Entertainment Computing - ICEC 2005
Springer Berlin (Verlag)
978-3-540-29034-6 (ISBN)
IFIP SG16 Chair's Welcome Address.- A New Framework for Entertainment Computing: From Passive to Active Experience.- Interactive Digital Storytelling.- Cultural Computing with Context-Aware Application: ZENetic Computer.- Automatic Conversion from E-Content into Animated Storytelling.- Key Action Technique for Digital Storytelling.- Graphics.- A New Constrained Texture Mapping Method.- Protect Interactive 3D Models via Vertex Shader Programming.- An Optimized Soft 3D Mobile Graphics Library Based on JIT Backend Compiler.- Advanced Interaction Design.- Frame Rate Control in Distributed Game Engine.- A Universal Interface for Video Game Machines Using Biological Signals.- Development of a System to Measure Visual Functions of the Brain for Assessment of Entertainment.- SportsVBR: A Content-Based TV Sports Video Browsing and Retrieval System.- Social Impact and Evaluation.- Online Community Building Techniques Used by Video Game Developers.- Aggregation of Action Symbol Sub-sequences for Discovery of Online-Game Player Characteristics Using KeyGraph.- Agreeing to Disagree - Pre-game Interaction and the Issue of Community.- Keyword Discovery by Measuring Influence Rates on Bulletin Board Services.- Seamful/Seamless Interface.- Seamful Design for Location-Based Mobile Games.- A Display Table for Strategic Collaboration Preserving Private and Public Information.- Gamble - A Multiuser Game with an Embodied Conversational Agent.- Touchable Interactive Walls: Opportunities and Challenges.- Body and Face.- Generic-Model Based Human-Body Modeling.- Facial Expression Recognition Based on Two Dimensions Without Neutral Expressions.- Subjective Age Estimation System Using Facial Images.- A Video Based Personalized Face Model Generation Approach for Network 3D Games.- Robot.-Live Feeling on Movement of an Autonomous Robot Using a Biological Signal.- Detection of Speaker Direction Based on the On-and-Off Microphone Combination for Entertainment Robots.- Robot Navigation by Eye Pointing.- Virtual Human with Regard to Physical Contact and Eye Contact.- Power, Death and Love: A Trilogy for Entertainment.- Music and Sound.- The MUSICtable: A Map-Based Ubiquitous System for Social Interaction with a Digital Music Collection.- Painting as an Interface for Timbre Design.- ism: Improvisation Supporting Systems with Melody Correction and Key Vibration.- Physically-Based Sound Synthesis on GPUs.- On Cognition of Musical Grouping: Relationship Between the Listeners' Schema Type and Their Musical Preference.- Mixed Reality and Mobile.- Augmented Reality Agents in the Development Pipeline of Computer Entertainment.- Collaborative billiARds: Towards the Ultimate Gaming Experience.- Multi-dimensional Game Interface with Stereo Vision.- Experiments of Entertainment Applications of a Virtual World System for Mobile Phones.- Education.- A Tutoring System for Commercial Games.- Non-verbal Mapping Between Sound and Color-Mapping Derived from Colored Hearing Synesthetes and Its Applications.- Design and Implementation of a Pivotal Unit in a Games Technology Degree.- Interactive Educational Games for Autistic Children with Agent-Based System.- Virtual Reality and Simulation.- User Experiences with a Virtual Swimming Interface Exhibit.- Toward Web Information Integration on 3D Virtual Space.- Ikebana Support System Reflecting Kansei with Interactive Evolutionary Computation.- Theory.- Effects of Team-Based Computer Interaction: The Media Equation and Game Design Considerations.- The Ethics of Entertainment Computing.- Notes on the Methodology of PervasiveGaming.- From Hunt the Wumpus to EverQuest: Introduction to Quest Theory.- Posters and Demonstration.- A Computerized Interactive Toy: TSU.MI.KI.- Multimodal Wayfinding in a Driving Simulator for the Internet Chair, a Networked Rotary Motion Platform.- Making Collaborative Interactive Art "Ohka Rambu".- Agents from Reality.- AR Pueblo Board Game.- Aesthetic Entertainment of Social Network Interaction: Free Network Visible Network.- Motion Illusion in Video Images of Human Movement.- A Chat System Based on Emotion Estimation from Text and Embodied Conversational Messengers.
Erscheint lt. Verlag | 6.9.2005 |
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Reihe/Serie | Information Systems and Applications, incl. Internet/Web, and HCI | Lecture Notes in Computer Science |
Zusatzinfo | XXIV, 540 p. |
Verlagsort | Berlin |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 1750 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Schlagworte | Animation • autonom • autonomous robot • Cognition • Community Computing • content-based video retrieval • Digital Storytelling • Edutainment • Entertainment Computing • interactive entertainment • Interface Agents • mobile graphics • Multimedia • Navigation • programming • robot • Simulation • Social Informatics • Virtual Reality |
ISBN-10 | 3-540-29034-6 / 3540290346 |
ISBN-13 | 978-3-540-29034-6 / 9783540290346 |
Zustand | Neuware |
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