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Entertainment Computing - ICEC 2004 [[electronic resource] ] : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / / edited by Matthias Rauterberg
Entertainment Computing - ICEC 2004 [[electronic resource] ] : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / / edited by Matthias Rauterberg
Edizione [1st ed. 2004.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2004
Descrizione fisica 1 online resource (XXIII, 617 p.)
Disciplina 790.20285
Collana Lecture Notes in Computer Science
Soggetto topico Application software
User interfaces (Computer systems)
Multimedia information systems
Artificial intelligence
Computer Applications
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Multimedia Information Systems
Artificial Intelligence
Computer Appl. in Arts and Humanities
ISBN 3-540-28643-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Invited Presentations -- Advanced Interaction Design -- Art, Design, and Media -- Augmented, Virtual, and Mixed Reality -- Computer Games -- Human Factors of Games -- Intelligent Games -- Mobile Entertainment -- Sound and Music -- Visual Media Engineering.
Record Nr. UNISA-996465399903316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2004
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2004 : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / / edited by Matthias Rauterberg
Entertainment Computing - ICEC 2004 : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / / edited by Matthias Rauterberg
Edizione [1st ed. 2004.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2004
Descrizione fisica 1 online resource (XXIII, 617 p.)
Disciplina 790.20285
Collana Lecture Notes in Computer Science
Soggetto topico Application software
User interfaces (Computer systems)
Multimedia information systems
Artificial intelligence
Computer Applications
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Multimedia Information Systems
Artificial Intelligence
Computer Appl. in Arts and Humanities
ISBN 3-540-28643-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Invited Presentations -- Advanced Interaction Design -- Art, Design, and Media -- Augmented, Virtual, and Mixed Reality -- Computer Games -- Human Factors of Games -- Intelligent Games -- Mobile Entertainment -- Sound and Music -- Visual Media Engineering.
Record Nr. UNINA-9910144159003321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2006 [[electronic resource] ] : 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings / / edited by Matthias Rauterberg, Marco Combetto
Entertainment Computing - ICEC 2006 [[electronic resource] ] : 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings / / edited by Matthias Rauterberg, Marco Combetto
Edizione [1st ed. 2006.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Descrizione fisica 1 online resource (XXVIII, 420 p.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Multimedia information systems
Artificial intelligence
Computer graphics
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Multimedia Information Systems
Artificial Intelligence
Computer Graphics
Computer Appl. in Arts and Humanities
ISBN 3-540-45261-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Session 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 Mobile Game 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 Location Information -- 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.
Record Nr. UNISA-996466088103316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2006 : 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings / / edited by Matthias Rauterberg, Marco Combetto
Entertainment Computing - ICEC 2006 : 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings / / edited by Matthias Rauterberg, Marco Combetto
Edizione [1st ed. 2006.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Descrizione fisica 1 online resource (XXVIII, 420 p.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Application software
Multimedia information systems
Artificial intelligence
Computer graphics
User Interfaces and Human Computer Interaction
Information Systems Applications (incl. Internet)
Multimedia Information Systems
Artificial Intelligence
Computer Graphics
Computer Appl. in Arts and Humanities
ISBN 3-540-45261-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Session 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 Mobile Game 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 Location Information -- 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.
Record Nr. UNINA-9910483057303321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment computing - ICEC 2007 : 6th international conference, Shanghai, China, September 15-17, 2007, proceedings / / edited by Lizhuang Ma, Matthias Rauterberg, Ryohei Nakatsu
Entertainment computing - ICEC 2007 : 6th international conference, Shanghai, China, September 15-17, 2007, proceedings / / edited by Lizhuang Ma, Matthias Rauterberg, Ryohei Nakatsu
Edizione [1st ed. 2007.]
