Entertainment Computing – ICEC 2007 6th International Conference, Shanghai, China, September 15-17, 2007. Proceedings /

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Ma, Lizhuang (Επιμελητής έκδοσης), Rauterberg, Matthias (Επιμελητής έκδοσης), Nakatsu, Ryohei (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berlin, Heidelberg : Springer Berlin Heidelberg, 2007.
Σειρά:Lecture Notes in Computer Science, 4740
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • Session 1: Augmented, Virtual and Mixed Reality
  • A Training Oriented Driving Simulator
  • Ghost Hunter: A Handheld Augmented Reality Game System with Dynamic Environment
  • Tea Table Mediator: A Multimodal Ambient Display on the Table Exploiting Five Senses Convergence
  • Measuring Game-Play Performance and Perceived Immersion in a Domed Planetarium Projection Environment
  • Computer Game for Small Pets and Humans
  • Session 2: Computer Games
  • Identification with the Player Character as Determinant of Video Game Enjoyment
  • Pass the Ball: Game-Based Learning of Software Design
  • Comparison of AI Techniques for Fighting Action Games - Genetic Algorithms/Neural Networks/Evolutionary Neural Networks
  • Theory to Practice: Generalized Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering in 3D Computer Games
  • Kansei Games: Entertaining Emotions
  • Session 3: Image Processing
  • An Algorithm for Seamless Image Stitching and Its Application
  • A New Algorithm for Trademark Image Retrieval Based on Sub-block of Polar Coordinates
  • Image Composition with Blurring Effect from Depth of Field
  • Temporal Color Morphing
  • Session 4: Mesh and Modeling
  • A New Progressive Mesh with Adaptive Subdivision for LOD Models
  • Topology-Consistent Design for 3D Freeform Meshes with Harmonic Interpolation
  • Implementation and Optimization Issues of the Triangular Patch-Based Terrain System
  • Deforming Surface Simplification Based on Feature Preservation
  • Procedural Modeling of Residential Zone Subject to Urban Planning Constraints
  • Session 5: Digital Storytelling and Interactive Systems
  • Concept and Construction of an Interactive Folktale System
  • Cultural Computing and the Self Concept: Towards Unconscious Metamorphosis
  • A Role Casting Method Based on Emotions in a Story Generation System
  • A Novel System for Interactive Live TV
  • Using Narrative Cases to Author Interactive Story Content
  • Session 6: Sound, Music and Creative Environments
  • Multi-track Scratch Player on a Multi-touch Sensing Device
  • PanoMOBI: Panoramic Mobile Entertainment System
  • Application MDA in a Collaborative Modeling Environment
  • Age Invaders: User Studies of Intergenerational Computer Entertainment
  • Session 7: Video Processing
  • Dynamic Texture Synthesis in the YUV Color-Space
  • Video Affective Content Recognition Based on Genetic Algorithm Combined HMM
  • Video Processing and Retrieval on Cell Processor Architecture
  • A Hybrid Image Coding in Overdriving for Motion Blur Reduction in LCD
  • See, Hear or Read the Film
  • Session 8: Rendering
  • A Practical Framework for Virtual Viewing and Relighting
  • Interactive Image Based Relighting with Physical Light Acquisition
  • Real-Time Rendering of Daylight Sky Scene for Virtual Environment
  • Robust Dense Depth Acquisition Using 2-D De Bruijn Structured Light
  • Session 9: Computer Animation and Networks
  • Semiautomatic Rule Assist Architecture Modeling
  • Online Expression Mapping for Performance-Driven Facial Animation
  • Predicting Peer Offline Probability in BitTorrent Using Nonlinear Regression
  • Session 10: Game Based Interfaces
  • Game Design Guided by Visual Attention
  • Dialogs Taking into Account Experience, Emotions and Personality
  • Marching Bear: An Interface System Encouraging User’s Emotional Attachment and Providing an Immersive Experience
  • Marble Market: Bimanual Interactive Game with a Body Shape Sensor
  • Session 11: Robots and Cyber Pets
  • Concept and Architecture of a Centaur Robot
  • An Embedded System of Face Recognition Based on ARM and HMM
  • Activity Recognition Using One Triaxial Accelerometer: A Neuro-fuzzy Classifier with Feature Reduction
  • GFE – Graphical Finite State Machine Editor for Parallel Execution
  • Posters
  • Media Me: Body and Personal Media Interaction
  • Background Subtraction Using Running Gaussian Average and Frame Difference
  • Playing and Cheating in Ambient Entertainment
  • Selfish Search on Playing Shogi
  • The Effects of Network Loads and Latency in Multiplayer Online Games
  • Design for Debate in Robotics: Questioning Paradigms in a Techno-social Discourse
  • Extracting Realistic Textures from Reference Spheres
  • Application and Research on Affection Model Based on Bayesian Network
  • A Survey on Projector-Based PC Clustered Distributed-Rendering Large Screen Displays and Techniques
  • Automated Personal Authentication Using Both Palmprints
  • A TV Commercial Monitoring System Using Audio Fingerprinting
  • Player Immersion in the Computer Game Narrative
  • Music Video Viewers’ Preference Evaluation Criteria and Their Characteristics
  • Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior
  • Codebook Design of Keyblock Based Image Retrieval
  • Template Based Image Mosaics.