Entertainment Computing - ICEC 2006
Springer Berlin (Verlag)
978-3-540-45259-1 (ISBN)
Session 1: Agents.- Towards Bi-directional Dancing Interaction.- An Emotional Path Finding Mechanism for Augmented Reality Applications.- Interacting with a Virtual Conductor.- Animal Controlled Computer Games: Playing Pac-Man Against Real Crickets.- Session 2: Cultural and Psychological Metrics.- Leaving a Message with the PaPeRo Robot: The Effect of Interaction Experience with Real or Virtual PaPeRo on Impression Evaluation.- Passive Interactivity, an Answer to Interactive Emotion.- Entertainment on Mobile Internet Services: From the Korean Consumer Perspectives.- Experimental Approach for Human Perception Based Image Quality Assessment.- Session 3: Transforming Broadcast Experience.- Interaction and Participation in Radio Plays: A Novel Approach to an Old Medium.- Real-Time Monitoring System for TV Commercials Using Video Features.- Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment.- Session 4: Culture, Place, Play.- Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents.- Kansei Mediated Entertainment.- Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games.- Session 5: Display Technology.- Layered Multiple Displays for Immersive and Interactive Digital Contents.- Design and Implementation of a Fast Integral Image Rendering Method.- A Neural Classifier for Anomaly Detection in Magnetic Motion Capture.- Multichannel Distribution for Universal Multimedia Access in Home Media Gateways.- Session 6: Authoring Tools 1.- Language-Driven Development of Videogames: The Experience.- Architecture of an Authoring System to Support the Creation of Interactive Contents.- Applying Direct Manipulation Interfaces to Customizing Player Character Behaviour.- Programmable Vertex Processing Unit for MobileGame Development.- Session 7: Object Tracking.- Vision-Based Real-Time Camera Matchmoving with a Known Marker.- OHAJIKI Interface: Flicking Gesture Recognition with a High-Speed Camera.- The Smart Dice Cup: A Radio Controlled Sentient Interaction Device.- Session 8: Edutainment.- Learning About Cultural Heritage by Playing Geogames.- Dynamic Binding Is the Name of the Game.- Lessons Learned from Designing a Virtual Heritage Entertainment Application for Interactive Education.- Session 9: Network Games.- A Dynamic Load Balancing for Massive Multiplayer Online Game Server.- My Photos Are My Bullets - Using Camera as the Primary Means of Player-to-Player Interaction in a Mobile Multiplayer Game.- Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-Playing Games (MMORPGS).- Session 10: Authoring Tools 2.- On-Line Motion Style Transfer.- Dynamic Skinning for Popping Dance.- Discovery of Online Game User Relationship Based on Co-occurrence of Words.- Posters.- Mobile Phone Gaming (A Follow-Up Survey of the Mobile Phone Gaming Sector and Its Users).- Designing a Story Database for Use in Automatic Story Generation.- An Efficient Algorithm for Rendering Large Bodies of Water.- Forbidden City Explorer: A Guide System That Gives Priority to Shared Images and Chats.- Reinforcement Learning of Intelligent Characters in Fighting Action Games.- Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground.- Design Implications of Social Interaction in Online Games.- TEMPEST: A Text Input System for Musical Performers.- Design Strategies for Enhancing Experience-Based Activities.- Imitating the Behavior of Human Players in Action Games.- Electronic Treasure Hunt: Real-Time Cooperation Type Game That Uses LocationInformation.- Design of Positive Biofeedback Using a Robot's Behaviors as Motion Media.- Social Landscapes: Visual Interface to Improve Awareness in Human Relationships on Social Networking Sites.- Bare Hand Interface for Interaction in the Video See-Through HMD Based Wearable AR Environment.- Studying User Experience with Digital Audio Players.- The Development of a Collaborative Virtual Heritage Edutainment
From the reviews:
"This book is a timely anthology of ongoing research reports from more than 60 entertainment computing laboratories around the globe. ... An anthropologist looking back on this ICEC 2006 volume will find a practical survey of adiabatic synthesis from the theoretical expectations of development specialists and cutting-edge product creators. This is a collective expression of those technical features that today's researchers personally would like incorporated into their favorite entertainment products ... ." (Chaim Scheff, ACM Computing Reviews, Vol. 49 (2), February, 2008)
| Erscheint lt. Verlag | 18.9.2006 |
|---|---|
| Reihe/Serie | Information Systems and Applications, incl. Internet/Web, and HCI | Lecture Notes in Computer Science |
| Zusatzinfo | XXVIII, 420 p. |
| Verlagsort | Berlin |
| Sprache | englisch |
| Maße | 155 x 235 mm |
| Gewicht | 1390 g |
| Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
| Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
| Schlagworte | algorithms • Animation • Architecture • augmented reality • Cognition • Community Computing • content-based video retrieval • Digital Storytelling • Edutainment • HCI • interactive entertainement • Interface Agents • learning • mobile graphics • Multimedia • network games • object tracking • Social Informatics • Textur • Virtual Reality |
| ISBN-10 | 3-540-45259-1 / 3540452591 |
| ISBN-13 | 978-3-540-45259-1 / 9783540452591 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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