Pubbl/distr/stampa Berlin, Germany ; ; New York, New York : , : Springer, , [2007]
Descrizione fisica 1 online resource (XXX, 482 p.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Entertainment computing
ISBN 3-540-74873-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Session 1: Augmented, Virtual and Mixed Reality -- A Training Oriented Driving Simulator -- Ghost Hunter: A Handheld Augmented Reality Game System with Dynamic Environment -- Tea Table Mediator: A Multimodal Ambient Display on the Table Exploiting Five Senses Convergence -- Measuring Game-Play Performance and Perceived Immersion in a Domed Planetarium Projection Environment -- Computer Game for Small Pets and Humans -- Session 2: Computer Games -- Identification with the Player Character as Determinant of Video Game Enjoyment -- Pass the Ball: Game-Based Learning of Software Design -- Comparison of AI Techniques for Fighting Action Games - Genetic Algorithms/Neural Networks/Evolutionary Neural Networks -- Theory to Practice: Generalized Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering in 3D Computer Games -- Kansei Games: Entertaining Emotions -- Session 3: Image Processing -- An Algorithm for Seamless Image Stitching and Its Application -- A New Algorithm for Trademark Image Retrieval Based on Sub-block of Polar Coordinates -- Image Composition with Blurring Effect from Depth of Field -- Temporal Color Morphing -- Session 4: Mesh and Modeling -- A New Progressive Mesh with Adaptive Subdivision for LOD Models -- Topology-Consistent Design for 3D Freeform Meshes with Harmonic Interpolation -- Implementation and Optimization Issues of the Triangular Patch-Based Terrain System -- Deforming Surface Simplification Based on Feature Preservation -- Procedural Modeling of Residential Zone Subject to Urban Planning Constraints -- Session 5: Digital Storytelling and Interactive Systems -- Concept and Construction of an Interactive Folktale System -- Cultural Computing and the Self Concept: Towards Unconscious Metamorphosis -- A Role Casting Method Based on Emotions in a Story Generation System -- A Novel System for Interactive Live TV -- Using Narrative Cases to Author Interactive Story Content -- Session 6: Sound, Music and Creative Environments -- Multi-track Scratch Player on a Multi-touch Sensing Device -- PanoMOBI: Panoramic Mobile Entertainment System -- Application MDA in a Collaborative Modeling Environment -- Age Invaders: User Studies of Intergenerational Computer Entertainment -- Session 7: Video Processing -- Dynamic Texture Synthesis in the YUV Color-Space -- Video Affective Content Recognition Based on Genetic Algorithm Combined HMM -- Video Processing and Retrieval on Cell Processor Architecture -- A Hybrid Image Coding in Overdriving for Motion Blur Reduction in LCD -- See, Hear or Read the Film -- Session 8: Rendering -- A Practical Framework for Virtual Viewing and Relighting -- Interactive Image Based Relighting with Physical Light Acquisition -- Real-Time Rendering of Daylight Sky Scene for Virtual Environment -- Robust Dense Depth Acquisition Using 2-D De Bruijn Structured Light -- Session 9: Computer Animation and Networks -- Semiautomatic Rule Assist Architecture Modeling -- Online Expression Mapping for Performance-Driven Facial Animation -- Predicting Peer Offline Probability in BitTorrent Using Nonlinear Regression -- Session 10: Game Based Interfaces -- Game Design Guided by Visual Attention -- Dialogs Taking into Account Experience, Emotions and Personality -- Marching Bear: An Interface System Encouraging User’s Emotional Attachment and Providing an Immersive Experience -- Marble Market: Bimanual Interactive Game with a Body Shape Sensor -- Session 11: Robots and Cyber Pets -- Concept and Architecture of a Centaur Robot -- An Embedded System of Face Recognition Based on ARM and HMM -- Activity Recognition Using One Triaxial Accelerometer: A Neuro-fuzzy Classifier with Feature Reduction -- GFE – Graphical Finite State Machine Editor for Parallel Execution -- Posters -- Media Me: Body and Personal Media Interaction -- Background Subtraction Using Running Gaussian Average and Frame Difference -- Playing and Cheating in Ambient Entertainment -- Selfish Search on Playing Shogi -- The Effects of Network Loads and Latency in Multiplayer Online Games -- Design for Debate in Robotics: Questioning Paradigms in a Techno-social Discourse -- Extracting Realistic Textures from Reference Spheres -- Application and Research on Affection Model Based on Bayesian Network -- A Survey on Projector-Based PC Clustered Distributed-Rendering Large Screen Displays and Techniques -- Automated Personal Authentication Using Both Palmprints -- A TV Commercial Monitoring System Using Audio Fingerprinting -- Player Immersion in the Computer Game Narrative -- Music Video Viewers’ Preference Evaluation Criteria and Their Characteristics -- Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior -- Codebook Design of Keyblock Based Image Retrieval -- Template Based Image Mosaics.
