Entertainment Computing - ICEC 2025
24th IFIP TC 14 International Conference, Tokyo, Japan, August 27-30, 2025, Proceedings
Herausgegeben:Di Iorio, Angelo; Figueroa, Pablo; Sugimoto, Maki; Yamanishi, Ryosuke; Matsumura, Kohei
Entertainment Computing - ICEC 2025
24th IFIP TC 14 International Conference, Tokyo, Japan, August 27-30, 2025, Proceedings
Herausgegeben:Di Iorio, Angelo; Figueroa, Pablo; Sugimoto, Maki; Yamanishi, Ryosuke; Matsumura, Kohei
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This book constitutes the refereed proceedings of the 24th International Conference on Entertainment Computing, ICEC 2025, held in Tokyo, Japan, during August 27 30, 2025.
The 28 full papers and 17 short papers included in this book were carefully reviewed and selected from 109 submissions. They were organized in topical sections as follows: Full Conference Papers; Work in Progress; Interactive Entertainment Showcase; and Student Competition. .
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This book constitutes the refereed proceedings of the 24th International Conference on Entertainment Computing, ICEC 2025, held in Tokyo, Japan, during August 27 30, 2025.
The 28 full papers and 17 short papers included in this book were carefully reviewed and selected from 109 submissions. They were organized in topical sections as follows: Full Conference Papers; Work in Progress; Interactive Entertainment Showcase; and Student Competition.
.
The 28 full papers and 17 short papers included in this book were carefully reviewed and selected from 109 submissions. They were organized in topical sections as follows: Full Conference Papers; Work in Progress; Interactive Entertainment Showcase; and Student Competition.
.
Produktdetails
- Produktdetails
- Lecture Notes in Computer Science 16042
- Verlag: Springer / Springer Nature Switzerland / Springer, Berlin
- Artikelnr. des Verlages: 89554512, 978-3-032-02554-8
- Seitenzahl: 646
- Erscheinungstermin: 18. September 2025
- Englisch
- Abmessung: 235mm x 155mm
- ISBN-13: 9783032025548
- ISBN-10: 3032025540
- Artikelnr.: 74895003
- Herstellerkennzeichnung
- Springer-Verlag GmbH
- Tiergartenstr. 17
- 69121 Heidelberg
- ProductSafety@springernature.com
- Lecture Notes in Computer Science 16042
- Verlag: Springer / Springer Nature Switzerland / Springer, Berlin
- Artikelnr. des Verlages: 89554512, 978-3-032-02554-8
- Seitenzahl: 646
- Erscheinungstermin: 18. September 2025
- Englisch
- Abmessung: 235mm x 155mm
- ISBN-13: 9783032025548
- ISBN-10: 3032025540
- Artikelnr.: 74895003
- Herstellerkennzeichnung
- Springer-Verlag GmbH
- Tiergartenstr. 17
- 69121 Heidelberg
- ProductSafety@springernature.com
.- 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.
.- 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.
.- 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.
.- 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.