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Entertainment Computing

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Cover of 'Entertainment Computing'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Under the Influence: Using Natural Language in Interactive Storytelling
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    Chapter 2 Interactivity and Non-Linearity: What do They Really Mean?
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    Chapter 3 Multi-Goal Path-Finding for Autonomous Agents in Virtual Worlds
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    Chapter 4 Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol
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    Chapter 5 Complex Games and Palm Computers
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    Chapter 6 Facilitating Learning in a Real Time Strategy Computer Game
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    Chapter 7 A Toolkit for Developing Programs of Card Games Played on the Internet
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    Chapter 8 A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants
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    Chapter 9 Threat Stacks to Guide Pruning and Search Extensions in Shogi
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    Chapter 10 The Evolution of Strong Othello Programs
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    Chapter 11 Digital Storytelling with DINAH: Dynamic, Interactive, Narrative Authoring Heuristic
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    Chapter 12 Real-Time Character Animation Using Puppet Metaphor
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    Chapter 13 Fly through View Video Generation of Soccer Scene
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    Chapter 14 Prototyping Mobile Game Applications
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    Chapter 15 A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects
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    Chapter 16 Kirifuki: Inhaling and Exhaling Interaction with Visual Objects
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    Chapter 17 Virtual Horseback Archery
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    Chapter 18 Creating Ubiquitous Interactive Games Using Everywhere Displays Projectors
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    Chapter 19 Face Analysis and Synthesis for Interactive Entertainment
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    Chapter 20 Human Body Tracking for Digital Actors
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    Chapter 21 Computer Vision Based Recognition of Interactions between Human Body and Object
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    Chapter 22 Real-Time Manipulation of Motion-Capture Data with Pattern Generator
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    Chapter 23 Development of Autonomous Blimp Robot with Intelligent Control
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    Chapter 24 LEGO Mindstorms Cheerleading Robots
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    Chapter 25 Electronically Enhanced Board Games by Integrating Physical and Virtual Spaces
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    Chapter 26 A Distributed Control System and Scripting Language for “Interactivity” in Live Performance
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    Chapter 27 Recognition of Human Hand Gesture from a Monocular Image Sequence for Human-Machine Communication System
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    Chapter 28 Development of MIDI Encoder “Auto-F” for Creating MIDI Controllable General Audio Contents
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    Chapter 29 “Improvisession-II”: A Performing/Composing System for Improvisational Sessions with Networks
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    Chapter 30 An Accommodating Piano Which Augments Intention of Inexperienced Players
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    Chapter 31 Two-Step Input Method for Supporting Construction of MIDI Sequence Data
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    Chapter 32 A Melody-Retrieval System on Parallelized Computers
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    Chapter 33 Soundcompass TM
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    Chapter 34 Statistical Phrase Extraction and Indexing for Music Retrieval
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    Chapter 35 A Portable Electric Bass Using Two PDAS
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    Chapter 36 Music Composition by Onomatopoeia
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    Chapter 37 The Technoludic Film:Images of Video Games in Movies (1973–2001)
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    Chapter 38 Determinantes for Collaboration in Networked Multi-User Games
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    Chapter 39 Politics in Motion
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    Chapter 40 Awareness Communications by Entertaining Toy Doll Agents
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    Chapter 41 CGA Synthesizer Interpolating and Extrapolating Motion Data
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    Chapter 42 Leaving Fantasy behind in Videogames
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    Chapter 43 Responses in Light, Sound and Scent
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    Chapter 44 The New Role of Gaming
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    Chapter 45 The Inherent Appeal of Physically Controlled Peripherals
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    Chapter 46 A New Economical Fluorescent Lamp Information Transmission System for Indoor Tracking with Applications for Indoor Games
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    Chapter 47 Skill Training System of Manual Arc Welding
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    Chapter 48 Interaction for Entertainment Contents Based on Direct Manipulation with Bare Hands
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    Chapter 49 Authoring Mixed Reality — A Component and Framework-Based Approach
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    Chapter 50 Playing Rubik’s Cube in Mixed Reality
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    Chapter 51 Inside the Score
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    Chapter 52 Magic Music Desk: A Multi-Modal Embodied Interactive Desk
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    Chapter 53 Senses of Spaces through Transfiction
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    Chapter 54 “Penguin Hockey”
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    Chapter 55 Usability and Playability Issues for Arquake
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    Chapter 56 Touch Space: An Embodied Computing Mixed Reality Game Space
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    Chapter 57 Using Augmented Reality for Entertainment
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    Chapter 58 Rapid Prototyping of Mixed Reality Applications That Entertain and Inform
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    Chapter 59 An Authoring Toolkit for Mixed Reality Experiences
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    Chapter 60 A Distributed MR Transporter for Networked Collaboration
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    Chapter 61 3D Live Humans in Mixed Reality Entertainment
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    Chapter 62 Immersive Environment Technologies for Planetary Exploration with Applications for Mixed Reality
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    Chapter 63 Content Management in Mixed Reality Systems
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    Chapter 64 Mixed Reality in Traffic Scenes
  66. Altmetric Badge
    Chapter 65 Erratum to: Entertainment Computing
Overall attention for this book and its chapters
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Title
Entertainment Computing
Published by
Springer Nature, January 2003
DOI 10.1007/978-0-387-35660-0
ISBNs
978-1-4757-5153-6, 978-0-387-35660-0
Editors

Nakatsu, Ryohei, Hoshino, Junichi

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 9 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 9 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 2 22%
Lecturer 1 11%
Professor 1 11%
Student > Master 1 11%
Researcher 1 11%
Other 1 11%
Unknown 2 22%
Readers by discipline Count As %
Arts and Humanities 2 22%
Engineering 2 22%
Computer Science 1 11%
Economics, Econometrics and Finance 1 11%
Design 1 11%
Other 0 0%
Unknown 2 22%