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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.








Content:
Front Matter....Pages i-xviii
Front Matter....Pages 1-1
Under the Influence: Using Natural Language in Interactive Storytelling....Pages 3-11
Interactivity and Non-Linearity: What do They Really Mean?....Pages 13-20
Front Matter....Pages 21-21
Multi-Goal Path-Finding for Autonomous Agents in Virtual Worlds....Pages 23-30
Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol....Pages 31-39
Complex Games and Palm Computers....Pages 41-48
Facilitating Learning in a Real Time Strategy Computer Game....Pages 49-56
A Toolkit for Developing Programs of Card Games Played on the Internet....Pages 57-64
A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants....Pages 65-72
Threat Stacks to Guide Pruning and Search Extensions in Shogi....Pages 73-80
The Evolution of Strong Othello Programs....Pages 81-88
Front Matter....Pages 89-89
Digital Storytelling with DINAH: Dynamic, Interactive, Narrative Authoring Heuristic....Pages 91-99
Real-Time Character Animation Using Puppet Metaphor....Pages 101-108
Fly through View Video Generation of Soccer Scene....Pages 109-116
Prototyping Mobile Game Applications....Pages 117-124
A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects....Pages 125-132
Kirifuki: Inhaling and Exhaling Interaction with Visual Objects....Pages 133-140
Virtual Horseback Archery....Pages 141-148
Creating Ubiquitous Interactive Games Using Everywhere Displays Projectors....Pages 149-156
Face Analysis and Synthesis for Interactive Entertainment....Pages 157-164
Human Body Tracking for Digital Actors....Pages 165-172
Front Matter....Pages 89-89
Computer Vision Based Recognition of Interactions between Human Body and Object....Pages 173-180
Real-Time Manipulation of Motion-Capture Data with Pattern Generator....Pages 181-188
Front Matter....Pages 189-189
Development of Autonomous Blimp Robot with Intelligent Control....Pages 191-198
LEGO Mindstorms Cheerleading Robots....Pages 199-206
Electronically Enhanced Board Games by Integrating Physical and Virtual Spaces....Pages 207-214
A Distributed Control System and Scripting Language for “Interactivity” in Live Performance....Pages 215-222
Recognition of Human Hand Gesture from a Monocular Image Sequence for Human-Machine Communication System....Pages 223-230
Front Matter....Pages 231-231
Development of MIDI Encoder “Auto-F” for Creating MIDI Controllable General Audio Contents....Pages 233-240
“Improvisession-II”: A Performing/Composing System for Improvisational Sessions with Networks....Pages 241-248
An Accommodating Piano Which Augments Intention of Inexperienced Players....Pages 249-256
Two-Step Input Method for Supporting Construction of MIDI Sequence Data....Pages 257-264
A Melody-Retrieval System on Parallelized Computers....Pages 265-272
Statistical Phrase Extraction and Indexing for Music Retrieval....Pages 273-280
A Portable Electric Bass Using Two PDAS....Pages 281-288
Music Composition by Onomatopoeia....Pages 289-296
Front Matter....Pages 297-304
The Technoludic Film:Images of Video Games in Movies (1973–2001)....Pages 305-305
Determinantes for Collaboration in Networked Multi-User Games....Pages 307-312
Politics in Motion....Pages 313-321
Awareness Communications by Entertaining Toy Doll Agents....Pages 323-330
Front Matter....Pages 331-338
CGA Synthesizer Interpolating and Extrapolating Motion Data....Pages 305-305
Leaving Fantasy behind in Videogames....Pages 339-346
Responses in Light, Sound and Scent....Pages 347-354
The New Role of Gaming....Pages 355-362
The Inherent Appeal of Physically Controlled Peripherals....Pages 363-369
Front Matter....Pages 371-378
A New Economical Fluorescent Lamp Information Transmission System for Indoor Tracking with Applications for Indoor Games....Pages 379-379
Skill Training System of Manual Arc Welding....Pages 381-388
Interaction for Entertainment Contents Based on Direct Manipulation with Bare Hands....Pages 389-396
Authoring Mixed Reality — A Component and Framework-Based Approach....Pages 397-404
Playing Rubik’s Cube in Mixed Reality....Pages 405-413
Inside the Score....Pages 415-422
Magic Music Desk: A Multi-Modal Embodied Interactive Desk....Pages 423-429
Senses of Spaces through Transfiction....Pages 431-438
“Penguin Hockey”....Pages 439-446
Usability and Playability Issues for Arquake....Pages 447-454
Touch Space: An Embodied Computing Mixed Reality Game Space....Pages 455-462
Using Augmented Reality for Entertainment....Pages 463-470
Rapid Prototyping of Mixed Reality Applications That Entertain and Inform....Pages 471-477
An Authoring Toolkit for Mixed Reality Experiences....Pages 479-486
A Distributed MR Transporter for Networked Collaboration....Pages 487-494
Front Matter....Pages 495-502
3D Live Humans in Mixed Reality Entertainment....Pages 379-379
Immersive Environment Technologies for Planetary Exploration with Applications for Mixed Reality....Pages 503-510
Content Management in Mixed Reality Systems....Pages 511-518
Mixed Reality in Traffic Scenes....Pages 519-526
....Pages 527-534
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