AHA-BUCH

Entertainment Computing - ICEC 2010

9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings
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ISBN-13:
9783642153983
Einband:
Taschenbuch
Erscheinungsdatum:
01.08.2010
Seiten:
521
Autor:
Hyun Seung Yang
Gewicht:
810 g
Format:
240x155x30 mm
Serie:
6243, Lecture Notes in Computer Science Information Systems and Applications, incl. Internet/Web, and HCI
Sprache:
Englisch
Beschreibung:

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Fast-track conference proceedings
Long Papers.- Baby Robot "YOTARO".- A Card Playing Humanoid for Understanding Socio-emotional Interaction.- DreamThrower: Creating, Throwing and Catching Dreams for Collaborative Dream Sharing.- Everyone Can Do Magic: An Interactive Game with Speech and Gesture Recognition.- Onomatopen: Painting Using Onomatopoeia.- Helping Hands: Designing Video Games with Interpersonal Touch Interaction.- Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience.- The MINWii Project: Renarcissization of Patients Suffering from Alzheimer's Disease Through Video Game-Based Music Therapy.- Virtual Team Performance Depends on Distributed Leadership.- Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions.- Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks.- Multiple Page Recognition and Tracking for Augmented Books.- Online Scene Modeling for Interactive AR Applications.- Unnecessary Image Pair Detection for a Large Scale Reconstruction.- Online Gaming Traffic Generator for Reproducing Gamer Behavior.- Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression.- Logos, Pathos, and Entertainment.- The Video Cube Puzzle: On Investigating Temporal Coordination.- Emotions: The Voice of the Unconscious.- Short Papers.- Analyzing the Parameters of Prey-Predator Models for Simulation Games.- Analyzing Computer Game Narratives.- Cultural Computing - How Can Technology Contribute the Spiritual Aspect of Our Communication?.- System and Context - On a Discernable Source of Emergent Game Play and the Process-Oriented Method.- Re-envisioning the Museum Experience: Combining New Technology with Social-Networking.- Interactive Environments: A Multi-disciplinary Approach towards Developing Real-Time Performative Spaces.- Explorations in Player Motivations: Virtual Agents.- Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360.- Virtual Blowgun System for Breathing Movement Exercise.- Development of a Virtual Electric Wheelchair - Simulation and Assessment of Physical Fidelity Using the Unreal Engine 3.- Event-Based Data Collection Engine for Serious Games.- Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game.- Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights.- An Extraction Method of Lip Movement Images from Successive Image Frames in the Speech Activity Extraction Process.- Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log.- A Framework for Constructing Entertainment Contents Using Flash and Wearable Sensors.- Research on Eclipse Based Media Art Authoring Tool for the Media Artist.- BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters.- Choshi Design System from 2D Images.- Player's Model: Criteria for a Gameplay Profile Measure.- A Laban-Based Approach to Emotional Motion Rendering for Human-Robot Interaction.- A Biofeedback Game with Physical Actions.- Dial-Based Game Interface with Multi-modal Feedback.- Tangible Interactive Art Using Marker Tracking in Front Projection Environment: The Face Cube.- Entertaining Education: User Friendly Cutting Interface for Digital Textbooks.- Posters.- Affective Interacting Art.- Flexible Harmonic Temporal Structure for Modeling Musical Instrument.- Towards a Service-Oriented Architecture for Interactive Ubiquitous Entertainment Systems.- Narrative Entertainment System with Tabletop Interface.- Automated Composing System for Sub-melody Using HMM: A Support System for Composing Music.- A Study on the Development of Mobile Based SNS-UCC Writing Tool.- Project Sonology: An Experimental Project Exploring the Possibilities of Sound and Audio as the Primary Element of Interactive Entertainment.- Multipresence-Enabled Mobile Spatial Audio Interface
The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to leisure, education, culture and work. Entertainment computing at its core has a strong focus on computer games. However, it is not only about computer games. The last ICEC c- ferences have shown that entertainment computing is a much wider field. For instance in games, technology developed for games can be used for a wide range of appli- tions such as therapy or education. Moreover, entertainment does not necessarily have to be understood as games. Entertainment computing finds its way to stage perfo- ances and all sorts of new interactive installations.

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