet. 217-221
Posters & Demos
- Luca Giuliano, Miguel Efrain Kaouk Ng, Maria Luce Lupetti, Claudio Germak:

Virgil, robot for museum experience: Study on the opportunity given by robot capability to integrate the actual museum visit. 222-223 - Omar G. Bravo Quezada, Roberto A. Garcia Velez, Yolanda Blanco-Fernández, Martín López Nores:

CrossCult: Empowering reuse of digital cultural heritage in context-aware CrossCults of European history. 224-225

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