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020 _a9783642153990
_9978-3-642-15399-0
024 7 _a10.1007/978-3-642-15399-0
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZ
_2bicssc
072 7 _aCOM079010
_2bisacsh
072 7 _aUYZ
_2thema
082 0 4 _a005.437
_223
082 0 4 _a004.019
_223
245 1 0 _aEntertainment Computing - ICEC 2010
_h[electronic resource] :
_b9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings /
_cedited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han.
250 _a1st ed. 2010.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2010.
300 _aXVII, 521 p. 303 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aInformation Systems and Applications, incl. Internet/Web, and HCI,
_x2946-1642 ;
_v6243
505 0 _aLong 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 NewTechnology 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 EntertainmentSystems -- 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 -- PenmanshipLearning 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.
520 _aThe 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to leisure, education, culture and work. Entertainment computing at its core has a strong focus on computer games. However, it is not only about computer games. The last ICEC c- ferences have shown that entertainment computing is a much wider field. For instance in games, technology developed for games can be used for a wide range of appli- tions such as therapy or education. Moreover, entertainment does not necessarily have to be understood as games. Entertainment computing finds its way to stage perfo- ances and all sorts of new interactive installations.
650 0 _aUser interfaces (Computer systems).
_911681
650 0 _aHuman-computer interaction.
_96196
650 0 _aPerforming arts.
_9141339
650 0 _aTheater.
_9141340
650 0 _aComputer graphics.
_94088
650 0 _aComputer networks .
_931572
650 0 _aComputer vision.
_9141341
650 0 _aImage processing
_xDigital techniques.
_94145
650 1 4 _aUser Interfaces and Human Computer Interaction.
_931632
650 2 4 _aTheatre and Performance Arts.
_9141342
650 2 4 _aComputer Graphics.
_94088
650 2 4 _aComputer Communication Networks.
_9141343
650 2 4 _aComputer Vision.
_9141344
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
_931569
700 1 _aYang, Hyun Seung.
_eeditor.
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_9141345
700 1 _aMalaka, Rainer.
_eeditor.
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_9141346
700 1 _aHoshino, Junichi.
_eeditor.
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_9141347
700 1 _aHan, Jung Hyun.
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710 2 _aSpringerLink (Online service)
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776 0 8 _iPrinted edition:
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776 0 8 _iPrinted edition:
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830 0 _aInformation Systems and Applications, incl. Internet/Web, and HCI,
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856 4 0 _uhttps://doi.org/10.1007/978-3-642-15399-0
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