1. IWEC 2002:
: Interactivity and non-linearity: what do they really mean?
: Multi-goal path-finding for autonomous agents in virtual worlds.
: Threat stacks to guide pruning and search extensions in shogi.
: The evolution of strong othello programs.
Home/Arcade games and interactive movies
: Real-time character animation using puppet metaphor.
Claudio S. Pinhanez
: Creating ubiquitous interactive games using everywhere display projectors.
, Jun Ohya
: Computer vision based recognition of interactions between human and objects.
Entertainment robots & physical systems
, Kiyoshi Hoshino
: Recognition of human hand gesture from a monocular image sequence for human-machine communication system.
: Development of midi encoder "auto-f" for creating midi controllable general audio contents.
: "Improvisession-II" - a performing/composing system for improvisational sessions with networks.
Sociology and psychology of entertainment
: The technoludic film: images of video games in movies (1973-2001).
: CGA synthesizer interpolating and extrapolating motion data.
: Leaving fantasy behind in videogames: the limits of the narrative paradigm.
Virtual reality technologies for entertainment
, Adrian David Cheok
: A new economical fluorescent lamp information transmission system for indoor tracking with applications for indoor games.
: Rapid prototyping of mixed reality applications that entertain and inform.
Scott S. Fisher
: An authoring toolkit for mixed reality experiences.
: Content management in mixed reality systems considerations from an applied science perspective.