Ebook: Entertainment Computing - ICEC 2005: 4th International Conference, Sanda, Japan, September 19-21, 2005. Proceedings
- Tags: User Interfaces and Human Computer Interaction, Information Systems Applications (incl.Internet), Multimedia Information Systems, Artificial Intelligence (incl. Robotics), Computer Graphics, Computer Appl. in Arts and Humanities
- Series: Lecture Notes in Computer Science 3711
- Year: 2005
- Publisher: Springer-Verlag Berlin Heidelberg
- Edition: 1
- Language: English
- pdf
First of all, we appreciate the hard work of all the authors who contributed to ICEC 2005 by submitting their papers. ICEC 2005 attracted 95 technical paper submissions, 8 poster submissions and 7 demo submissions, in total 110. This number is nearly equal to ICEC 2004. Based on a thorough review and selection process carried out by 76 international experts from academia and industry as members of the senior and international program committees, a high-quality program was compiled. The program committee consisted of experts from all over the world: 1 from Austria, 3 from Bulgaria, 2 from Canada, 4 from China, 1 from Finland, 4 from France, 10 from Germany, 1 from Greece, 1 from Ireland, 1 from Israel, 1 from Italy, 26 from Japan, 1 from Korea, 4 from The Netherlands, 1 from New Zealand, 1 from Norway, 1 from Singapore, 1 from Thailand, 4 from the UK, and 8 from the USA. In this number, reviewers are included. The final decision was made at the senior program committee meeting based on three reviewers' feedback, available online via the conference management tool. Through earnest and fair discussion at the meeting, 25 technical papers were accepted as long papers and 32 technical papers were accepted as short papers from 95 submitted technical papers. Moreover, 3 poster papers and 5 demo papers were accepted.
This book constitutes the refereed proceedings of the 4th International Conference on Entertainment Computing, ICEC 2005, held in Sanda, Japan in September 2005.
The 47 revised papers, 3 poster papers, and 5 demonstration papers presented together with one keynote paper were carefully reviewed and selected from 110 submissions. The papers are organized in topical sections on interactive digital storytelling, graphics, advanced interaction design, social impact and evaluation, seamful and seamless interfaces, body and face, robots, music and sound, mixed reality and mobility, education, virtual reality and simulation, and theory.
This book constitutes the refereed proceedings of the 4th International Conference on Entertainment Computing, ICEC 2005, held in Sanda, Japan in September 2005.
The 47 revised papers, 3 poster papers, and 5 demonstration papers presented together with one keynote paper were carefully reviewed and selected from 110 submissions. The papers are organized in topical sections on interactive digital storytelling, graphics, advanced interaction design, social impact and evaluation, seamful and seamless interfaces, body and face, robots, music and sound, mixed reality and mobility, education, virtual reality and simulation, and theory.
Content:
Front Matter....Pages -
A New Framework for Entertainment Computing: From Passive to Active Experience....Pages 1-12
Cultural Computing with Context-Aware Application: ZENetic Computer....Pages 13-23
Automatic Conversion from E-Content into Animated Storytelling....Pages 24-35
Key Action Technique for Digital Storytelling....Pages 36-47
A New Constrained Texture Mapping Method....Pages 48-58
Protect Interactive 3D Models via Vertex Shader Programming....Pages 59-66
An Optimized Soft 3D Mobile Graphics Library Based on JIT Backend Compiler....Pages 67-75
Frame Rate Control in Distributed Game Engine....Pages 76-87
A Universal Interface for Video Game Machines Using Biological Signals....Pages 88-98
Development of a System to Measure Visual Functions of the Brain for Assessment of Entertainment....Pages 99-105
SportsVBR: A Content-Based TV Sports Video Browsing and Retrieval System....Pages 106-113
Online Community Building Techniques Used by Video Game Developers....Pages 114-125
Aggregation of Action Symbol Sub-sequences for Discovery of Online-Game Player Characteristics Using KeyGraph....Pages 126-135
Agreeing to Disagree – Pre-game Interaction and the Issue of Community....Pages 136-147
Keyword Discovery by Measuring Influence Rates on Bulletin Board Services....Pages 148-154
Seamful Design for Location-Based Mobile Games....Pages 155-166
A Display Table for Strategic Collaboration Preserving Private and Public Information....Pages 167-179
Gamble — A Multiuser Game with an Embodied Conversational Agent....Pages 180-191
Touchable Interactive Walls: Opportunities and Challenges....Pages 192-202
Generic-Model Based Human-Body Modeling....Pages 203-214
Facial Expression Recognition Based on Two Dimensions Without Neutral Expressions....Pages 215-222
Subjective Age Estimation System Using Facial Images....Pages 223-229
A Video Based Personalized Face Model Generation Approach for Network 3D Games....Pages 230-238
Live Feeling on Movement of an Autonomous Robot Using a Biological Signal....Pages 239-247
Detection of Speaker Direction Based on the On-and-Off Microphone Combination for Entertainment Robots....Pages 248-255
Robot Navigation by Eye Pointing....Pages 256-267
Virtual Human with Regard to Physical Contact and Eye Contact....Pages 268-278
Power, Death and Love: A Trilogy for Entertainment....Pages 279-290
The MUSICtable: A Map-Based Ubiquitous System for Social Interaction with a Digital Music Collection....Pages 291-302
Painting as an Interface for Timbre Design....Pages 303-314
Physically-Based Sound Synthesis on GPUs....Pages 315-327
On Cognition of Musical Grouping: Relationship Between the Listeners’ Schema Type and Their Musical Preference....Pages 328-333
Augmented Reality Agents in the Development Pipeline of Computer Entertainment....Pages 334-344
Collaborative billiARds: Towards the Ultimate Gaming Experience....Pages 345-356
Multi-dimensional Game Interface with Stereo Vision....Pages 357-367
Experiments of Entertainment Applications of a Virtual World System for Mobile Phones....Pages 368-376
A Tutoring System for Commercial Games....Pages 377-388
Non-verbal Mapping Between Sound and Color-Mapping Derived from Colored Hearing Synesthetes and Its Applications....Pages 389-400
Design and Implementation of a Pivotal Unit in a Games Technology Degree....Pages 401-412
Interactive Educational Games for Autistic Children with Agent-Based System....Pages 413-421
User Experiences with a Virtual Swimming Interface Exhibit....Pages 422-432
Toward Web Information Integration on 3D Virtual Space....Pages 433-444
Effects of Team-Based Computer Interaction: The Media Equation and Game Design Considerations....Pages 445-455
The Ethics of Entertainment Computing....Pages 456-467
Notes on the Methodology of Pervasive Gaming....Pages 468-479
From Hunt the Wumpus to EverQuest: Introduction to Quest Theory....Pages 480-487
A Computerized Interactive Toy: TSU.MI.KI....Pages 488-495
Making Collaborative Interactive Art “Ohka Rambu”....Pages 496-506
Agents from Reality....Pages 507-510
AR Pueblo Board Game....Pages 511-514
Aesthetic Entertainment of Social Network Interaction: Free Network Visible Network....Pages 515-518
Motion Illusion in Video Images of Human Movement....Pages 519-522
A Chat System Based on Emotion Estimation from Text and Embodied Conversational Messengers....Pages 523-526
Back Matter....Pages 527-530
....Pages 531-534