Craig A. Lindley (auth.), Matthias Rauterberg (eds.)3540229477, 9783540229476, 9783540286431
Table of contents :
Front Matter….Pages –
Front Matter….Pages 1-1
Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design….Pages 3-13
Realization of Tai-Chi Motion Using a Humanoid Robot….Pages 14-19
Building Better Systems for Learning and Training: Bringing the Entertainment Industry and Simulation Technology Together….Pages 20-20
Game Intelligence: From Animal Play Behavior to Entertainment Computing….Pages 21-21
Effects of Violent Video Games on Aggressive Behavior, Helping Behavior, Aggressive Thoughts, Angry Feelings, and Physiological Arousal….Pages 22-22
New Behavioural Approaches for Virtual Environments….Pages 23-31
Front Matter….Pages 33-33
“ Kuru-kuru Pitcher”: A Game for the S c ha i r e Internet Chair….Pages 35-45
Fun and Sports: Enhancing the Home Fitness Experience….Pages 46-56
Manipulating Multimedia Contents with Tangible Media Control System….Pages 57-67
“Tangible Influence”: Towards a New Interaction Paradigm for Computer Games….Pages 68-79
Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities….Pages 80-89
Optical-Flow-Driven Gadgets for Gaming User Interface….Pages 90-100
The Human-Information Workspace (HI-Space): Ambient Table Top Entertainment….Pages 101-107
Game-Driven Intelligent Tutoring Systems….Pages 108-113
Practice! YUBIMOJI AIUEO for Japanese Hand Language Learning….Pages 114-119
The Bush Telegraph: Networked Cooperative Music-Making….Pages 120-123
Front Matter….Pages 125-125
Live Role-Playing Games: Implications for Pervasive Gaming….Pages 127-138
Animating Conversation in Online Games….Pages 139-150
From Artistry to Automation: A Structured Methodology for Procedural Content Creation….Pages 151-156
Commedia Virtuale: Theatre Inspiration for Expressive Avatars….Pages 157-162
Front Matter….Pages 125-125
Take the Money and Run? An Ethical Approach to the Relation Between Game Research and Game Industry….Pages 163-167
Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions….Pages 168-171
Improvisation in Theatre Rehearsals for Synthetic Actors….Pages 172-175
Enjoyment and Entertainment in East and West….Pages 176-181
Front Matter….Pages 183-183
Interactive Props and Choreography Planning with the Mixed Reality Stage….Pages 185-192
The Interactive and Multi-protagonist Film: A Hypermovie on DVD….Pages 193-203
Apply Social Network Analysis and Data Mining to Dynamic Task Synthesis for Persistent MMORPG Virtual World….Pages 204-215
How Realistic is Realism? Considerations on the Aesthetics of Computer Games….Pages 216-225
Read-It: A Multi-modal Tangible Interface for Children Who Learn to Read….Pages 226-234
Exploiting Films and Multiple Subtitles Interaction for Casual Foreign Language Learning in the Living Room….Pages 235-240
CLOVES: A Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning….Pages 241-247
SEITV – Interactive Multimedia Leisure/Educational Services for Digital TV in MHP….Pages 248-253
Tangible Augmented Reality Modeling….Pages 254-259
Human Body Tracking for Human Computer Intelligent Interaction….Pages 260-265
A Graphical System for Interactive Rendering of Objects in an Augmented Reality Scenery….Pages 266-269
Front Matter….Pages 271-271
TEAM: The Team-Oriented Evolutionary Adaptability Mechanism….Pages 273-282
Size Variation and Flow Experience of Physical Game Support Objects….Pages 283-295
Enhancing the Performance of Dynamic Scripting in Computer Games….Pages 296-307
Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform….Pages 308-320
Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues….Pages 321-332
Front Matter….Pages 271-271
An Application of Game-Refinement Theory to Mah Jong….Pages 333-338
The Design and Implementation of Multi-player Card Games on Multi-user Interactive Tabletop Surfaces….Pages 339-344
Entertainment Feature of a Computer Game Using a Biological Signal to Realize a Battle with Oneself….Pages 345-350
AI: the Missing Link in Digital Game Interface Design?….Pages 351-354
Engaging Game Characters: Informing Design with Player Perspectives….Pages 355-358
Emergent Stories in Massively Multiplayer Online Games: Using Improvisational Techniques to Design for Emotional Impact….Pages 359-362
Front Matter….Pages 363-363
Towards a Framework for Design Guidelines for Young Children’s Computer Games….Pages 365-376
Social Translucence of the Xbox Live Voice Channel….Pages 377-385
Artifact-Based Human-Computer Interface for the Handicapped….Pages 386-392
A Home Page Is Where the Heart Is: Using Games Based Design Techniques to Enhance Contact Centre Interfaces….Pages 393-397
Avoiding Average: Recording Interaction Data to Design for Specific User Groups….Pages 398-401
Physiological Response to Games and Non-games: A Contrastive Study….Pages 402-405
Front Matter….Pages 407-407
Probabilistic Opponent-Model Search in Bao….Pages 409-419
Agent Wars with Artificial Immune Systems….Pages 420-428
MMOG Player Classification Using Hidden Markov Models….Pages 429-434
Expanding Spheres: A Collision Detection Algorithm for Interest Management in Networked Games….Pages 435-440
Electronic Augmentation of Traditional Board Games….Pages 441-444
Strategy Selection in Games Using Co-evolution Between Artificial Immune Systems….Pages 445-450
Level of Detail Modelling in a Computer Game Engine….Pages 451-454
Front Matter….Pages 455-455
Networked Mobile Gaming for 3G-Networks….Pages 457-467
Front Matter….Pages 455-455
Mobile Games for Training Tactile Perception….Pages 468-475
Emotionally Loaded Mobile Multimedia Messaging….Pages 476-486
“Why Is Everyone Inside Me?!” Using Shared Displays in Mobile Computer Games….Pages 487-498
Associated Emotion and Its Expression in an Entertainment Robot QRIO….Pages 499-504
Position-Aware IEEE 802.11b Mobile Video Services….Pages 505-508
A Human-Pet Interactive Entertainment System over the Internet….Pages 509-512
Developing and Evaluating Mobile Entertainment Applications: The Case of the Music Industry….Pages 513-517
An Entertaining Way to Access Web Content….Pages 518-521
Design of an Interface for Technology Supported Collaborative Learning – The RAFT Approach….Pages 522-525
Front Matter….Pages 527-527
iFP: A Music Interface Using an Expressive Performance Template….Pages 529-540
Sound Pryer: Adding Value to Traffic Encounters with Streaming Audio….Pages 541-552
Harmonics Table: Audiovisual Expression of Group Interaction on a Sensing Table….Pages 553-558
Hello-Fish: Interacting with Pet Fishes Through Animated Digital Wallpaper on a Screen….Pages 559-564
Background Music Generation Using Music Texture Synthesis….Pages 565-570
A Progressive Sounding Object Model in Virtual Environment….Pages 571-576
Front Matter….Pages 577-577
Automatic Visual Data Management System….Pages 579-585
Development of Extemporaneous Performance by Synthetic Actors in the Rehearsal Process….Pages 586-591
An Efficient CLOD Method for Large-Scale Terrain Visualization….Pages 592-597
Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games….Pages 598-601
EffecTV: A Real-Time Software Video Effect Processor for Entertainment….Pages 602-605
Front Matter….Pages 577-577
Web-Based Tool for Analyzing Emotions Through Images and Generating a Music Therapy System….Pages 606-609
Turning Photo Annotating Tasks into Instant Messaging Fun: Prototyping, User Trials, and Roadmapping….Pages 610-613
Back Matter….Pages –
Reviews
There are no reviews yet.