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nakatsu ryohei (curatore); hoshino junichi (curatore) - entertainment computing

Entertainment Computing Technologies and Application

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Dettagli

Genere:Libro
Lingua: Inglese
Editore:

Springer

Pubblicazione: 03/2013
Edizione: Softcover reprint of the original 1st ed. 2003





Trama

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.




Sommario

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.










Altre Informazioni

ISBN:

9781475751536

Condizione: Nuovo
Collana: IFIP Advances in Information and Communication Technology
Dimensioni: 235 x 155 mm
Formato: Brossura
Illustration Notes:XX, 536 p.
Pagine Arabe: 536
Pagine Romane: xx


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