Introduction / 1: |
Introduction to Embodied Media / 1.1: |
Introduction to Mixed Reality / 1.2: |
Feeling Communication / 1.3: |
Emotional Communication and Entertainment Using Multi-sensory Media / 1.3.1: |
Social and Physical Entertainment / 1.4: |
Conclusion / 1.5: |
References |
Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing / 2: |
Background / 2.1: |
System Design and Game Play / 2.3: |
Main Concepts: Team Collaboration, Ultimate Game Objectives and the Nature of Pac-world / 2.3.1: |
Pacman and Ghost / 2.3.2: |
Helper / 2.3.3: |
Actual Game Play / 2.3.4: |
User Study / 2.4: |
Questions and Aims / 2.4.1: |
Discussion / 2.4.2: |
Analysis of Message Logs / 2.4.3: |
Summary Findings / 2.4.4: |
Mobile Service and Ubicomp Issues / 2.5: |
Mobile Computing / 2.5.1: |
Ubicomp / 2.5.2: |
Addressing Sensor-Tracking Issues / 2.5.3: |
Interactive Theater Experience with 3D Live Captured Actors and Spatial Sound / 2.6: |
Previous Work on Interactive Theater / 3.1: |
New Media Art and Interactive Theater / 3.3: |
Embodied Mixed Reality Space / 3.4: |
Live 3D Actors / 3.4.2: |
Ambient Intelligence / 3.4.3: |
Interactive Theater System / 3.5: |
3D Live Capture Room / 3.5.1: |
Interactive Theater Space / 3.5.2: |
System Interaction Design / 3.5.3: |
3D Sound in Interactive Theater Space / 3.5.4: |
Metazoa Ludens: Mixed Reality Interaction and Play Between Humans and Animals / 3.6: |
Objectives / 4.1: |
Related Works / 4.3: |
Human-Animal Interaction System / 4.3.1: |
Remote Interaction System / 4.3.2: |
Mixed Reality System / 4.3.3: |
Metazoa Ludens: Fundamental Design / 4.4: |
Remote Interaction / 4.4.1: |
Pet's Choice / 4.4.2: |
Pet Interface / 4.4.3: |
System Description / 4.5: |
System Overview / 4.5.1: |
Camera and Tracking Subsystem / 4.5.2: |
Hardware Subsystem / 4.5.3: |
Moldable Latex Surface / 4.5.4: |
Game Subsystem / 4.5.5: |
User Game Play Experience / 4.5.6: |
Evaluation, Results and Discussion / 4.6: |
Study 1: Health Benefits to the Hamsters / 4.6.1: |
Study 2: Pets' Choice / 4.6.2: |
Study 3: Users' Enjoyment Based on Flow / 4.6.3: |
Framework for Human-Animal Interaction System / 4.7: |
Veracity of Telepresence / 4.8: |
Poultry Internet / 4.9: |
Motivation for Human-Pet Touch Interaction / 5.1: |
Why Do We Keep Animals as Companions? / 5.2.1: |
The Effect of Touching and Caressing on Poultry and Other Animals / 5.2.2: |
Review of Related Works / 5.3: |
Previous Tele-haptic Systems / 5.3.1: |
Previous Human-Pet Interaction Systems / 5.3.2: |
Why Not Just Interact with Virtual or Robotic Pet? / 5.3.3: |
Poultry Internet as a Cybernetics System / 5.4: |
Technical Details of the Multi-modal Interaction System / 5.5: |
Overall System / 5.5.1: |
Remote Physical Touch / 5.5.2: |
Computer Vision Pet Tracking / 5.5.3: |
Experiences and User Studies / 5.6: |
Wider Applications / 5.7: |
Multiplexing Existing Communication Channels / 5.7.1: |
Intimacy Through Ubiquitous Computing / 5.7.2: |
Spying/Rescuing Pet / 5.7.3: |
Conclusion and Future Works / 5.8: |
Age Invaders: Entertainment for Elderly and Young / 6: |
Related Work / 6.1: |
Design Methodology / 6.3: |
Problem Identification / 6.3.1: |
Problem Exploration / 6.3.2: |
Design Goals / 6.3.3: |
Design Requirements / 6.4: |
Resources and Time Constraints / 6.4.1: |
User Needs / 6.4.2: |
Context of Use / 6.4.3: |
Design Idea Generation / 6.5: |
Prototype Iterations / 6.6: |
Current System Description / 6.7: |
System Architecture / 6.7.1: |
Game Play / 6.7.2: |
User Studies Results / 6.8: |
Intergenerational Player Study / 6.8.1: |
Focus Group Session with Older Players / 6.8.2: |
Physical Interface Design Issues / 6.8.3: |
Physicality Issues of the Virtual and Physical Player Roles / 6.8.4: |
Software Libraries and Toolkit / 6.9: |
Product Development / 6.10: |
Huggy Pajama: A Remote Interactive Touch and Hugging System / 6.11: |
Why Touch Communication? / 7.1: |
Previous Work / 7.2.2: |
Mediated Touch Module / 7.3: |
Thermal Controlled Fabric Display / 7.3.2: |
Design of Experiments / 7.3.3: |
Results and Discussion / 7.4: |
Input Touch Sensing Module / 7.4.1: |
Output Touch Actuation Module / 7.4.2: |
Thermal Control System / 7.4.3: |
Evaluation of System / 7.4.4: |
Culture Computing: Interactive Technology to Explore Culture / 7.5: |
Prior Research / 8.1: |
Features of Cultural Computing / 8.3: |
Media Me / 8.4: |
Motivation / 8.4.1: |
Video Indexing / 8.4.3: |
BlogWall / 8.5: |
An Example of Poetry Mixing / 8.5.1: |
Confucius Computer / 8.6: |
Kawaii/Cute Interactive Media / 8.6.1: |
The Cute Aesthetic / 9.1: |
Kawaii: Cute Culture History and Development in Japan / 9.2.1: |
History of Manga / 9.2.2: |
Kawaii Culture Development in Modern Japan / 9.2.3: |
Kawaii Globalization / 9.2.4: |
Contemporary Perceptions of Kawaii/Cute / 9.3: |
Cuteness in Interactive Systems / 9.4: |
Child-Like Innocence and Play / 9.4.1: |
Moments of Surprise / 9.4.2: |
Relationship with Object's Personality / 9.4.3: |
Studying Cuteness / 9.5: |
Defining Cuteness / 9.5.1: |
Color Selection / 9.5.2: |
Texture / 9.5.3: |
Motion / 9.5.4: |
Sound / 9.5.5: |
Size and Proportion / 9.5.6: |
Shapes and Form / 9.5.7: |
Smell and Taste / 9.5.8: |
Related Works. Cute Interactive Systems / 9.6: |
Cute Engineering / 9.7: |
Cute Filter / 9.7.1: |
Research-Oriented Design / 9.7.2: |
Qoot Systems. Petimo and Virtual World for Social Networking / 9.8: |
Sensing, Actuation and Feedback / 9.9: |
Sensing / 9.9.1: |
Actuation and Feedback / 9.9.2: |
Designing for Entertaining Everyday Experiences / Masa Inakage ; Takahiro Arakawa ; Kenji Iguchi ; Yuichiro Katsumoto ; Makoto Katsura ; Takeshi Osawa ; Satoru Tokuhisa ; Atsuro Ueki9.10: |
Everyday Media / 10.1: |
Amagatana / 10.2.1: |
Tabby / 10.2.2: |
Embodied Media / 10.3: |
Morel / 10.3.1: |
MYSQ / 10.3.2: |
livePic / 10.3.3: |
Sensuous Media / 10.4: |
Nozoki-Hana / 10.4.1: |
Mamagoto / 10.4.2: |
Collective Media / 10.5: |
Mopie / 10.5.1: |
Tabletop Games: Platforms, Experimental Games and Design Recommendations / Michael Haller ; Clifton Forlines ; Christina Koeffel ; Jakob Leitner ; Chia Shen10.6: |
Tabletop Hardware & the Types of Interaction They Support / 11.1: |
SmartBoard / 11.2.1: |
DiamondTouch / 11.2.2: |
SmartSkin / 11.2.3: |
Microsoft Surface / 11.2.4: |
Frustrated Total Internal Reflection (FTIR) / 11.2.5: |
Entertaible / 11.2.6: |
Stylus / 11.2.7: |
Experimental Tabletop Games / 11.3: |
Educational / 11.3.1: |
Therapeutic / 11.3.2: |
Entertainment / 11.3.3: |
Case Studies / 11.4: |
Jam-O-World: CircleMaze / 11.4.1: |
CircleMaze / 11.4.2: |
User Testing and Observations / 11.4.3: |
Porting to a Direct-Touch Tabletop / 11.4.4: |
Comino and NeonRacer / 11.4.5: |
Interaction Design for a Walk-up-and-Use Tabletop Game / 11.4.6: |
Heuristics for Tabletop Games / 11.5: |
Evaluation Process / 11.5.1: |
Ten Heuristics for Tabletop Games / 11.6: |
Cognitive Workload / 11.6.1: |
Challenge / 11.6.2: |
Reach / 11.6.3: |
Examinability / 11.6.4: |
Adaptability / 11.6.5: |
Interaction / 11.6.6: |
Level of Automation / 11.6.7: |
Collaboration and Communication / 11.6.8: |
Feedback / 11.6.9: |
Comfort of the Physical Setup / 11.6.10: |
Conclusions / 11.7: |
Index |
Introduction / 1: |
Introduction to Embodied Media / 1.1: |
Introduction to Mixed Reality / 1.2: |