Entertainment Computing - ICEC 2004 娱乐计算- ICEC 2004 /会议录

Entertainment Computing - ICEC 2004 娱乐计算- ICEC 2004 /会议录 - 图书城
作者:
Matthias Rauterberg 著
ISBN:
9783540229476 , 3540229477
出版社:
出版日期:
2004-10-1
定价:
1107.40
¥914.70元 83折 去当当网购买
内容提要 :
This book constitutes the refereed proceedings of the Third International Conference on Entertainment Computing, ICEC 2004, held in Eindhoven, The Netherlands in September 2004.
The 27 revised full papers, 27 revised short papers, 18 revised poster papers, and 3 demo papers presented together with 3 keynote papers and 3 invited topic papers were carefully reviewed and selected from 114 submissions. The papers are organized in topical sections on advanced interaction design; art, design, and media; augmented, virtual, and mixed reality; computers and games; human factors and games; intelligent games; mobile entertainment; sound and music; and visual media engineering.
编辑推荐 :
The LNCS series reports state-of-the-art results in computer science research,development,and education,at a high level and in both printed and electronic form. Enjoying tight cooperation with the R&D community,with numerous individuals,as well as with prestigious organizations and societies,LNCS has grown into the most comprehensive computer science research forum available.
The scope of LNCS,including its subseries LNAI,spans the whole range of computer science and information technology including interdisciplinary topics in a variety of application fields. The type of material published traditionally includes.
—proceedings (published in time for the respective conference)
—post-proceedings (consisting of thoroughly revised final full papers)
—research monographs(which may be based on outstanding PhD work,research projects,technical reports,etc.)
目录 :
I Invited Presentations
 Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design
 Realization of Tai-Chi Motion Using a Humanoid Robot
 Building Better Systems for Learning and Training: Bringing the Entertainment Industry and  Simulation Technology Together
 Game Intelligence: From Animal Play Behavior to Entertainment Computing
 Effects of Violent Video Games on Aggressive Behavior, Helping
 New Behavioural Approaches for Virtual Environments
II Advanced Interaction Design
 Kuru-kuru Pitcher": A Game for the S~haire Internet Chair
 Fun and Sports: Enhancing the Home Fitness Experience
 Manipulating Multimedia Contents
 with Tangible Media Control System
 "Tangible Influence": Towards a New Interaction Paradigm for Computer Games
 Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities
 Optical-Flow-Driven Gadgets for Gaming User Interface
 The Human-Information Workspace (HI-Space): Ambient Table Top Entertainment
 Game-Driven Intelligent Tutoring Systems
 Practice! YUBIMOJI AIUEO for Japanese Hand Language Learning.
 The Bush Telegraph: Networked Cooperative Music-Making.
III Art, Design, and Media
 Live Role-Playing Games: Implications for Pervasive Gaming
 Animating Conversation in Online Games
 From Artistry to Automation: A Structured Methodology for Procedural Content Creation
 Commedia Virtuale: Theatre Inspiration for Expressive Avatars
 Take the Money and Run? An Ethical Approach to the Relation Between Game Research and Game  Industry
 Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions
 Improvisation in Theatre Rehearsals for Synthetic Actors
……
IV Augmented, Virtual, and Mixed Reality
V Computer Games
VI human Factors of Games
VII Intelligent Games
VIII Mobile Entertainment
IX Sound and music
X Visual Media Engineering
Author Index
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