| 2016 | A Moving Feast: Effects of Color, Shape and Animation on Taste Associations and Taste Perceptions. Gijs Huisman, Merijn Bruijnes, Dirk K. J. Heylen |
| 2016 | A voice-controlled serious game for the sustained vowel exercise. Marta Lopes, João Magalhães, Sofia Cavaco |
| 2016 | AR Dice Tower: Integrating Physical Randomness with Digital Effects. Natsumi Sasaki, Kouki Hirata, Kodai Morino, Mitsuru Minakuchi |
| 2016 | Alice and Her Friend: A Black "Picture Book" of Multisensory Interaction for Visually-Impaired Children. Hiroki Nishino, Norihidayati Podari, Stefania Sini, Chamari Priyange Edirisinghe, Adrian David Cheok |
| 2016 | An Eye for an Eye: Gaze Input in Competitive Online Games and its Effects on Social Presence. Michael Lankes, Bernhard Maurer, Barbara Stiglbauer |
| 2016 | Analysis of Multiple Users' Experience in Daily Life Using Wearable Device for Facial Expression Recognition. Katsutoshi Masai, Yuta Itoh, Yuta Sugiura, Maki Sugimoto |
| 2016 | Applying and Improving Monte-Carlo Tree Search in a Fighting Game AI. Makoto Ishihara, Taichi Miyazaki, Chun Yin Chu, Tomohiro Harada, Ruck Thawonmas |
| 2016 | Automatic Generation of Sport Video Highlights Based on Fan's Emotions and Content. Guilherme Fião, Teresa Romão, Nuno Correia, Pedro Centieiro, A. Eduardo Dias |
| 2016 | BathDrum2: Percussion Instruments on a Bathtub Edge with Low-Latency Tap Tone Identification. Tomoyuki Sumida, Shigeyuki Hirai |
| 2016 | Blending in Hybrid Games: Understanding Hybrid Games Through Experience. Jonne Arjoranta, Ville Kankainen, Timo Nummenmaa |
| 2016 | Bubble Cloud: Projection of an Image onto a Bubble Cluster. Yuki Kubo, Hirobumi Tomita, Shuta Nakamae, Takayuki Hoshi, Yoichi Ochiai |
| 2016 | Can Different "Eye" Designs for Anthropomorphic Manga Characters Inform Users of Different Functions of Anthropomorphized Systems? Takanori Komatsu, Itaru Kuramoto, Daiki Sawai |
| 2016 | Can People Develop a Sense of Belonging ThroughPlaying League of Legends? Veerle Scholtes, Mirte van Hout, Louise van Koppen |
| 2016 | Complementing Artworks to Create Immersive VR Museum Experiences. Wolfgang Hürst, Ferdinand de Coninck, Xhi Jia Tan |
| 2016 | DJ-MVP: An Automatic Music Video Producer. Jianyu Fan, William Li, Jim Bizzocchi, Justine Bizzocchi, Philippe Pasquier |
| 2016 | DUKE: Enhancing Virtual Reality based FPS Game with Full-body Interactions. Mohd Hezri Amir, Albert Quek, Nur Rasyid Bin Sulaiman, John See |
| 2016 | Effect of Different Adaptations by a Robot on Children's Long-term Engagement: An Exploratory Study. Muneeb Imtiaz Ahmad, Omar Mubin, Joanne Orlando |
| 2016 | Emotional Response Evaluation of Users in Ubiquitous Environments: an Observational Case Study. Tatiana Silva de Alencar, Kamila R. H. Rodrigues, Marcelo Barbosa, Renata Germano Bianchi, Vânia Paula de Almeida Néris |
| 2016 | Engine- Cooperative Game Modeling (ECGM): Bridge Model-Driven Game Development and Game Engine Tool-chains. Meng Zhu, Alf Inge Wang, Hallvard Trætteberg |
| 2016 | Exploring Emotions through Painting, Photography and Expressive Writing: an Early Experimental User Study. Carla Nave, Nuno Correia, Teresa Romão |
| 2016 | Exploring the Design-Space: The Authorial Game Evolution Tool Case-Study. Rui Craveirinha, Licínio Roque |
| 2016 | Find Kirigami!: an Augmented Papercutting Play Activity Realized with Tablet Terminals. Wataru Ogasa, Masanori Fukui, Yuji Sasaki, Haruhiro Katayose |
| 2016 | Game Metrics for Evaluating Social In-game Behavior and Interaction in Multiplayer Games. Katharina Emmerich, Maic Masuch |
| 2016 | HoVerTable PONG: Playing Face-to-face Game on Horizontal Tabletop with Moving Vertical Mid-air Image. Hajime Katsumoto, Hajime Kajita, Naoya Koizumi, Takeshi Naemura |
| 2016 | Human Coded Orchestra: a System for Extemporary Group Singing Performance. Yuzu Saijo, Kenta Suzuki, Nobutaka Ito, Amy Koike, Yoichi Ochiai |
| 2016 | Increasing Children's Physical Activity Levels Through Biosymtic Robotic Devices. Marta Ferraz, António S. Câmara, Afonso O'Neill |
