Entertainment Computing: IFIP Advances in Information and Communication Technology
Editat de Ryohei Nakatsu, Junichi Hoshinoen Limba Engleză Paperback – 5 mar 2013
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| Paperback (1) | 635.02 lei 43-57 zile | |
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| Hardback (1) | 640.61 lei 43-57 zile | |
| Springer – 28 feb 2003 | 640.61 lei 43-57 zile |
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Specificații
ISBN-13: 9781475751536
ISBN-10: 1475751532
Pagini: 556
Ilustrații: XX, 536 p.
Dimensiuni: 155 x 235 x 30 mm
Greutate: 0.83 kg
Ediția:Softcover reprint of the original 1st ed. 2003
Editura: Springer
Seria IFIP Advances in Information and Communication Technology
Locul publicării:New York, NY, United States
ISBN-10: 1475751532
Pagini: 556
Ilustrații: XX, 536 p.
Dimensiuni: 155 x 235 x 30 mm
Greutate: 0.83 kg
Ediția:Softcover reprint of the original 1st ed. 2003
Editura: Springer
Seria IFIP Advances in Information and Communication Technology
Locul publicării:New York, NY, United States
Public țintă
ResearchCuprins
1. Invited Talks.- Under the Influence: Using Natural Language in Interactive Storytelling.- Interactivity and Non-Linearity: What do They Really Mean?.- 2. Computers & Games.- Multi-Goal Path-Finding for Autonomous Agents in Virtual Worlds.- Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol.- Complex Games and Palm Computers.- Facilitating Learning in a Real Time Strategy Computer Game.- A Toolkit for Developing Programs of Card Game Played on the Internet.- A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants.- Threat Stacks to Guide Pruning and Search Extensions in Shogi.- The Evolution of Strong Othello Programs.- 3. Home/Arcade Games and Interactive Movies.- Digital Storytelling with Dinah: Dynamic, Interactive, Narrative Authoring Heuristic.- Real-Time Character Animation Using Puppet Metaphor.- Fly Through View Video Generation of Soccer Scene.- Prototyping Mobile Game Applications.- A Method for Real-Time Rendering of Water Droplets Taking Into Account Interactive Depth of Field Effects.- Kirifuki: Inhaling and Exhaling Interaction with Visual Objects.- Virtual Horseback Archery-Kibakiba Mushamusha.- Creating Ubiquitous Interactive Games Using Everywhere Display Projectors.- Face Analysis and Synthesis for Interactive Entertainment.- Human Body Tracking for Digital Actors.- Computer Vision Based Recognition of Interactions Between Human and Objects.- Real-Time Manipulation of Motion-Capture Data with Pattern Generator.- 4. Entertainment Robots & Physical Systems.- Development of Autonomous Blimp Robot with Intelligent Control.- Lego Mindstorms Cheerleading Robots.- Electronically Enhanced Board Games by Integrating Physical and Virtual Spaces.- A Distributed Control System and Scripting Language for“Interactivity” in Live Performance.- Recognition of Human Hand Gesture from a Monocular Image Sequence for Human-Machine Communication System.- 5. Music Informatics.- Development of Midi Encoder “Auto-F” for Creating Midi Controllable General Audio Contents.- “Improvisession-II” — A Performing/Composing System for Improvisational Sessions with Networks.- An Accommodating Piano Which Augments Intention of Inexperienced Players.- Two-Step Input Method for Supporting Construction of Midi Sequence Data.- A Melody Retrieval System on Parallelized Computers.- Sound CompassTM — A Fast Query-by-Humming System Using Multi-Dimensional Feature Vectors.- Statistical Phrase Extraction and Indexing for Music Retrieval.- A Portable Electronic Bass Using Two Pdas.- Music Composition by Onomatopoeia.- 6. Sociology and Psychology of Entertainment.- The Technoludic Film: Images of Video Games in Movies (1973–2001).- Determinantes for Collaboration in Networked Multi-User Games.- Politics in Motion –Some Reflections on Political Bias in Simulation Gaming.- Awareness Communications by Entertaining Toy Doll Agents.- CGA Synthesizer Interpolating and Extrapolating Motion Data.- Leaving Fantasy Behind in Videogames: The Limits of the Narrative Paradigm.- Responses in Light, Sound and Scent: A Therapeutic Interactive Yoga System.- The New Role of Gaming — How Games Move Outside Entertainment.- The Inherent Appeal of Physically Controlled Peripherals.- 7. Virtual Reality Technologies for Entertainment.- A New Economical Fluorescent Lamp Information Transmission System for Indoor Tracking with Applications for Indoor Games.- Skill Training System of Manual Arc Welding.- Interaction for Entertainment Contents Based on Direct Manipulation With Bare Hands.- Authoring MixedReality — A Component and Framework-Based Approach.- Playing Rubik’s Cube in Mixed Reality.- Inside the Score: Music and Augmented Reality.- Magic Music Desk: A Multi-Modal Embodied Interactive Desk.- Senses of Spaces Through Transfiction.- Penguin Hockey: A Virtual Reality Game System for Children.- Usability and Playability Issues for Arquake.- Touch Space: An Embodied Computing Mixed Reality Game Space.- Using Augmented Reality for Entertainment.- Rapid Prototyping of Mixed Reality Applications That Entertain and Inform.- An Authoring Toolkit for Mixed Reality Experiences.- A Distributed Mr Transporter for Networked Collaboration.- 3D Live Humans in Mixed Reality Entertainment.- Immersive Environment Technologies for Planetary Exploration with Applications for Mixed Reality.- Content Management in Mixed Reality Systems Considerations from an Applied Science Perspective.- Mixed Reality in Traffic Scenes.