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    1. Data och IT
    2. Grafik och bildbehandling

    Entertainment Computing

    Technologies and Application

    AvRyohei Nakatsu,Junichi Hoshino

    Inbunden, Engelska, 2003

    Del i serien IFIP Advances in Information and Communication Technology

    1 116 kr

    Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

    Beskrivning

    With the advancement of computers and networks, new types of entertainment have emerged such as video games, entertainment robots, and network games. This volume brings together researchers, developers, and practitioners working in the area of entertainment computing, and covers a wide range of issues, from theoretical to hardware/software, systems, human interfaces, and applications. The text presents the most up-to-date research and developments in: computers and games; human interface technologies for game applications; home/arcade games and interactive movies; video game computer technologies; motion capture technologies; real-time computer graphic technologies; interactive movie systems; entertainment robots and physical systems; entertainment robot systems; music informatics; MDI and its extensions; and more. This volume comprises the proceedings of the First International Workshop on Entertainment Computing (IWEC 2002), which was sponsored by the International Federation for Information Processing (IFIP), organized in cooperation with the Information Processing Society of Japan (IPSJ), and held in Japan in May 2002.

    Produktinformation

    • Utgivningsdatum:2003-02-28
    • Mått:155 x 235 x 35 mm
    • Vikt:992 g
    • Format:Inbunden
    • Språk:Engelska
    • Serie:IFIP Advances in Information and Communication Technology
    • Antal sidor:536
    • Upplaga:2003
    • Förlag:Kluwer Academic Publishers
    • ISBN:9781402073601

    Utforska kategorier

    • Grafik och bildbehandling inom Data och IT

    Innehållsförteckning

    • 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.