Normal view MARC view ISBD view

Entertainment Computing - ICEC 2007 [electronic resource] : 6th International Conference, Shanghai, China, September 15-17, 2007, Proceedings / edited by Lizhuang Ma, Matthias Rauterberg, Ryohei Nakatsu.

Contributor(s): Ma, Lizhuang [editor.] | Rauterberg, Matthias [editor.] | Nakatsu, Ryohei [editor.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Information Systems and Applications, incl. Internet/Web, and HCI: 4740Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2007Edition: 1st ed. 2007.Description: XXX, 482 p. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783540748731.Subject(s): Application software | User interfaces (Computer systems) | Human-computer interaction | Multimedia systems | Artificial intelligence | Computer graphics | Computer and Information Systems Applications | User Interfaces and Human Computer Interaction | Multimedia Information Systems | Artificial Intelligence | Computer GraphicsAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 005.3 Online resources: Click here to access online
Contents:
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: ANeuro-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.
In: Springer Nature eBook
    average rating: 0.0 (0 votes)
No physical items for this record

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: ANeuro-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.

There are no comments for this item.

Log in to your account to post a comment.