Record Nr. UNINA-9910484275803321
Berlin, Germany ; ; New York, New York : , : Springer, , [2007]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment computing - ICEC 2007 : 6th international conference, Shanghai, China, September 15-17, 2007, proceedings / / edited by Lizhuang Ma, Matthias Rauterberg, Ryohei Nakatsu
Entertainment computing - ICEC 2007 : 6th international conference, Shanghai, China, September 15-17, 2007, proceedings / / edited by Lizhuang Ma, Matthias Rauterberg, Ryohei Nakatsu
Edizione [1st ed. 2007.]
Pubbl/distr/stampa Berlin, Germany ; ; New York, New York : , : Springer, , [2007]
Descrizione fisica 1 online resource (XXX, 482 p.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Entertainment computing
ISBN 3-540-74873-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Session 1: Augmented, Virtual and Mixed Reality -- A Training Oriented Driving Simulator -- Ghost Hunter: A Handheld Augmented Reality Game System with Dynamic Environment -- Tea Table Mediator: A Multimodal Ambient Display on the Table Exploiting Five Senses Convergence -- Measuring Game-Play Performance and Perceived Immersion in a Domed Planetarium Projection Environment -- Computer Game for Small Pets and Humans -- Session 2: Computer Games -- Identification with the Player Character as Determinant of Video Game Enjoyment -- Pass the Ball: Game-Based Learning of Software Design -- Comparison of AI Techniques for Fighting Action Games - Genetic Algorithms/Neural Networks/Evolutionary Neural Networks -- Theory to Practice: Generalized Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering in 3D Computer Games -- Kansei Games: Entertaining Emotions -- Session 3: Image Processing -- An Algorithm for Seamless Image Stitching and Its Application -- A New Algorithm for Trademark Image Retrieval Based on Sub-block of Polar Coordinates -- Image Composition with Blurring Effect from Depth of Field -- Temporal Color Morphing -- Session 4: Mesh and Modeling -- A New Progressive Mesh with Adaptive Subdivision for LOD Models -- Topology-Consistent Design for 3D Freeform Meshes with Harmonic Interpolation -- Implementation and Optimization Issues of the Triangular Patch-Based Terrain System -- Deforming Surface Simplification Based on Feature Preservation -- Procedural Modeling of Residential Zone Subject to Urban Planning Constraints -- Session 5: Digital Storytelling and Interactive Systems -- Concept and Construction of an Interactive Folktale System -- Cultural Computing and the Self Concept: Towards Unconscious Metamorphosis -- A Role Casting Method Based on Emotions in a Story Generation System -- A Novel System for Interactive Live TV -- Using Narrative Cases to Author Interactive Story Content -- Session 6: Sound, Music and Creative Environments -- Multi-track Scratch Player on a Multi-touch Sensing Device -- PanoMOBI: Panoramic Mobile Entertainment System -- Application MDA in a Collaborative Modeling Environment -- Age Invaders: User Studies of Intergenerational Computer Entertainment -- Session 7: Video Processing -- Dynamic Texture Synthesis in the YUV Color-Space -- Video Affective Content Recognition Based on Genetic Algorithm Combined HMM -- Video Processing and Retrieval on Cell Processor Architecture -- A Hybrid Image Coding in Overdriving for Motion Blur Reduction in LCD -- See, Hear or Read the Film -- Session 8: Rendering -- A Practical Framework for Virtual Viewing and Relighting -- Interactive Image Based Relighting with Physical Light Acquisition -- Real-Time Rendering of Daylight Sky Scene for Virtual Environment -- Robust Dense Depth Acquisition Using 2-D De Bruijn Structured Light -- Session 9: Computer Animation and Networks -- Semiautomatic Rule Assist Architecture Modeling -- Online Expression Mapping for Performance-Driven Facial Animation -- Predicting Peer Offline Probability in BitTorrent Using Nonlinear Regression -- Session 10: Game Based Interfaces -- Game Design Guided by Visual Attention -- Dialogs Taking into Account Experience, Emotions and Personality -- Marching Bear: An Interface System Encouraging User’s Emotional Attachment and Providing an Immersive Experience -- Marble