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Entertainment Computing - ICEC 2008 : 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings / edited by Scott M. Stevens, Shirley Saldamarco.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Contributor:
Stevens, Scott M., editor.
Saldamarco, Shirley, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 5309.
Information Systems and Applications, incl. Internet/Web, and HCI ; 5309
Language:
English
Subjects (All):
User interfaces (Computer systems).
Computer engineering.
Application software.
Multimedia systems.
Artificial intelligence.
User Interfaces and Human Computer Interaction.
Computer Engineering.
Computer Applications.
Information Systems Applications (incl. Internet).
Multimedia Information Systems.
Artificial Intelligence.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer Engineering.
Computer Applications.
Information Systems Applications (incl. Internet).
Multimedia Information Systems.
Artificial Intelligence.
Physical Description:
1 online resource (XI, 244 pages).
Edition:
First edition 2009.
Contained In:
Springer eBooks
Place of Publication:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2009.
System Details:
text file PDF
Summary:
This book constitutes the thoroughly refereed post-conference proceedings of the 7th International Conference on Entertainment Computing, ICEC 2008, held in Pittsburgh, PA, USA, in September 2008, under the auspices of IFIP. The 26 revised full papers and 5 poster papers presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers cover entertainment experiences from robots to television, music to audio enhancing emotion, and dancing to poetry, as well as traditional game development.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-540-89222-9
9783540892229
Access Restriction:
Restricted for use by site license.

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