.- Full Conference Papers.
.- Fewer Draws, More Fun: searching for Unbalanced Positions in Chess.
.- Game Elements in Cybersecurity Education: Hype or Help?.
.- How to Turn a Platformer Game into a Casual Exergame for Combating
Office Workers' Sedentary Behavior: An Exploratory Single-Case Pilot
Study.
.- Design of a Serious Game to Challenge Sexism.
.- "Follow My Lead": Role of AI-Based NPC Autonomy in Player-NPC
Collaboration.
.- Interaction and Emotion: A Phenomenological Study of a Playable
Generative Landscape.
.- The Blind Gamer: Examining Ethical Agency Through Choice
Blindness in Game Design.
.- Math Valley - On Designing an Embodied VR Learning Application for
Primary School Students.
.- 200 VR-Sessions with Children - Practical Challenges and Educational
Insights Into Conducting a Longitudinal VR-Study in Primary School.
.- Characterizing Social Interaction in Tabletop Games: A Constructive
Conceptual Analysis.
.- Initializing Interactive Treasure Hunts in Cultural Heritage Sites: An
LLM-Based Approach.
.- Pacing Control with Wave Function Collapse in Strategy Game Map
Generation.
.- Generative Multimodal Content Creation with Location-Aware Context
for Gamified Mobile Assisted Language Learning Apps Using Large
Language Models.
.- Automated Planning of Entertainment Content for Digital Health
Interventions: A Technical Feasibility Study on Balance VS Fun.
.- Evaluating Colorblind-Friendly Design for Equitable Play in Mobile
Puzzle Games.
.- Manzai Karaoke: A Real-time Visual Guidance System for Assisting
Japanese Double Act Performance.
.- EchoArtLink: Enhancing Social Connectedness between Parents and
Children Living Apart through Digital Sound Visualization.
.- Optimizing Random Forest Multi-Classification and Gini-Based Feature
Analysis of Board Game Success via BGG Characteristic Data.
.- Stay and Play - Modeling Social Influence of Players in the Steam
Gaming Community.
.- A Framework for Explainable AI in Wargames to Understand Strategies.
.- Parablade: A Proposal of Chambara Based on Augmented Sports - A
Study of Appropriate Game Balancing Methods.
.- Vectorigger: A Method of Inducing Vection Using a Wearable LED Array.
.- Learning Success, Engagement and Fun: Evaluating an Educational
Game in Higher Education as Replacement for a Homework Assignment.
.- From News to Stories via an AI-supported Retelling Process.
.- Learning Through Play: Implementing an Educational Escape Room
for Teaching Traditions and Culture.
.- Experienced Video Game Players Interaction Preferences with Game
Controllers and Haptic Gloves.
.- What Does an Angel's Halo Taste Like?: Exploring the Structure of
Gustatory Comedy through Case Analysis of Ajigiri.
.- "Can You Feel Me Now?" Exploring Player Empathy in AI-Based NPC
Conversations.
.- Work in Progress.
.- How does Entertainment Computing contribute to the Sustainable
Development Goals? A Rapid Literature Review.
.- VR Gaming approach to language comprehension in children with Autism.
.- Physics Virtual Classroom: Leveraging Virtual Reality Sandboxes for
Learning Classical Mechanics.
.- Gestalt Approaches to Hinting in Games: A 3D Connect Four Case Study.
.- A VR System for Detecting Static Electricity as Invisible Creature.
.- Designing Physically Fiction: Suspension of Disbelief in Interaction
with MR Environments.
.- Simulating AI-Human Collaborative Strategies in Sudoku Puzzle
Generation.
.- ChordFusion: Interactive Piano Training in Mixed Reality with Custom
Gloves.
.- Implementation and Evaluation of an Automated Eye Dropping System
Using Games.
.- Proposal of Affective Music Features Utilizing Playlists as Collective
Intelligence.
.- Mi Librero de Aventuras: A Novel Configurable Serious Game for
Personalized Science and Technology Learning in Peruvian Primary
Education.
.- Multi-Directional Shooting Using Logarithmic Spiral Trajectories.
.- Refining Pervasive Game Design with LLMs: Insights, Limitations, and
Challenges.
.- Heist Extravaganza: A Design Framework and Exemplars of
Asymmetric Virtual Reality Controllers Based on Player Profiles.
.- Automatic Piano Arrangement for Three-part Choral of Female Voices.
.- JumpLab: An Interactive Learning Tool for Parameter Tuning in the
Pre-production Stage.
.- "Hand-in-Hand" Learning: A Novel Method for Instrument Skill
Training with Electrical Muscle Stimulation.
.- Interactive Entertainment Showcase.
.- Transformer based Adaptive Music Generation for Video Games.
.- Kaiman-aki o te Ngahere: Guardians of the Forest.
.- Demonstration of Visualizer for Beats and Scratches of Breaking DJ
Performances.
.- Development of a Dialogue Agent System Expressed in a Two Dimensional Manga-Anime Style and Design of the Original Artificial
Intelligence Character "Kohane".
.- Development of Urban Disaster Prevention Shooting Game Using
Spatial Reproduction Display.
.- VR Game Aimed at Recovering Visual Acuity.
.- Automatic Fingering Saxophone Quartet System.
.- Multiple Robots Enable Moderate Facilitation through Approaching
Movements in Group Discussions.
.- VR Batting Practice System Integrated with Visual Training.
.- Arcade Games Generating an Atmosphere to Promote Exercise.
.- Guitar Clicker: A Gamified Approach to Motivating Guitar Practice
for Beginners.
.- Emo-pathy: An Emotion-sharing System for Promoting Psychological
Well-Being through Supportive Interactions.
.- Rapid Input Device with Independent Sensing of Input Intention and
Input Target.
.- Student Competition.
.- Heaviest Listener: Immersive Radio Experience Simulation by Sending
Japanese E-mail.
.- Asymmetric VR Game Heist Extravaganza.