Market: Bimanual Interactive Game with a Body Shape Sensor -- Session 11: Robots and Cyber Pets -- Concept and Architecture of a Centaur Robot -- An Embedded System of Face Recognition Based on ARM and HMM -- Activity Recognition Using One Triaxial Accelerometer: A Neuro-fuzzy Classifier with Feature Reduction -- GFE – Graphical Finite State Machine Editor for Parallel Execution -- Posters -- Media Me: Body and Personal Media Interaction -- Background Subtraction Using Running Gaussian Average and Frame Difference -- Playing and Cheating in Ambient Entertainment -- Selfish Search on Playing Shogi -- The Effects of Network Loads and Latency in Multiplayer Online Games -- Design for Debate in Robotics: Questioning Paradigms in a Techno-social Discourse -- Extracting Realistic Textures from Reference Spheres -- Application and Research on Affection Model Based on Bayesian Network -- A Survey on Projector-Based PC Clustered Distributed-Rendering Large Screen Displays and Techniques -- Automated Personal Authentication Using Both Palmprints -- A TV Commercial Monitoring System Using Audio Fingerprinting -- Player Immersion in the Computer Game Narrative -- Music Video Viewers’ Preference Evaluation Criteria and Their Characteristics -- Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior -- Codebook Design of Keyblock Based Image Retrieval -- Template Based Image Mosaics.
Record Nr. UNISA-996466088603316
Berlin, Germany ; ; New York, New York : , : Springer, , [2007]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2008 [[electronic resource] ] : 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings / / edited by Scott M. Stevens, Shirley Saldamarco
Entertainment Computing - ICEC 2008 [[electronic resource] ] : 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings / / edited by Scott M. Stevens, Shirley Saldamarco
Edizione [1st ed. 2009.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2009
Descrizione fisica 1 online resource (XI, 244 p.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Computer engineering
Application software
Multimedia information systems
Artificial intelligence
User Interfaces and Human Computer Interaction
Computer Engineering
Computer Applications
Information Systems Applications (incl. Internet)
Multimedia Information Systems
Artificial Intelligence
ISBN 3-540-89222-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games -- How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games -- When Items Become Victims: Brand Memory in Violent and Nonviolent Games -- Immersion, the Greatest Hook -- Newsgames: Theory and Design -- Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games -- A Surround Display Warp-Mesh Utility to Enhance Player Engagement -- Development and Evaluation of a Centaur Robot -- Analysis of Japanese Folktales for the Purpose of Story Generation -- Strategic Path Planning on the Basis of Risk vs. Time -- Fear Inducer: A Mixed Reality Audio Experience -- Game Bot Detection Based on Avatar Trajectory -- Achievement of Carrying Objects by Small-Sized Humanoid Robot -- Interactive Multimedia Contents in the IllusionHole -- Creating an Emotionally Adaptive Game -- Robust Interactive Storytelling Framework for Automatic TV Content/Story Production -- Designing Toys That Come Alive: Curious Robots for Creative Play -- Musical B-boying: A Wearable Musical Instrument by Dancing -- Hybrid Visual Tracking for Augmented Books -- Towards Emotional Characters in Computer Games -- Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling -- Frame Selection for Automatic Comic Generation from Game Log -- Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3 -- Experiences Employing Novice Wizard Operators in a Gallery Setting -- Fast Rendering of Large Crowds Using GPU -- Physiological Player Sensing: New Interaction Devices for Video Games -- Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem -- Posters -- Dome Displays for Educational Games and Activities in the Museum and on the Road -- Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment -- BCI for Games: A ‘State of the Art’ Survey -- In-Depth Observation of Video Gamers -- BioMedia for Entertainment.
