Entertainment Computing - ICEC 2010: 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings (Lecture Notes in Computer Science (6243))
معرفی کتاب «Entertainment Computing - ICEC 2010: 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings (Lecture Notes in Computer Science (6243))» نوشتهٔ Hiroki Kunimura, Chiyoko Ono, Madoka Hirai, Masatada Muramoto, Wagner Tetsuya Matsuzaki (auth.), Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han (eds.)، منتشرشده توسط نشر Springer-Verlag Berlin Heidelberg. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
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. Front Matter....Pages - Multiple Page Recognition and Tracking for Augmented Books....Pages 127-138 Online Scene Modeling for Interactive AR Applications....Pages 139-150 Unnecessary Image Pair Detection for a Large Scale Reconstruction....Pages 151-159 Online Gaming Traffic Generator for Reproducing Gamer Behavior....Pages 160-170 Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression....Pages 171-182 Logos, Pathos, and Entertainment....Pages 183-192 The Video Cube Puzzle: On Investigating Temporal Coordination....Pages 193-204 Emotions: The Voice of the Unconscious....Pages 205-215 Baby Robot “YOTARO”....Pages 1-8 A Card Playing Humanoid for Understanding Socio-emotional Interaction....Pages 9-19 DreamThrower: Creating, Throwing and Catching Dreams for Collaborative Dream Sharing....Pages 20-31 Everyone Can Do Magic: An Interactive Game with Speech and Gesture Recognition....Pages 32-42 Onomatopen: Painting Using Onomatopoeia....Pages 43-54 Helping Hands: Designing Video Games with Interpersonal Touch Interaction....Pages 55-66 Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience....Pages 67-78 The MINWii Project: Renarcissization of Patients Suffering from Alzheimer’s Disease Through Video Game-Based Music Therapy....Pages 79-90 Virtual Team Performance Depends on Distributed Leadership....Pages 91-102 Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions....Pages 103-114 Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks....Pages 115-126 Analyzing the Parameters of Prey-Predator Models for Simulation Games....Pages 216-223 Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360....Pages 270-277 Virtual Blowgun System for Breathing Movement Exercise....Pages 278-285 Development of a Virtual Electric Wheelchair – Simulation and Assessment of Physical Fidelity Using the Unreal Engine 3....Pages 286-293 Event-Based Data Collection Engine for Serious Games....Pages 294-301 Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game....Pages 302-307 Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights....Pages 308-316 An Extraction Method of Lip Movement Images from Successive Image Frames in the Speech Activity Extraction Process....Pages 317-325 Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log....Pages 326-333 A Framework for Constructing Entertainment Contents Using Flash and Wearable Sensors....Pages 334-341 Research on Eclipse Based Media Art Authoring Tool for the Media Artist....Pages 342-349 BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters....Pages 350-357 Choshi Design System from 2D Images....Pages 358-365 Player’s Model: Criteria for a Gameplay Profile Measure....Pages 366-371 A Laban-Based Approach to Emotional Motion Rendering for Human-Robot Interaction....Pages 372-380 Analyzing Computer Game Narratives....Pages 224-231 Cultural Computing – How Can Technology Contribute the Spiritual Aspect of Our Communication?....Pages 232-239 System and Context – On a Discernable Source of Emergent Game Play and the Process-Oriented Method....Pages 240-247 Re-envisioning the Museum Experience: Combining New Technology with Social-Networking....Pages 248-253 Interactive Environments: A Multi-disciplinary Approach towards Developing Real-Time Performative Spaces....Pages 254-261 Explorations in Player Motivations: Virtual Agents....Pages 262-269 A Biofeedback Game with Physical Actions....Pages 381-388 Dial-Based Game Interface with Multi-modal Feedback....Pages 389-396 Tangible Interactive Art Using Marker Tracking in Front Projection Environment: The Face Cube....Pages 397-404 Entertaining Education: User Friendly Cutting Interface for Digital Textbooks....Pages 405-412 Affective Interacting Art....Pages 413-415 Flexible Harmonic Temporal Structure for Modeling Musical Instrument....Pages 416-418 Towards a Service-Oriented Architecture for Interactive Ubiquitous Entertainment Systems....Pages 419-421 Narrative Entertainment System with Tabletop Interface....Pages 422-424 Automated Composing System for Sub-melody Using HMM: A Support System for Composing Music....Pages 425-427 A Study on the Development of Mobile Based SNS-UCC Writing Tool....Pages 428-430 Project Sonology: An Experimental Project Exploring the Possibilities of Sound and Audio as the Primary Element of Interactive Entertainment....Pages 431-433 Multipresence-Enabled Mobile Spatial Audio Interfaces....Pages 434-436 Fluxion: An Innovative Fluid Dynamics Game on Multi-touch Handheld Device....Pages 437-439 Robotic Event Extension Experience....Pages 440-442 A Sound Engine for Virtual Cities....Pages 443-445 NetPot: Easy Meal Enjoyment for Distant Diners....Pages 446-448 Glasses-Free 3D Display System Using Grating Film for Viewing Angle Control....Pages 449-451 Omni-Directional Display System for Group Activity on Life Review Therapy....Pages 452-455 Light-Weight Monocular 3D Display Unit Using Polypyrrole Linear Actuator....Pages 456-459 Easy Robot Programming for Beginners and Kids Using Command and Instruction Marker Card....Pages 460-463 Automatic Mobile Robot Control and Indication Method Using Augmented Reality Technology....Pages 464-467 Eye Contact Communication System between Mobile Robots Using Invisible Code Display....Pages 468-471 The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience....Pages 472-475 Remote Context Monitoring of Actions and Behaviors in a Location through the Usage of 3D Visualization in Real-Time....Pages 476-478 Wave Touch: Educational Game on Interactive Tabletop with Water Simulation....Pages 479-481 Healthy Super Mario: Tap Your Stomach and Shout for Active Healthcare....Pages 482-483 Interactive Manipulation Model of Group of Individual Bodies for VR Cooking System....Pages 484-486 Smile Like Hollywood Star: Face Components as Game Input....Pages 487-489 Study on an Information Processing Model with Psychological Memory for a Kansei Robot....Pages 490-492 Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children....Pages 493-495 Penmanship Learning Support System: Feature Extraction for Online Handwritten Characters....Pages 496-498 Development of Wall Amusements Utilizing Gesture Input....Pages 499-501 Study on an Emotion Generation Model for a Robot Using a Chaotic Neural Network....Pages 502-504 Interactive Tabu Search vs. Interactive Genetic Algorithm....Pages 505-507 Instant First-Person Posture Estimation....Pages 508-510 Monitoring User’s Brain Activity for a Virtual Coach....Pages 511-513 Developing Educational and Entertaining Virtual Humans Using Elckerlyc....Pages 514-517 Back Matter....Pages - Annotation This book constitutes the thoroughly refereed proceedings of the 9th International Conference on Entertainment Computing, ICEC 2010, held in Seoul, Korea, in August 2010, under the auspices of IFIP. The 19 revised long papers, 27 short papers and 33 poster papers and demos presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science
دانلود کتاب Entertainment Computing - ICEC 2010: 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings (Lecture Notes in Computer Science (6243))