Entertainment Computing - ICEC 2007: 6th International Conference, Shanghai, China, September 15-17, 2007, Proceedings: Lecture Notes in Computer Science, cartea 4740
Editat de Lizhuang Ma, Matthias Rauterberg, Ryohei Nakatsuen Limba Engleză Paperback – 28 aug 2007
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Specificații
ISBN-13: 9783540748724
ISBN-10: 3540748725
Pagini: 514
Ilustrații: XXX, 482 p.
Dimensiuni: 155 x 235 x 32 mm
Greutate: 0.75 kg
Ediția:2007
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: 3540748725
Pagini: 514
Ilustrații: XXX, 482 p.
Dimensiuni: 155 x 235 x 32 mm
Greutate: 0.75 kg
Ediția:2007
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: Augmented, Virtual and Mixed Reality.- A Training Oriented Driving Simulator.- Ghost Hunter: A Handheld Augmented Reality Game System with Dynamic Environment.- Tea Table Mediator: A Multimodal Ambient Display on the Table Exploiting Five Senses Convergence.- Measuring Game-Play Performance and Perceived Immersion in a Domed Planetarium Projection Environment.- Computer Game for Small Pets and Humans.- Session 2: Computer Games.- Identification with the Player Character as Determinant of Video Game Enjoyment.- Pass the Ball: Game-Based Learning of Software Design.- Comparison of AI Techniques for Fighting Action Games - Genetic Algorithms/Neural Networks/Evolutionary Neural Networks.- Theory to Practice: Generalized Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering in 3D Computer Games.- Kansei Games: Entertaining Emotions.- Session 3: Image Processing.- An Algorithm for Seamless Image Stitching and Its Application.- A New Algorithm for Trademark Image Retrieval Based on Sub-block of Polar Coordinates.- Image Composition with Blurring Effect from Depth of Field.- Temporal Color Morphing.- Session 4: Mesh and Modeling.- A New Progressive Mesh with Adaptive Subdivision for LOD Models.- Topology-Consistent Design for 3D Freeform Meshes with Harmonic Interpolation.- Implementation and Optimization Issues of the Triangular Patch-Based Terrain System.- Deforming Surface Simplification Based on Feature Preservation.- Procedural Modeling of Residential Zone Subject to Urban Planning Constraints.- Session 5: Digital Storytelling and Interactive Systems.- Concept and Construction of an Interactive Folktale System.- Cultural Computing and the Self Concept: Towards Unconscious Metamorphosis.- A Role Casting Method Based on Emotions in a Story Generation System.- A Novel System for Interactive Live TV.- Using Narrative Cases to Author Interactive Story Content.- Session 6: Sound, Music and Creative Environments.- Multi-track Scratch Player on a Multi-touch Sensing Device.- PanoMOBI: Panoramic Mobile Entertainment System.- Application MDA in a Collaborative Modeling Environment.- Age Invaders: User Studies of Intergenerational Computer Entertainment.- Session 7: Video Processing.- Dynamic Texture Synthesis in the YUV Color-Space.- Video Affective Content Recognition Based on Genetic Algorithm Combined HMM.- Video Processing and Retrieval on Cell Processor Architecture.- A Hybrid Image Coding in Overdriving for Motion Blur Reduction in LCD.- See, Hear or Read the Film.- Session 8: Rendering.- A Practical Framework for Virtual Viewing and Relighting.- Interactive Image Based Relighting with Physical Light Acquisition.- Real-Time Rendering of Daylight Sky Scene for Virtual Environment.- Robust Dense Depth Acquisition Using 2-D De Bruijn Structured Light.- Session 9: Computer Animation and Networks.- Semiautomatic Rule Assist Architecture Modeling.- Online Expression Mapping for Performance-Driven Facial Animation.- Predicting Peer Offline Probability in BitTorrent Using Nonlinear Regression.- Session 10: Game Based Interfaces.- Game Design Guided by Visual Attention.- Dialogs Taking into Account Experience, Emotions and Personality.- Marching Bear: An Interface System Encouraging User’s Emotional Attachment and Providing an Immersive Experience.- Marble Market: Bimanual Interactive Game with a Body Shape Sensor.- Session 11: Robots and Cyber Pets.- Concept and Architecture of a Centaur Robot.- An Embedded System of Face Recognition Based on ARM and HMM.- Activity Recognition Using One Triaxial Accelerometer: ANeuro-fuzzy Classifier with Feature Reduction.- GFE – Graphical Finite State Machine Editor for Parallel Execution.- Posters.- Media Me: Body and Personal Media Interaction.- Background Subtraction Using Running Gaussian Average and Frame Difference.- Playing and Cheating in Ambient Entertainment.- Selfish Search on Playing Shogi.- The Effects of Network Loads and Latency in Multiplayer Online Games.- Design for Debate in Robotics: Questioning Paradigms in a Techno-social Discourse.- Extracting Realistic Textures from Reference Spheres.- Application and Research on Affection Model Based on Bayesian Network.- A Survey on Projector-Based PC Clustered Distributed-Rendering Large Screen Displays and Techniques.- Automated Personal Authentication Using Both Palmprints.- A TV Commercial Monitoring System Using Audio Fingerprinting.- Player Immersion in the Computer Game Narrative.- Music Video Viewers’ Preference Evaluation Criteria and Their Characteristics.- Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior.- Codebook Design of Keyblock Based Image Retrieval.- Template Based Image Mosaics.