Entertainment Computing - ICEC 2006: 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings: Lecture Notes in Computer Science, cartea 4161
Editat de Matthias Rauterberg, Marco Combettoen Limba Engleză Paperback – 18 sep 2006
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Specificații
ISBN-13: 9783540452591
ISBN-10: 3540452591
Pagini: 452
Ilustrații: XXVIII, 420 p.
Dimensiuni: 155 x 235 x 24 mm
Greutate: 0.65 kg
Ediția:2006
Editura: Springer Berlin, Heidelberg
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Berlin, Heidelberg, Germany
ISBN-10: 3540452591
Pagini: 452
Ilustrații: XXVIII, 420 p.
Dimensiuni: 155 x 235 x 24 mm
Greutate: 0.65 kg
Ediția:2006
Editura: Springer Berlin, Heidelberg
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI
Locul publicării:Berlin, Heidelberg, Germany
Public țintă
ResearchCuprins
Session 1: Agents.- Towards Bi-directional Dancing Interaction.- An Emotional Path Finding Mechanism for Augmented Reality Applications.- Interacting with a Virtual Conductor.- Animal Controlled Computer Games: Playing Pac-Man Against Real Crickets.- Session 2: Cultural and Psychological Metrics.- Leaving a Message with the PaPeRo Robot: The Effect of Interaction Experience with Real or Virtual PaPeRo on Impression Evaluation.- Passive Interactivity, an Answer to Interactive Emotion.- Entertainment on Mobile Internet Services: From the Korean Consumer Perspectives.- Experimental Approach for Human Perception Based Image Quality Assessment.- Session 3: Transforming Broadcast Experience.- Interaction and Participation in Radio Plays: A Novel Approach to an Old Medium.- Real-Time Monitoring System for TV Commercials Using Video Features.- Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment.- Session 4: Culture, Place, Play.- Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents.- Kansei Mediated Entertainment.- Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games.- Session 5: Display Technology.- Layered Multiple Displays for Immersive and Interactive Digital Contents.- Design and Implementation of a Fast Integral Image Rendering Method.- A Neural Classifier for Anomaly Detection in Magnetic Motion Capture.- Multichannel Distribution for Universal Multimedia Access in Home Media Gateways.- Session 6: Authoring Tools 1.- Language-Driven Development of Videogames: The Experience.- Architecture of an Authoring System to Support the Creation of Interactive Contents.- Applying Direct Manipulation Interfaces to Customizing Player Character Behaviour.- Programmable Vertex Processing Unit for MobileGame Development.- Session 7: Object Tracking.- Vision-Based Real-Time Camera Matchmoving with a Known Marker.- OHAJIKI Interface: Flicking Gesture Recognition with a High-Speed Camera.- The Smart Dice Cup: A Radio Controlled Sentient Interaction Device.- Session 8: Edutainment.- Learning About Cultural Heritage by Playing Geogames.- Dynamic Binding Is the Name of the Game.- Lessons Learned from Designing a Virtual Heritage Entertainment Application for Interactive Education.- Session 9: Network Games.- A Dynamic Load Balancing for Massive Multiplayer Online Game Server.- My Photos Are My Bullets – Using Camera as the Primary Means of Player-to-Player Interaction in a Mobile Multiplayer Game.- Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-Playing Games (MMORPGS).- Session 10: Authoring Tools 2.- On-Line Motion Style Transfer.- Dynamic Skinning for Popping Dance.- Discovery of Online Game User Relationship Based on Co-occurrence of Words.- Posters.- Mobile Phone Gaming (A Follow-Up Survey of the Mobile Phone Gaming Sector and Its Users).- Designing a Story Database for Use in Automatic Story Generation.- An Efficient Algorithm for Rendering Large Bodies of Water.- Forbidden City Explorer: A Guide System That Gives Priority to Shared Images and Chats.- Reinforcement Learning of Intelligent Characters in Fighting Action Games.- Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground.- Design Implications of Social Interaction in Online Games.- TEMPEST: A Text Input System for Musical Performers.- Design Strategies for Enhancing Experience-Based Activities.- Imitating the Behavior of Human Players in Action Games.- Electronic Treasure Hunt: Real-Time Cooperation Type Game That Uses LocationInformation.- Design of Positive Biofeedback Using a Robot’s Behaviors as Motion Media.- Social Landscapes: Visual Interface to Improve Awareness in Human Relationships on Social Networking Sites.- Bare Hand Interface for Interaction in the Video See-Through HMD Based Wearable AR Environment.- Studying User Experience with Digital Audio Players.- The Development of a Collaborative Virtual Heritage Edutainment System with Tangible Interfaces.- Clustering of Online Game Users Based on Their Trails Using Self-organizing Map.- Communication Supports for Building World Wide Internet Game Communities.- Hardcore Gamers and Casual Gamers Playing Online Together.- High-Precision Hand Interface.- Real-Time Animation of Large Crowds.- Vision-Based Bare-Hand Gesture Interface for Interactive Augmented Reality Applications.- PHI: Physics Application Programming Interface.- A Vision-Based Non-contact Interactive Advertisement with a Display Wall.- "SplashGame": A Ludo-educative Application Based on Genre and Verbal Interactions Concepts.- Shadow Texture Atlas.- A Chording Glove for Games: Development of a Wearable Game Device.- VIRSTORY: A Collaborative Virtual Storytelling.
Recenzii
From the reviews:
"This book is a timely anthology of ongoing research reports from more than 60 entertainment computing laboratories around the globe. … An anthropologist looking back on this ICEC 2006 volume will find a practical survey of adiabatic synthesis from the theoretical expectations of development specialists and cutting-edge product creators. This is a collective expression of those technical features that today’s researchers personally would like incorporated into their favorite entertainment products … ." (Chaim Scheff, ACM Computing Reviews, Vol. 49 (2), February, 2008)
"This book is a timely anthology of ongoing research reports from more than 60 entertainment computing laboratories around the globe. … An anthropologist looking back on this ICEC 2006 volume will find a practical survey of adiabatic synthesis from the theoretical expectations of development specialists and cutting-edge product creators. This is a collective expression of those technical features that today’s researchers personally would like incorporated into their favorite entertainment products … ." (Chaim Scheff, ACM Computing Reviews, Vol. 49 (2), February, 2008)