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Entertainment Computing - ICEC 2006

Overview of attention for book
Cover of 'Entertainment Computing - ICEC 2006'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Towards Bi-directional Dancing Interaction
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    Chapter 2 An Emotional Path Finding Mechanism for Augmented Reality Applications
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    Chapter 3 Interacting with a Virtual Conductor
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    Chapter 4 Animal Controlled Computer Games: Playing Pac-Man Against Real Crickets
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    Chapter 5 Leaving a Message with the PaPeRo Robot: The Effect of Interaction Experience with Real or Virtual PaPeRo on Impression Evaluation
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    Chapter 6 Passive Interactivity, an Answer to Interactive Emotion
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    Chapter 7 Entertainment on Mobile Internet Services: From the Korean Consumer Perspectives
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    Chapter 8 Experimental Approach for Human Perception Based Image Quality Assessment
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    Chapter 9 Interaction and Participation in Radio Plays: A Novel Approach to an Old Medium
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    Chapter 10 Real-Time Monitoring System for TV Commercials Using Video Features
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    Chapter 11 Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment
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    Chapter 12 Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents
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    Chapter 13 Kansei Mediated Entertainment
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    Chapter 14 Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games
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    Chapter 15 Layered Multiple Displays for Immersive and Interactive Digital Contents
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    Chapter 16 Design and Implementation of a Fast Integral Image Rendering Method
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    Chapter 17 A Neural Classifier for Anomaly Detection in Magnetic Motion Capture
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    Chapter 18 Multichannel Distribution for Universal Multimedia Access in Home Media Gateways
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    Chapter 19 Language-Driven Development of Videogames: The <e-Game> Experience
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    Chapter 20 Architecture of an Authoring System to Support the Creation of Interactive Contents
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    Chapter 21 Applying Direct Manipulation Interfaces to Customizing Player Character Behaviour
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    Chapter 22 Programmable Vertex Processing Unit for Mobile Game Development
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    Chapter 23 Vision-Based Real-Time Camera Matchmoving with a Known Marker
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    Chapter 24 OHAJIKI Interface: Flicking Gesture Recognition with a High-Speed Camera
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    Chapter 25 The Smart Dice Cup: A Radio Controlled Sentient Interaction Device
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    Chapter 26 Learning About Cultural Heritage by Playing Geogames
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    Chapter 27 Dynamic Binding Is the Name of the Game
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    Chapter 28 Lessons Learned from Designing a Virtual Heritage Entertainment Application for Interactive Education
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    Chapter 29 A Dynamic Load Balancing for Massive Multiplayer Online Game Server
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    Chapter 30 My Photos Are My Bullets – Using Camera as the Primary Means of Player-to-Player Interaction in a Mobile Multiplayer Game
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    Chapter 31 Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-Playing Games (MMORPGS)
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    Chapter 32 On-Line Motion Style Transfer
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    Chapter 33 Dynamic Skinning for Popping Dance
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    Chapter 34 Discovery of Online Game User Relationship Based on Co-occurrence of Words
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    Chapter 35 Mobile Phone Gaming (A Follow-Up Survey of the Mobile Phone Gaming Sector and Its Users)
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    Chapter 36 Designing a Story Database for Use in Automatic Story Generation
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    Chapter 37 An Efficient Algorithm for Rendering Large Bodies of Water
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    Chapter 38 Forbidden City Explorer: A Guide System That Gives Priority to Shared Images and Chats
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    Chapter 39 Reinforcement Learning of Intelligent Characters in Fighting Action Games
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    Chapter 40 Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground
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    Chapter 41 Design Implications of Social Interaction in Online Games
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    Chapter 42 TEMPEST: A Text Input System for Musical Performers
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    Chapter 43 Design Strategies for Enhancing Experience-Based Activities
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    Chapter 44 Imitating the Behavior of Human Players in Action Games
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    Chapter 45 Electronic Treasure Hunt: Real-Time Cooperation Type Game That Uses Location Information
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    Chapter 46 Design of Positive Biofeedback Using a Robot’s Behaviors as Motion Media
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    Chapter 47 Social Landscapes: Visual Interface to Improve Awareness in Human Relationships on Social Networking Sites
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    Chapter 48 Bare Hand Interface for Interaction in the Video See-Through HMD Based Wearable AR Environment
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    Chapter 49 Studying User Experience with Digital Audio Players
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    Chapter 50 The Development of a Collaborative Virtual Heritage Edutainment System with Tangible Interfaces
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    Chapter 51 Clustering of Online Game Users Based on Their Trails Using Self-organizing Map
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    Chapter 52 Communication Supports for Building World Wide Internet Game Communities
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    Chapter 53 Hardcore Gamers and Casual Gamers Playing Online Together
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    Chapter 54 High-Precision Hand Interface
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    Chapter 55 Real-Time Animation of Large Crowds
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    Chapter 56 Vision-Based Bare-Hand Gesture Interface for Interactive Augmented Reality Applications
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    Chapter 57 PHI: Physics Application Programming Interface
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    Chapter 58 A Vision-Based Non-contact Interactive Advertisement with a Display Wall
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    Chapter 59 "SplashGame": A Ludo-educative Application Based on Genre and Verbal Interactions Concepts
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    Chapter 60 Shadow Texture Atlas
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    Chapter 61 A Chording Glove for Games: Development of a Wearable Game Device
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    Chapter 62 VIRSTORY: A Collaborative Virtual Storytelling
Overall attention for this book and its chapters
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Title
Entertainment Computing - ICEC 2006
Published by
Springer, Berlin, Heidelberg, January 2006
DOI 10.1007/11872320
ISBNs
978-3-54-045259-1, 978-3-54-045261-4
Editors

Richard Harper, Matthias Rauterberg, Marco Combetto

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 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 51 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 51 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 1 2%
Researcher 1 2%
Unknown 49 96%
Readers by discipline Count As %
Computer Science 1 2%
Psychology 1 2%
Unknown 49 96%