Record Nr. UNISA-996465427303316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2009
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2008 : 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings / / edited by Scott M. Stevens, Shirley Saldamarco
Entertainment Computing - ICEC 2008 : 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings / / edited by Scott M. Stevens, Shirley Saldamarco
Edizione [1st ed. 2009.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2009
Descrizione fisica 1 online resource (XI, 244 p.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Computer engineering
Application software
Multimedia information systems
Artificial intelligence
User Interfaces and Human Computer Interaction
Computer Engineering
Computer Applications
Information Systems Applications (incl. Internet)
Multimedia Information Systems
Artificial Intelligence
ISBN 3-540-89222-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games -- How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games -- When Items Become Victims: Brand Memory in Violent and Nonviolent Games -- Immersion, the Greatest Hook -- Newsgames: Theory and Design -- Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games -- A Surround Display Warp-Mesh Utility to Enhance Player Engagement -- Development and Evaluation of a Centaur Robot -- Analysis of Japanese Folktales for the Purpose of Story Generation -- Strategic Path Planning on the Basis of Risk vs. Time -- Fear Inducer: A Mixed Reality Audio Experience -- Game Bot Detection Based on Avatar Trajectory -- Achievement of Carrying Objects by Small-Sized Humanoid Robot -- Interactive Multimedia Contents in the IllusionHole -- Creating an Emotionally Adaptive Game -- Robust Interactive Storytelling Framework for Automatic TV Content/Story Production -- Designing Toys That Come Alive: Curious Robots for Creative Play -- Musical B-boying: A Wearable Musical Instrument by Dancing -- Hybrid Visual Tracking for Augmented Books -- Towards Emotional Characters in Computer Games -- Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling -- Frame Selection for Automatic Comic Generation from Game Log -- Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3 -- Experiences Employing Novice Wizard Operators in a Gallery Setting -- Fast Rendering of Large Crowds Using GPU -- Physiological Player Sensing: New Interaction Devices for Video Games -- Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem -- Posters -- Dome Displays for Educational Games and Activities in the Museum and on the Road -- Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment -- BCI for Games: A ‘State of the Art’ Survey -- In-Depth Observation of Video Gamers -- BioMedia for Entertainment.
Record Nr. UNINA-9910483954103321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2010 [[electronic resource] ] : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings / / edited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
Entertainment Computing - ICEC 2010 [[electronic resource] ] : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings / / edited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XVII, 521 p. 303 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Performing arts
Computer graphics
Computer communication systems
Optical data processing
User Interfaces and Human Computer Interaction
Performing Arts
Computer Graphics
Computer Communication Networks
Image Processing and Computer Vision
Computer Imaging, Vision, Pattern Recognition and Graphics
ISBN 1-280-38860-9
9786613566522
3-642-15399-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Long Papers -- Baby Robot “YOTARO” -- A Card Playing Humanoid for Understanding Socio-emotional Interaction -- DreamThrower: Creating, Throwing and Catching Dreams for Collaborative Dream Sharing -- Everyone Can Do Magic: An Interactive Game with Speech and Gesture Recognition -- Onomatopen: Painting Using Onomatopoeia -- Helping Hands: Designing Video Games with Interpersonal Touch Interaction -- Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience -- The MINWii Project: Renarcissization of Patients Suffering from Alzheimer’s Disease Through Video Game-Based Music Therapy -- Virtual Team Performance Depends on Distributed Leadership -- Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions -- Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks -- Multiple Page Recognition and Tracking for Augmented Books -- Online Scene Modeling for Interactive AR Applications -- Unnecessary Image Pair Detection for a Large Scale