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- research-articleApril 2017
GameFlow in Different Game Genres and Platforms
Computers in Entertainment (CIE), Volume 15, Issue 3Article No.: 1, Pages 1–24https://doi.org/10.1145/3034780The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating ...
- research-articleDecember 2016
3D Game Model and Texture Generation Using Interactive Genetic Algorithm
Computers in Entertainment (CIE), Volume 14, Issue 1Article No.: 1, Pages 1–16https://doi.org/10.1145/2735382Recently, the production of big games is expensive, and it is very difficult to gain attention from players. Although gamers' expectations are very high, game companies' resources are limited to maximize the quality of the games. Mod (game content ...
- research-articleApril 2014
The Effect of Vibrotactile Stimulation on the Emotional Response to Horror Films
Computers in Entertainment (CIE), Volume 11, Issue 1Article No.: 4, Pages 1–13https://doi.org/10.1145/2543698.2543703Over the last decade consumers have witnessed a dramatic increase in the use of low fidelity, discrete vibrotactile feedback to enhance or replace audio stimuli in entertainment systems. However, use of high-resolution continuous vibrotactile displays ...
- research-articleApril 2011
DevilTyper: a game for CAPTCHA usability evaluation
Computers in Entertainment (CIE), Volume 9, Issue 1Article No.: 3, Pages 1–14https://doi.org/10.1145/1953005.1953008CAPTCHA is an effective and widely used solution for preventing computer programs (i.e., bots) from performing automated but often malicious actions, such as registering thousands of free email accounts or posting advertisement on Web blogs. To make ...
- research-articleApril 2011
Child-centered interaction in the design of a game for social skills intervention
Computers in Entertainment (CIE), Volume 9, Issue 1Article No.: 2, Pages 1–17https://doi.org/10.1145/1953005.1953007In this article we describe the CALSIUM framework to elicit children's contributions and perspectives in the design of an online game for enhancing social skills of children. This study advocates a participatory design approach that emphasizes the ...
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- research-articleDecember 2010
Animated paper: A toolkit for building moving toys
Computers in Entertainment (CIE), Volume 8, Issue 2Article No.: 7, Pages 1–16https://doi.org/10.1145/1899687.1899689In recent years, there has been a surge in the number of available rapid prototyping tools, making it easier than ever to create functioning prototypes with minimal technical background and at a low cost. However, most of these tools do not have the ...
- research-articleDecember 2010
LightTracker: An Open-Source Multitouch Toolkit
Computers in Entertainment (CIE), Volume 8, Issue 3Article No.: 19, Pages 1–16https://doi.org/10.1145/1902593.1902598In this article we present LightTracker -- an open-source toolkit for vision-based multi-touch setups. Using this toolkit, we can dynamically create and manipulate the image processing pipeline at runtime. After presenting various new requirements ...
- research-articleSeptember 2009
Prospecting the appropriation of digital TV in a Brazilian project
Computers in Entertainment (CIE), Volume 7, Issue 3Article No.: 45, Pages 1–18https://doi.org/10.1145/1594943.1594957A good practice for developers of new technology, which has great influence on the life of users (e.g., digital TV), would be to inform them about the benefits of the technology and the challenges to its appropriation. Usually, the focus of work that ...
- research-articleSeptember 2009
Local communities and IPTV: Lessons learned in an early design and development phase
- Marianna Obrist,
- Marc Miletich,
- Teresa Holocher,
- Elke Beck,
- Sara Kepplinger,
- Paul Muzak,
- Regina Bernhaupt,
- Manfred Tscheligi
Computers in Entertainment (CIE), Volume 7, Issue 3Article No.: 44, Pages 1–21https://doi.org/10.1145/1594943.1594956Local communities are communities that have relationships in real life due to the physical location of their households. IPTV can be a way to support these local communities (either in their establishment, in fostering relationships, or even in extending ...
- research-articleSeptember 2009
The emperor's clothes in high resolution: An experimental study of the framing effect and the diffusion of HDTV
Computers in Entertainment (CIE), Volume 7, Issue 3Article No.: 40, Pages 1–13https://doi.org/10.1145/1594943.1594952In this article, an experiment was conducted to measure the effect of framing a high definition television (HDTV) clip. One group of participants was told they were watching a brand new HDTV clip, while the other group was told they were watching a ...
- research-articleSeptember 2009
Interactive stories and the audience: Why empathy is important
Computers in Entertainment (CIE), Volume 7, Issue 3Article No.: 39, Pages 1–14https://doi.org/10.1145/1594943.1594951Interactive narratives have long been advocated as having the potential to create more immersive and transformative experiences for audiences by adding the pleasure of agency. In practice, however, finding the balance between sufficient interactivity ...
- research-articleSeptember 2009
Live@Dublin > delayed@Tampere
Computers in Entertainment (CIE), Volume 7, Issue 3Article No.: 38, Pages 1–2https://doi.org/10.1145/1594943.1594950Video has gone extremely mobile, even in real-time. Mobile phones with video capabilities and internet connection played significant roles in causing this outcome. In this video presentation I talk about a study called “Live@Dublin -- Mobile Phone Live ...
- research-articleSeptember 2009
Next research idea beyond Live and CitizenMedia
Computers in Entertainment (CIE), Volume 7, Issue 3Article No.: 37, Pages 1–2https://doi.org/10.1145/1594943.1594949In the video we summarize our experiences as researchers in running the ICT European research pojects, “LIVE -- Live Staging of Media Events” and “CitizenMedia”. Carmen MacWilliams and Georg Trogemann were responsible for the content research workgroup ...
- research-articleSeptember 2009
- research-articleSeptember 2009
Teaching Intel to love the television
Computers in Entertainment (CIE), Volume 7, Issue 3Article No.: 35, Pages 1–2https://doi.org/10.1145/1594943.1594947Over the last decade, as Intel Corporation has successively sought to expand its business into consumer electronics adjacencies, it envisioned a spectrum of screens in homes that could serve as interchangeable front-ends to a relatively standard ...
- research-articleJune 2009
Elaborating eight elements of fun: Supporting design of pervasive player enjoyment
Computers in Entertainment (CIE), Volume 7, Issue 2Article No.: 25, Pages 1–22https://doi.org/10.1145/1541895.1541905This article presents the validation of the Pervasive GameFlow model (PGF), a model for analyzing player enjoyment in pervasive gaming. The model can be used as both a heuristic guideline for designers and as evaluation criteria in user-centered ...
- research-articleFebruary 2009
Integrating the Wii controller with enJine: 3D interfaces extending the frontiers of a didactic game engine
Computers in Entertainment (CIE), Volume 7, Issue 1Article No.: 12, Pages 1–19https://doi.org/10.1145/1486508.1486520The goal of the work described here is to integrate a 3D input device, the Wii controller, and enJine, a didactic engine, motivated by the growing use of 3D interfaces. This article discusses how this increases enJine's didactic and technological ...
- research-articleFebruary 2009
Designing universally accessible games
Computers in Entertainment (CIE), Volume 7, Issue 1Article No.: 8, Pages 1–29https://doi.org/10.1145/1486508.1486516Today, computer games are one of the major sources of entertainment. Computer games are usually far more demanding than typical interactive applications in terms of motor and sensory skills needed for interaction control, due to special-purpose input ...
- research-articleNovember 2008
Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis
Computers in Entertainment (CIE), Volume 6, Issue 3Article No.: 36, Pages 1–31https://doi.org/10.1145/1394021.1394029Physical 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 physical location to play. Recent trends in the gaming industry and research labs ...
- research-articleJuly 2008
Toward an understanding of flow in video games
Computers in Entertainment (CIE), Volume 6, Issue 2Article No.: 20, Pages 1–27https://doi.org/10.1145/1371216.1371223In 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'. Flow is a well-established construct for ...