Entertainment Computing - ICEC 2005
Editat de Fumio Kishino, Yoshifumi Kitamura, Hirokazu Kato, Noriko Nagataen Limba Engleză Paperback – 6 sep 2005
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Specificații
ISBN-13: 9783540290346
ISBN-10: 3540290346
Pagini: 572
Ilustrații: XXIV, 540 p.
Dimensiuni: 155 x 235 x 31 mm
Greutate: 0.86 kg
Ediția:2005
Editura: Springer
Locul publicării:Berlin, Heidelberg, Germany
ISBN-10: 3540290346
Pagini: 572
Ilustrații: XXIV, 540 p.
Dimensiuni: 155 x 235 x 31 mm
Greutate: 0.86 kg
Ediția:2005
Editura: Springer
Locul publicării:Berlin, Heidelberg, Germany
Public țintă
ResearchCuprins
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 PervasiveGaming.- 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.