Entertainment Computing - ICEC 2006: 5th International Conference, Cambridge, UK, September 20-22, 2006. Proceedings

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Welcome to the proceedings of ICEC 2006 Firstly, we are pleased with the solid work of all the authors who contributed to ICEC 2006 by submitting their papers. ICEC 2006 attracted 47 full paper submissions, 48 short paper submissions in total 95 technical papers. Based on a thorough review and selection process by 85 international experts from academia and industry as members of the Program Committee, a high-quality program was compiled. The International Program Committee consisted of experts from all over the world: 2 from Austria, 1 from Canada, 3 from China, 3 from Finland, 3 from France, 11 from Germany, 2 from Greece, 2 from Ireland, 5 from Italy, 10 from Japan, 1 from Korea, 7 from Netherlands, 2 from Portugal, 1 from Singapore, 3 from Spain, 3 from Sweden, 1 from Switzerland, 15 from UK, and 14 from USA. The final decision was made by review and conference chairs based on at least three reviewers' feedback available online via the conference management tool. As a result, 17 full papers and 17 short papers were accepted as submitted or with minor revisions. For the remaining submissions, 28 were recommended to change according to the reviews and were submitted as posters. This proceedings volume presents 62 technical contributions which are from many different countries: Belgium, Canada, P. R. China, Denmark, Finland, France, Germany, Italy, Japan, Korea, The Netherlands, Portugal, Singapore, Spain, Sweden, Taiwan, the UK, and USA.

Author(s): Dennis Reidsma, Herwin van Welbergen, Ronald Poppe, Pieter Bos, Anton Nijholt (auth.), Richard Harper, Matthias Rauterberg, Marco Combetto (eds.)
Series: Lecture Notes in Computer Science 4161 : Information Systems and Applications, incl. Internet/Web, and HCI
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 2006

Language: English
Pages: 420
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

Front Matter....Pages -
Towards Bi-directional Dancing Interaction....Pages 1-12
An Emotional Path Finding Mechanism for Augmented Reality Applications....Pages 13-24
Interacting with a Virtual Conductor....Pages 25-30
Animal Controlled Computer Games: Playing Pac-Man Against Real Crickets....Pages 31-36
Leaving a Message with the PaPeRo Robot: The Effect of Interaction Experience with Real or Virtual PaPeRo on Impression Evaluation....Pages 37-42
Passive Interactivity, an Answer to Interactive Emotion....Pages 43-52
Entertainment on Mobile Internet Services: From the Korean Consumer Perspectives....Pages 53-58
Experimental Approach for Human Perception Based Image Quality Assessment....Pages 59-68
Interaction and Participation in Radio Plays: A Novel Approach to an Old Medium....Pages 69-80
Real-Time Monitoring System for TV Commercials Using Video Features....Pages 81-89
Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment....Pages 90-95
Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents....Pages 96-102
Kansei Mediated Entertainment....Pages 103-116
Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games....Pages 117-122
Layered Multiple Displays for Immersive and Interactive Digital Contents....Pages 123-134
Design and Implementation of a Fast Integral Image Rendering Method....Pages 135-140
A Neural Classifier for Anomaly Detection in Magnetic Motion Capture....Pages 141-146
Multichannel Distribution for Universal Multimedia Access in Home Media Gateways....Pages 147-152
Language-Driven Development of Videogames: The <e-Game> Experience....Pages 153-164
Architecture of an Authoring System to Support the Creation of Interactive Contents....Pages 165-174
Applying Direct Manipulation Interfaces to Customizing Player Character Behaviour....Pages 175-186
Programmable Vertex Processing Unit for Mobile Game Development....Pages 187-192
Vision-Based Real-Time Camera Matchmoving with a Known Marker....Pages 193-204
OHAJIKI Interface: Flicking Gesture Recognition with a High-Speed Camera....Pages 205-210
The Smart Dice Cup: A Radio Controlled Sentient Interaction Device....Pages 211-216
Learning About Cultural Heritage by Playing Geogames....Pages 217-228
Dynamic Binding Is the Name of the Game....Pages 229-232
Lessons Learned from Designing a Virtual Heritage Entertainment Application for Interactive Education....Pages 233-238
A Dynamic Load Balancing for Massive Multiplayer Online Game Server....Pages 239-249
My Photos Are My Bullets – Using Camera as the Primary Means of Player-to-Player Interaction in a Mobile Multiplayer Game....Pages 250-261
Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-Playing Games (MMORPGS)....Pages 262-267
On-Line Motion Style Transfer....Pages 268-279
Dynamic Skinning for Popping Dance....Pages 280-285
Discovery of Online Game User Relationship Based on Co-occurrence of Words....Pages 286-291
Mobile Phone Gaming (A Follow-Up Survey of the Mobile Phone Gaming Sector and Its Users)....Pages 292-297
Designing a Story Database for Use in Automatic Story Generation....Pages 298-301
An Efficient Algorithm for Rendering Large Bodies of Water....Pages 302-305
Forbidden City Explorer: A Guide System That Gives Priority to Shared Images and Chats....Pages 306-309
Reinforcement Learning of Intelligent Characters in Fighting Action Games....Pages 310-313
Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground....Pages 314-317
Design Implications of Social Interaction in Online Games....Pages 318-321
TEMPEST: A Text Input System for Musical Performers....Pages 322-325
Design Strategies for Enhancing Experience-Based Activities....Pages 326-331
Imitating the Behavior of Human Players in Action Games....Pages 332-335
Electronic Treasure Hunt: Real-Time Cooperation Type Game That Uses Location Information....Pages 336-339
Design of Positive Biofeedback Using a Robot’s Behaviors as Motion Media....Pages 340-349
Social Landscapes: Visual Interface to Improve Awareness in Human Relationships on Social Networking Sites....Pages 350-353
Bare Hand Interface for Interaction in the Video See-Through HMD Based Wearable AR Environment....Pages 354-357
Studying User Experience with Digital Audio Players....Pages 358-361
The Development of a Collaborative Virtual Heritage Edutainment System with Tangible Interfaces....Pages 362-365
Clustering of Online Game Users Based on Their Trails Using Self-organizing Map....Pages 366-369
Communication Supports for Building World Wide Internet Game Communities....Pages 370-373
Hardcore Gamers and Casual Gamers Playing Online Together....Pages 374-377
High-Precision Hand Interface....Pages 378-381
Real-Time Animation of Large Crowds....Pages 382-385
Vision-Based Bare-Hand Gesture Interface for Interactive Augmented Reality Applications....Pages 386-389
PHI: Physics Application Programming Interface....Pages 390-393
A Vision-Based Non-contact Interactive Advertisement with a Display Wall....Pages 394-397
"SplashGame": A Ludo-educative Application Based on Genre and Verbal Interactions Concepts....Pages 398-401
Shadow Texture Atlas....Pages 402-405
A Chording Glove for Games: Development of a Wearable Game Device....Pages 406-409
VIRSTORY: A Collaborative Virtual Storytelling....Pages 410-413
Back Matter....Pages -