Entertainment Computing - ICEC 2005 4th International Conference, Sanda, Japan, September 19-21, 2005. Proceedings /
First of all, we appreciate the hard work of all the authors who contributed to ICEC 2005 by submitting their papers. ICEC 2005 attracted 95 technical paper submissions, 8 poster submissions and 7 demo submissions, in total 110. This number is nearly equal to ICEC 2004. Based on a thorough review an...
Συγγραφή απο Οργανισμό/Αρχή: | |
---|---|
Άλλοι συγγραφείς: | , , , |
Μορφή: | Ηλεκτρονική πηγή Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
Berlin, Heidelberg :
Springer Berlin Heidelberg : Imprint: Springer,
2005.
|
Σειρά: | Lecture Notes in Computer Science,
3711 |
Θέματα: | |
Διαθέσιμο Online: | Full Text via HEAL-Link |
Πίνακας περιεχομένων:
- 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 Pervasive Gaming
- 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.