Reconstruction -- Online Gaming Traffic Generator for Reproducing Gamer Behavior -- Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression -- Logos, Pathos, and Entertainment -- The Video Cube Puzzle: On Investigating Temporal Coordination -- Emotions: The Voice of the Unconscious -- Short Papers -- Analyzing the Parameters of Prey-Predator Models for Simulation Games -- Analyzing Computer Game Narratives -- Cultural Computing – How Can Technology Contribute the Spiritual Aspect of Our Communication? -- System and Context – On a Discernable Source of Emergent Game Play and the Process-Oriented Method -- Re-envisioning the Museum Experience: Combining New Technology with Social-Networking -- Interactive Environments: A Multi-disciplinary Approach towards Developing Real-Time Performative Spaces -- Explorations in Player Motivations: Virtual Agents -- Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360 -- Virtual Blowgun System for Breathing Movement Exercise -- Development of a Virtual Electric Wheelchair – Simulation and Assessment of Physical Fidelity Using the Unreal Engine 3 -- Event-Based Data Collection Engine for Serious Games -- Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game -- Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights -- An Extraction Method of Lip Movement Images from Successive Image Frames in the Speech Activity Extraction Process -- Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log -- A Framework for Constructing Entertainment Contents Using Flash and Wearable Sensors -- Research on Eclipse Based Media Art Authoring Tool for the Media Artist -- BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters -- Choshi Design System from 2D Images -- Player’s Model: Criteria for a Gameplay Profile Measure -- A Laban-Based Approach to Emotional Motion Rendering for Human-Robot Interaction -- A Biofeedback Game with Physical Actions -- Dial-Based Game Interface with Multi-modal Feedback -- Tangible Interactive Art Using Marker Tracking in Front Projection Environment: The Face Cube -- Entertaining Education: User Friendly Cutting Interface for Digital Textbooks -- Posters -- Affective Interacting Art -- Flexible Harmonic Temporal Structure for Modeling Musical Instrument -- Towards a Service-Oriented Architecture for Interactive Ubiquitous Entertainment Systems -- Narrative Entertainment System with Tabletop Interface -- Automated Composing System for Sub-melody Using HMM: A Support System for Composing Music -- A Study on the Development of Mobile Based SNS-UCC Writing Tool -- Project Sonology: An Experimental Project Exploring the Possibilities of Sound and Audio as the Primary Element of Interactive Entertainment -- Multipresence-Enabled Mobile Spatial Audio Interfaces -- Fluxion: An Innovative Fluid Dynamics Game on Multi-touch Handheld Device -- Robotic Event Extension Experience -- A Sound Engine for Virtual Cities -- NetPot: Easy Meal Enjoyment for Distant Diners -- Glasses-Free 3D Display System Using Grating Film for Viewing Angle Control -- Omni-Directional Display System for Group Activity on Life Review Therapy -- Light-Weight Monocular 3D Display Unit Using Polypyrrole Linear Actuator -- Easy Robot Programming for Beginners and Kids Using Command and Instruction Marker Card -- Automatic Mobile Robot Control and Indication Method Using Augmented Reality Technology -- Eye Contact Communication System between Mobile Robots Using Invisible Code Display -- The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience -- Remote Context Monitoring of Actions and Behaviors in a Location through the Usage of 3D Visualization in Real-Time -- Wave Touch: Educational Game on Interactive Tabletop with Water Simulation -- Healthy Super Mario: Tap Your Stomach and Shout for Active Healthcare -- Interactive Manipulation Model of Group of Individual Bodies for VR Cooking System -- Smile Like Hollywood Star: Face Components as Game Input -- Study on an Information Processing Model with Psychological Memory for a Kansei Robot -- Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children -- Penmanship Learning Support System: Feature Extraction for Online Handwritten Characters -- Development of Wall Amusements Utilizing Gesture Input -- Study on an Emotion Generation Model for a Robot Using a Chaotic Neural Network -- Interactive Tabu Search vs. Interactive Genetic Algorithm -- Instant First-Person Posture Estimation -- Monitoring User’s Brain Activity for a Virtual Coach -- Developing Educational and Entertaining Virtual Humans Using Elckerlyc.
