Entertainment Computing – ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings

Free Download

Authors:

Edition: 1

Series: Lecture Notes in Computer Science 3166

ISBN: 3540229477, 9783540229476, 9783540286431

Size: 24 MB (25557906 bytes)

Pages: 617/645

File format:

Language:

Publishing Year:

Category: Tags: , , , , ,

Craig A. Lindley (auth.), Matthias Rauterberg (eds.)3540229477, 9783540229476, 9783540286431

The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT – plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.

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.

Be the first to review “Entertainment Computing – ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings”
Shopping Cart
Scroll to Top