Committee |
Date Time |
Place |
Paper Title / Authors |
Abstract |
Paper # |
HCS |
2023-08-26 11:00 |
Hyogo |
(Primary: On-site, Secondary: Online) |
Psychological Characteristics of Elementary School Students Who Communicate and Contact with Online Strangers Chiharu Suzuki (Ritsumeikan Univ.), Michiko Nakayama (Nara Women's Univ.) HCS2023-50 |
There have been elementary school students connecting with online strangers through Social Networking Services and onlin... [more] |
HCS2023-50 pp.41-46 |
WIT |
2023-06-17 14:55 |
Okinawa |
Okinawa Industry Support Center (Primary: On-site, Secondary: Online) |
Practical online games for children with severe disabilities Fumihito Ito (Shimane Univ.), Daiki Okui (Wingarc 1st) WIT2023-16 |
Online games are a tool for children to activate communication and enhance their leisure activities. On the other hand, ... [more] |
WIT2023-16 pp.74-75 |
HCGSYMPO (2nd) |
2021-12-15 - 2021-12-17 |
Online |
Online |
Psychophysiological study on the effect of game events generated in response to player's unconscious laughter Mikito Fukuda, Yoshiko Arimoto (CIT) |
Our goal is to build a novel interaction system that enhances the player’s experience in the virtual game environment by... [more] |
|
HCGSYMPO (2nd) |
2020-12-15 - 2020-12-17 |
Online |
Online |
Effect of game events generated on unconscious emotional expression in the real world Yoshiko Arimoto (CIT), Tamon Fukatsu (Teikyo Univ.) |
For a purpose of integrating the real world and virtual world, a novel gaming interface system is developing. The system... [more] |
|
CNR, IN, MoNA (Joint) [detail] |
2017-11-17 14:00 |
Fukuoka |
|
[Invited Talk]
Difference in delay trend in Broadband, Mobile Broadband environment as seen from Game Cleint and its countermeasure
-- Problems occurring in the actual scene and examples of coping with it -- Motohiko Sato (KONAMI) IN2017-45 MoNA2017-23 CNR2017-22 |
Due to the development and spread of Mobile Broadband, it became realistic to play online games that make large amounts ... [more] |
IN2017-45 MoNA2017-23 CNR2017-22 pp.35-40(IN), pp.45-50(MoNA), pp.35-40(CNR) |
NS, IN (Joint) |
2012-03-09 13:50 |
Miyazaki |
Miyazaki Seagia |
Proposal and evaluation of packet scheduler to improve latency fairness Takumi Matsui, Masayoshi Shimamura, Katsuyoshi Iida (Tokyo Tech) NS2011-257 |
For online game applications, the network should provide the fairness in terms of one-way delay among multiple players. ... [more] |
NS2011-257 pp.439-444 |
DC |
2008-06-20 13:00 |
Tokyo |
Kikai-Shinko-Kaikan Bldg |
P2P Online Game Using Coterie Shuta Asano, Hiromi Kobayashi (Tokai Univ.) DC2008-11 |
This paper presents a method of distributed online game using peer to peer (P2P) technology. Each peer performs a part o... [more] |
DC2008-11 pp.1-6 |
DC |
2008-06-20 13:25 |
Tokyo |
Kikai-Shinko-Kaikan Bldg |
Online Game Protocol for P2P Using Byzantine Agreement Daisuke Wada, Hiromi Kobayashi (Tokai Univ.) DC2008-12 |
This paper presents an online game protocol to prevent dishonest activity called time-cheat for peer to peer (P2P) netwo... [more] |
DC2008-12 pp.7-12 |
RCS, AN (Joint) |
2007-08-23 14:40 |
Niigata |
Niigata University |
Application-Level QoS Assessment of an Interactive On-Line Game over an Ad Hoc Network with Link Quality-Based Routing Toshiro Nunome, Takayuki Kamezawa, Shuji Tasaka (Nagoya Inst. of Tech.) AN2007-23 |
This report studies an interactive on-line game over an ad hoc network with the Link Quality-based Hybrid Routing (LQHR)... [more] |
AN2007-23 pp.49-54 |