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Kategorie szczegółowe BISAC

Entertainment Computing - Icec 2005: 4th International Conference, Sanda, Japan, September 19-21, 2005, Proceedings

ISBN-13: 9783540290346 / Angielski / Miękka / 2005 / 540 str.

F. Kishino; Fumio Kishino; Yoshifumi Kitamura
Entertainment Computing - Icec 2005: 4th International Conference, Sanda, Japan, September 19-21, 2005, Proceedings Kishino, Fumio 9783540290346 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Entertainment Computing - Icec 2005: 4th International Conference, Sanda, Japan, September 19-21, 2005, Proceedings

ISBN-13: 9783540290346 / Angielski / Miękka / 2005 / 540 str.

F. Kishino; Fumio Kishino; Yoshifumi Kitamura
cena 401,58
(netto: 382,46 VAT:  5%)

Najniższa cena z 30 dni: 385,52
Termin realizacji zamówienia:
ok. 22 dni roboczych
Dostawa w 2026 r.

Darmowa dostawa!

This book constitutes the refereed proceedings of the 4th International Conference on Entertainment Computing, ICEC 2005, held in Sanda, Japan in September 2005.

The 47 revised papers, 3 poster papers, and 5 demonstration papers presented together with one keynote paper were carefully reviewed and selected from 110 submissions. The papers are organized in topical sections on interactive digital storytelling, graphics, advanced interaction design, social impact and evaluation, seamful and seamless interfaces, body and face, robots, music and sound, mixed reality and mobility, education, virtual reality and simulation, and theory.

Kategorie:
Informatyka
Kategorie BISAC:
Computers > Computer Science
Computers > Information Technology
Computers > Artificial Intelligence - General
Wydawca:
Springer
Seria wydawnicza:
Lecture Notes in Computer Science
Język:
Angielski
ISBN-13:
9783540290346
Rok wydania:
2005
Wydanie:
2005
Numer serii:
000013115
Ilość stron:
540
Waga:
1.30 kg
Wymiary:
27.94 x 21.59 x 2.95
Oprawa:
Miękka
Wolumenów:
01

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.



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