Entertainment Computing - ICEC 2008
Springer Berlin (Verlag)
978-3-540-89221-2 (ISBN)
How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games.- How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games.- When Items Become Victims: Brand Memory in Violent and Nonviolent Games.- Immersion, the Greatest Hook.- Newsgames: Theory and Design.- Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games.- A Surround Display Warp-Mesh Utility to Enhance Player Engagement.- Development and Evaluation of a Centaur Robot.- Analysis of Japanese Folktales for the Purpose of Story Generation.- Strategic Path Planning on the Basis of Risk vs. Time.- Fear Inducer: A Mixed Reality Audio Experience.- Game Bot Detection Based on Avatar Trajectory.- Achievement of Carrying Objects by Small-Sized Humanoid Robot.- Interactive Multimedia Contents in the IllusionHole.- Creating an Emotionally Adaptive Game.- Robust Interactive Storytelling Framework for Automatic TV Content/Story Production.- Designing Toys That Come Alive: Curious Robots for Creative Play.- Musical B-boying: A Wearable Musical Instrument by Dancing.- Hybrid Visual Tracking for Augmented Books.- Towards Emotional Characters in Computer Games.- Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling.- Frame Selection for Automatic Comic Generation from Game Log.- Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3.- Experiences Employing Novice Wizard Operators in a Gallery Setting.- Fast Rendering of Large Crowds Using GPU.- Physiological Player Sensing: New Interaction Devices for Video Games.- Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem.- Posters.- Dome Displays for Educational Games and Activities in the Museum and on the Road.- Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment.- BCI for Games: A 'State of the Art' Survey.- In-Depth Observation of Video Gamers.- BioMedia for Entertainment.
Erscheint lt. Verlag | 24.11.2008 |
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Reihe/Serie | Information Systems and Applications, incl. Internet/Web, and HCI | Lecture Notes in Computer Science |
Zusatzinfo | XI, 244 p. |
Verlagsort | Berlin |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 393 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Betriebssysteme / Server |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | 3D user interface • Animation • augmented reality • cheat detection • Computer Games • Digital Storytelling • dome projection • Educational Games • Embedded Systems • Emotion • Entertainment Computing • feature extraction • Game Design • Hardcover, Softcover / Informatik, EDV/Betriebssysteme, Benutzeroberflächen • HCI • HC/Informatik, EDV/Betriebssysteme, Benutzeroberflächen • human-media interaction • humanoid • humanoid robot • interactive media • mixed reality • Multimedia • multimodal interaction • network games • object tracking • online games • Real-Time Rendering • robot • security • Simulation • Social Interaction • texture synthesis • Unterhaltungselektronik • User Behavior • Virtual Reality • wearable computing |
ISBN-10 | 3-540-89221-4 / 3540892214 |
ISBN-13 | 978-3-540-89221-2 / 9783540892212 |
Zustand | Neuware |
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