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...

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Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Kishino, Fumio (Επιμελητής έκδοσης), Kitamura, Yoshifumi (Επιμελητής έκδοσης), Kato, Hirokazu (Επιμελητής έκδοσης), Nagata, Noriko (Επιμελητής έκδοσης)
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.