Record Nr. UNISA-996466294703316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings / / edited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings / / edited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XVII, 521 p. 303 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Performing arts
Computer graphics
Computer communication systems
Optical data processing
User Interfaces and Human Computer Interaction
Performing Arts
Computer Graphics
Computer Communication Networks
Image Processing and Computer Vision
Computer Imaging, Vision, Pattern Recognition and Graphics
ISBN 1-280-38860-9
9786613566522
3-642-15399-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Long Papers -- Baby Robot “YOTARO” -- A Card Playing Humanoid for Understanding Socio-emotional Interaction -- DreamThrower: Creating, Throwing and Catching Dreams for Collaborative Dream Sharing -- Everyone Can Do Magic: An Interactive Game with Speech and Gesture Recognition -- Onomatopen: Painting Using Onomatopoeia -- Helping Hands: Designing Video Games with Interpersonal Touch Interaction -- Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience -- The MINWii Project: Renarcissization of Patients Suffering from Alzheimer’s Disease Through Video Game-Based Music Therapy -- Virtual Team Performance Depends on Distributed Leadership -- Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions -- Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks -- Multiple Page Recognition and Tracking for Augmented Books -- Online Scene Modeling for Interactive AR Applications -- Unnecessary Image Pair Detection for a Large Scale Reconstruction -- Online Gaming Traffic Generator for Reproducing Gamer Behavior -- Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression -- Logos, Pathos, and Entertainment -- The Video Cube Puzzle: On Investigating Temporal Coordination -- Emotions: The Voice of the Unconscious -- Short Papers -- Analyzing the Parameters of Prey-Predator Models for Simulation Games -- Analyzing Computer Game Narratives -- Cultural Computing – How Can Technology Contribute the Spiritual Aspect of Our Communication? -- System and Context – On a Discernable Source of Emergent Game Play and the Process-Oriented Method -- Re-envisioning the Museum Experience: Combining New Technology with Social-Networking -- Interactive Environments: A Multi-disciplinary Approach towards Developing Real-Time Performative Spaces -- Explorations in Player Motivations: Virtual Agents -- Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360 -- Virtual Blowgun System for Breathing Movement Exercise -- Development of a Virtual Electric Wheelchair – Simulation and Assessment of Physical Fidelity Using the Unreal Engine 3 -- Event-Based Data Collection Engine for Serious Games -- Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game -- Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights -- An Extraction Method of Lip Movement Images from Successive Image Frames in the Speech Activity Extraction Process -- Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log -- A Framework for Constructing Entertainment Contents Using Flash and Wearable Sensors -- Research on Eclipse Based Media Art Authoring Tool for the Media Artist -- BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters -- Choshi Design System from 2D Images -- Player’s Model: Criteria for a Gameplay Profile Measure -- A Laban-Based Approach to Emotional Motion Rendering for Human-Robot Interaction -- A Biofeedback Game with Physical Actions -- Dial-Based Game Interface with Multi-modal Feedback -- Tangible Interactive Art Using Marker Tracking in Front Projection Environment: The Face Cube -- Entertaining Education: User Friendly Cutting Interface for Digital Textbooks -- Posters -- Affective Interacting Art -- Flexible Harmonic Temporal Structure for Modeling Musical Instrument -- Towards a Service-Oriented Architecture for Interactive Ubiquitous Entertainment Systems -- Narrative Entertainment System with Tabletop Interface -- Automated Composing System for Sub-melody Using HMM: A Support System for Composing Music -- A Study on the Development of Mobile Based SNS-UCC Writing Tool -- Project Sonology: An Experimental Project Exploring the Possibilities of Sound and Audio as the Primary Element of Interactive Entertainment -- Multipresence-Enabled Mobile Spatial Audio Interfaces -- Fluxion: An Innovative Fluid Dynamics Game on Multi-touch Handheld Device -- Robotic Event Extension Experience -- A Sound Engine for Virtual Cities -- NetPot: Easy Meal Enjoyment for Distant Diners -- Glasses-Free 3D Display System Using Grating Film for Viewing Angle Control -- Omni-Directional Display System for Group Activity on Life Review Therapy -- Light-Weight Monocular 3D Display Unit Using Polypyrrole Linear Actuator -- Easy Robot Programming for Beginners and Kids Using Command and Instruction Marker Card -- Automatic Mobile Robot Control and Indication Method Using Augmented Reality Technology -- Eye Contact Communication System between Mobile Robots Using Invisible Code Display -- The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience -- Remote Context Monitoring of Actions and Behaviors in a Location through the Usage of 3D Visualization in Real-Time -- Wave Touch: Educational Game on Interactive Tabletop with Water Simulation -- Healthy Super Mario: Tap Your Stomach and Shout for Active Healthcare -- Interactive Manipulation Model of Group of Individual Bodies for VR Cooking System -- Smile Like Hollywood Star: Face Components as Game Input -- Study on an Information Processing Model with Psychological Memory for a Kansei Robot -- Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children -- Penmanship Learning Support System: Feature Extraction for Online Handwritten Characters -- Development of Wall Amusements Utilizing Gesture Input -- Study on an Emotion Generation Model for a Robot Using a Chaotic Neural Network -- Interactive Tabu Search vs. Interactive Genetic Algorithm -- Instant First-Person Posture Estimation -- Monitoring User’s Brain Activity for a Virtual Coach -- Developing Educational and Entertaining Virtual Humans Using Elckerlyc.
Record Nr. UNINA-9910484153503321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui