Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
I/O brush: drawing with everyday objects as ink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Heat sensation in image creation with thermal vision
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
SIGGRAPH '05 ACM SIGGRAPH 2005 Emerging technologies
SIGGRAPH '05 ACM SIGGRAPH 2005 Emerging technologies
Moving pictures: looking out/looking in
SIGGRAPH '05 ACM SIGGRAPH 2005 Educators program
Rhythmism: a VJ performance system with maracas based devices
Proceedings of the international conference on Advances in computer entertainment technology
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This article is a description of MYSQ, an entertainment system that allows users to create original music video clips (ex:MTV) and share the resulting video with friends via cellular phones. The original movie is original because it is generated using video of the user, combined with video effects that use the user's dance movements as parameters. The MYSQ concept is communication through the process as well as the product of content creation. The MYSQ system can be characterized as: simple operation, multilayered interaction, collaboration, the conversion from player experience to content, and making experience transferable by converting it to media form. This article will then analyze the system with game flow, based on Csikszentmihalyi's FLOW theory, to evaluate the system's entertainment value as a game, and the effectiveness of the characteristics above.