| 2016 | Kissenger: Development of a Remote Kissing Device for Affective Communication. Emma Yann Zhang, Adrian David Cheok, Shogo Nishiguchi, Yukihiro Morisawa |
| 2016 | Learning Islamic Principles with Serious Games. Hussein Karam Hussein Abd El-Sattar |
| 2016 | Light Quest: A Gamified Knowledge-sharing System to Increase Motivation to Provide Long-tail Knowledge. Hao Yin, Keiko Yamamoto, Itaru Kuramoto, Yoshihiro Tsujino |
| 2016 | Lost in Open Worlds: Design Patterns for Player Navigation in Virtual Reality Games. Stefan Liszio, Maic Masuch |
| 2016 | Magnetic Dining Table and Magnetic Foods. Nur Ellyza Abd Rahman, Azhri Azhar, Mohammad Abdullah Mohamad Johar, Kasun Karunanayaka, Adrian David Cheok, Jade Gross, Andoni Luis Aduriz |
| 2016 | MoCHA: Designing Games to Monitor Cognitive Health in Elders at Risk for Alzheimer's Disease. Ilya Farber, Karl C. Fua, Swati Gupta, David Pautler |
| 2016 | Modeling the Enhancement Effect of Countercurrent on Acceleration Perception in Galvanic Vestibular Stimulation. Kazuma Aoyama, Makoto Mizukami, Taro Maeda, Hideyuki Ando |
| 2016 | MuSeeCol: A See-through Multi-touch Surface for Face-to-face Musical Collaboration. Wooi Boon Goh, Lijia Yang, Kian Leong Ong |
| 2016 | Passive Mid-air Display. Naoya Koizumi, Takeshi Naemura |
| 2016 | PinchPan: Investigating Children's Collaboration in Cross-Device Interaction. Heidi Pi Jensen, Marius Pallisgaard Olsen, Mikael B. Skov |
| 2016 | Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, ACE 2016, Osaka, Japan, November 9-12, 2016 Itaru Kuramoto, Hideyuki Ando, Günter Wallner |
| 2016 | Relation between facial expression and user described episodic memory timeline in short movies. Shoichi Hasegawa, Lopez Erik |
| 2016 | Reporting Solo: A Design of Supporting System for Solo Live Reporting. Kohei Matsumura, Yoshinari Takegawa |
| 2016 | Sensified Gaming: Design Patterns and Game Design Elements for Gameful Environmental Sensing. Matthias Budde, Rikard Öxler, Michael Beigl, Jussi Holopainen |
| 2016 | SomaticBall: Ball-Type Device Providing "Sticking Feeling". Hayato Dogai, Maho Oki, Koji Tsukada |
| 2016 | Taifūrin: Wind-Chime Installation As A Novel Typhoon Early Warning System. Paul Haimes, Tetsuaki Baba, Kumiko Kushiyama |
| 2016 | The COMPASS Framework for Digital Entertainment: Discussing Augmented Reality Activities for Scouts. Marc Ericson C. Santos, Damien Constantine Rompapas, Yoshinari Nishiki, Takafumi Taketomi, Goshiro Yamamoto, Christian Sandor, Hirokazu Kato |
| 2016 | The Gameplay Loop: a Player Activity Model for Game Design and Analysis. Emmanuel Guardiola |
| 2016 | The Interplay of Two Worlds in Blood Bowl: Implications for Hybrid Board Game Design. Ville Kankainen |
| 2016 | The Invisible: Bacteria Everywhere. Chong Teak Wei, Chee-Onn Wong |
| 2016 | The Light Painting by a Fluorescence String Figure. Marina Wada, Akito Nakano, Yoshifumi Mizuno, Hisakazu Hada |
| 2016 | The influence of liking and disliking on creative expression in digital photos. Marije ten Brink, Frank Nack, Ben A. M. Schouten |
| 2016 | Towards an Agenda for Sci-Fi Inspired HCI Research. Omar Mubin, Mohammad Obaid, Philipp Jordan, Patrícia Alves-Oliveira, Thommy Eriksson, Wolmet Barendregt, Daniel Sjölie, Morten Fjeld, Simeon Simoff, Mark Billinghurst |
| 2016 | Transformed Human Presence for Puppetry. Keisuke Kawahara, Mose Sakashita, Amy Koike, Ippei Suzuki, Kenta Suzuki, Yoichi Ochiai |
| 2016 | Using Digital Extensions to Create New VR Museum Experiences. Wolfgang Hürst, Xhi Jia Tan, Ferdinand de Coninck |
| 2016 | VR-MMA: A Virtual Reality Motion and Muscle Sensing Action Game for Personal Sport. Jeff K. T. Tang, Green Y. Y. Leung, Bismarck K. L. Ng, Jacky Hon-Kit Hui, Anthony Kong, Wai-Man Pang |
| 2016 | You're the Camera!: Physical Movements For Transitioning Between Environments in VR. Joshua Kohn, Stefan Rank |
| 2016 | conteXinger: A Context-aware Song Generator to Enrich Daily Lives. Ayano Nishimura, Itiro Siio |