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Entertainment Computing - ICEC 2008 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings /

This book constitutes the thoroughly refereed post-conference proceedings of the 7th International Conference on Entertainment Computing, ICEC 2008, held in Pittsburgh, PA, USA, in September 2008, under the auspices of IFIP. The 26 revised full papers and 5 poster papers presented were carefully rev...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor Corporativo: SpringerLink (Online service)
Otros Autores: Stevens, Scott M. (Editor ), Saldamarco, Shirley (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2009.
Edición:1st ed. 2009.
Colección:Information Systems and Applications, incl. Internet/Web, and HCI ; 5309
Temas:
Acceso en línea:Texto Completo
Tabla de Contenidos:
  • How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games
  • How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games
  • When Items Become Victims: Brand Memory in Violent and Nonviolent Games
  • Immersion, the Greatest Hook
  • Newsgames: Theory and Design
  • Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games
  • A Surround Display Warp-Mesh Utility to Enhance Player Engagement
  • Development and Evaluation of a Centaur Robot
  • Analysis of Japanese Folktales for the Purpose of Story Generation
  • Strategic Path Planning on the Basis of Risk vs. Time
  • Fear Inducer: A Mixed Reality Audio Experience
  • Game Bot Detection Based on Avatar Trajectory
  • Achievement of Carrying Objects by Small-Sized Humanoid Robot
  • Interactive Multimedia Contents in the IllusionHole
  • Creating an Emotionally Adaptive Game
  • Robust Interactive Storytelling Framework for Automatic TV Content/Story Production
  • Designing Toys That Come Alive: Curious Robots for Creative Play
  • Musical B-boying: A Wearable Musical Instrument by Dancing
  • Hybrid Visual Tracking for Augmented Books
  • Towards Emotional Characters in Computer Games
  • Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling
  • Frame Selection for Automatic Comic Generation from Game Log
  • Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3
  • Experiences Employing Novice Wizard Operators in a Gallery Setting
  • Fast Rendering of Large Crowds Using GPU
  • Physiological Player Sensing: New Interaction Devices for Video Games
  • Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem
  • Posters
  • Dome Displays for Educational Games and Activities in the Museum and on the Road
  • Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment
  • BCI for Games: A 'State of the Art' Survey
  • In-Depth Observation of Video Gamers
  • BioMedia for Entertainment.