LEADER 01442nam 2200397Ia 450 001 996389284003316 005 20210104171802.0 035 $a(CKB)4940000000095779 035 $a(EEBO)2240930397 035 $a(OCoLC)ocn838150594e 035 $a(OCoLC)838150594 035 $a(EXLCZ)994940000000095779 100 $a20130411d1640 uy 0 101 0 $aeng 135 $aurbn||||a|bb| 200 10$aArticles to be enqvired of vvithin the Diocesse of Bangor$b[electronic resource] $ein the first trienniall visitation, of the Right Reverend father in God, VVilliam Lord Bishop of Bangor 210 $aLondon, $cPrinted by Thomas Badger.$d1640 215 $a[12] p 300 $aPrinter's device on t.p. (McK. 344); headpiece; initials. 300 $aParagraph on t.p. verso in Welsh. 300 $aSignatures: A? B². 300 $aReproduction of original in: Marsh's Library. 330 $aeebo-0088 606 $aVisitations, Ecclesiastical$zEngland$vEarly works to 1800 608 $aPrinters' devices (Printing)$zEngland$zLondon$y1640.$2rbpri 615 0$aVisitations, Ecclesiastical 701 $aRoberts$b William$f1585-1665.$01012113 702 $aBadger$b Thomas$factive 1639-1646, 801 0$bUMI 801 1$bUMI 801 2$bOCLCO 801 2$bUMI 906 $aBOOK 912 $a996389284003316 996 $aArticles to be enqvired of vvithin the Diocesse of Bangor$92405033 997 $aUNISA LEADER 09274nam 22008535 450 001 9910483057303321 005 20251226195602.0 010 $a3-540-45261-3 024 7 $a10.1007/11872320 035 $a(CKB)1000000000283834 035 $a(SSID)ssj0000317502 035 $a(PQKBManifestationID)11231561 035 $a(PQKBTitleCode)TC0000317502 035 $a(PQKBWorkID)10293917 035 $a(PQKB)10631161 035 $a(DE-He213)978-3-540-45261-4 035 $a(MiAaPQ)EBC3068080 035 $a(PPN)12313854X 035 $a(EXLCZ)991000000000283834 100 $a20100301d2006 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aEntertainment Computing - ICEC 2006 $e5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings /$fedited by Matthias Rauterberg, Marco Combetto 205 $a1st ed. 2006. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2006. 215 $a1 online resource (XXVIII, 420 p.) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v4161 300 $a"IFIP"--Cover. 311 08$a3-540-45259-1 320 $aIncludes bibliographical references and index. 327 $aSession 1: Agents -- Towards Bi-directional Dancing Interaction -- An Emotional Path Finding Mechanism for Augmented Reality Applications -- Interacting with a Virtual Conductor -- Animal Controlled Computer Games: Playing Pac-Man Against Real Crickets -- Session 2: Cultural and Psychological Metrics -- Leaving a Message with the PaPeRo Robot: The Effect of Interaction Experience with Real or Virtual PaPeRo on Impression Evaluation -- Passive Interactivity, an Answer to Interactive Emotion -- Entertainment on Mobile Internet Services: From the Korean Consumer Perspectives -- Experimental Approach for Human Perception Based Image Quality Assessment -- Session 3: Transforming Broadcast Experience -- Interaction and Participation in Radio Plays: A Novel Approach to an Old Medium -- Real-Time Monitoring System for TV Commercials Using Video Features -- Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment -- Session 4: Culture, Place, Play -- Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents -- Kansei Mediated Entertainment -- Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games -- Session 5: Display Technology -- Layered Multiple Displays for Immersive and Interactive Digital Contents -- Design and Implementation of a Fast Integral Image Rendering Method -- A Neural Classifier for Anomaly Detection in Magnetic Motion Capture -- Multichannel Distribution for Universal Multimedia Access in Home Media Gateways -- Session 6: Authoring Tools 1 -- Language-Driven Development of Videogames: The Experience -- Architecture of an Authoring System to Support the Creation of Interactive Contents -- Applying Direct Manipulation Interfaces to Customizing Player Character Behaviour -- Programmable Vertex Processing Unit for MobileGame Development -- Session 7: Object Tracking -- Vision-Based Real-Time Camera Matchmoving with a Known Marker -- OHAJIKI Interface: Flicking Gesture Recognition with a High-Speed Camera -- The Smart Dice Cup: A Radio Controlled Sentient Interaction Device -- Session 8: Edutainment -- Learning About Cultural Heritage by Playing Geogames -- Dynamic Binding Is the Name of the Game -- Lessons Learned from Designing a Virtual Heritage Entertainment Application for Interactive Education -- Session 9: Network Games -- A Dynamic Load Balancing for Massive Multiplayer Online Game Server -- My Photos Are My Bullets ? Using Camera as the Primary Means of Player-to-Player Interaction in a Mobile Multiplayer Game -- Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-Playing Games (MMORPGS) -- Session 10: Authoring Tools 2 -- On-Line Motion Style Transfer -- Dynamic Skinning for Popping Dance -- Discovery of Online Game User Relationship Based on Co-occurrence of Words -- Posters -- Mobile Phone Gaming (A Follow-Up Survey of the Mobile Phone Gaming Sector and Its Users) -- Designing a Story Database for Use in Automatic Story Generation -- An Efficient Algorithm for Rendering Large Bodies of Water -- Forbidden City Explorer: A Guide System That Gives Priority to Shared Images and Chats -- Reinforcement Learning of Intelligent Characters in Fighting Action Games -- Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground -- Design Implications of Social Interaction in Online Games -- TEMPEST: A Text Input System for Musical Performers -- Design Strategies for Enhancing Experience-Based Activities -- Imitating the Behavior of Human Players in Action Games -- Electronic Treasure Hunt: Real-Time Cooperation Type Game That Uses LocationInformation -- Design of Positive Biofeedback Using a Robot?s Behaviors as Motion Media -- Social Landscapes: Visual Interface to Improve Awareness in Human Relationships on Social Networking Sites -- Bare Hand Interface for Interaction in the Video See-Through HMD Based Wearable AR Environment -- Studying User Experience with Digital Audio Players -- The Development of a Collaborative Virtual Heritage Edutainment System with Tangible Interfaces -- Clustering of Online Game Users Based on Their Trails Using Self-organizing Map -- Communication Supports for Building World Wide Internet Game Communities -- Hardcore Gamers and Casual Gamers Playing Online Together -- High-Precision Hand Interface -- Real-Time Animation of Large Crowds -- Vision-Based Bare-Hand Gesture Interface for Interactive Augmented Reality Applications -- PHI: Physics Application Programming Interface -- A Vision-Based Non-contact Interactive Advertisement with a Display Wall -- "SplashGame": A Ludo-educative Application Based on Genre and Verbal Interactions Concepts -- Shadow Texture Atlas -- A Chording Glove for Games: Development of a Wearable Game Device -- VIRSTORY: A Collaborative Virtual Storytelling. 330 $aWelcome to the proceedings of ICEC 2006 Firstly, we are pleased with the solid work of all the authors who contributed to ICEC 2006 by submitting their papers. ICEC 2006 attracted 47 full paper submissions, 48 short paper submissions in total 95 technical papers. Based on a thorough review and selection process by 85 international experts from academia and industry as members of the Program Committee, a high-quality program was compiled. The International Program Committee consisted of experts from all over the world: 2 from Austria, 1 from Canada, 3 from China, 3 from Finland, 3 from France, 11 from Germany, 2 from Greece, 2 from Ireland, 5 from Italy, 10 from Japan, 1 from Korea, 7 from Netherlands, 2 from Portugal, 1 from Singapore, 3 from Spain, 3 from Sweden, 1 from Switzerland, 15 from UK, and 14 from USA. The final decision was made by review and conference chairs based on at least three reviewers' feedback available online via the conference management tool. As a result, 17 full papers and 17 short papers were accepted as submitted or with minor revisions. For the remaining submissions, 28 were recommended to change according to the reviews and were submitted as posters. This proceedings volume presents 62 technical contributions which are from many different countries: Belgium, Canada, P. R. China, Denmark, Finland, France, Germany, Italy, Japan, Korea, The Netherlands, Portugal, Singapore, Spain, Sweden, Taiwan, the UK, and USA. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v4161 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aApplication software 606 $aMultimedia systems 606 $aArtificial intelligence 606 $aComputer graphics 606 $aDigital humanities 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer and Information Systems Applications 606 $aMultimedia Information Systems 606 $aArtificial Intelligence 606 $aComputer Graphics 606 $aDigital Humanities 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aApplication software. 615 0$aMultimedia systems. 615 0$aArtificial intelligence. 615 0$aComputer graphics. 615 0$aDigital humanities. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer and Information Systems Applications. 615 24$aMultimedia Information Systems. 615 24$aArtificial Intelligence. 615 24$aComputer Graphics. 615 24$aDigital Humanities. 676 $a790.20285 701 $aHarper$b Richard$f1960-$0855426 701 $aRauterberg$b Matthias$01372784 701 $aCombetto$b Marco$01759795 712 02$aInternational Federation for Information Processing. 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910483057303321 996 $aEntertainment computing--ICEC 2006$94198443 997 $aUNINA