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Entertainment Computing - ICEC 2005

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Cover of 'Entertainment Computing - ICEC 2005'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 A New Framework for Entertainment Computing: From Passive to Active Experience
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    Chapter 2 Cultural Computing with Context-Aware Application: ZENetic Computer
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    Chapter 3 Automatic Conversion from E-Content into Animated Storytelling
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    Chapter 4 Key Action Technique for Digital Storytelling
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    Chapter 5 A New Constrained Texture Mapping Method
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    Chapter 6 Protect Interactive 3D Models via Vertex Shader Programming
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    Chapter 7 An Optimized Soft 3D Mobile Graphics Library Based on JIT Backend Compiler
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    Chapter 8 Frame Rate Control in Distributed Game Engine
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    Chapter 9 A Universal Interface for Video Game Machines Using Biological Signals
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    Chapter 10 Development of a System to Measure Visual Functions of the Brain for Assessment of Entertainment
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    Chapter 11 SportsVBR: A Content-Based TV Sports Video Browsing and Retrieval System
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    Chapter 12 Online Community Building Techniques Used by Video Game Developers
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    Chapter 13 Aggregation of Action Symbol Sub-sequences for Discovery of Online-Game Player Characteristics Using KeyGraph
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    Chapter 14 Agreeing to Disagree – Pre-game Interaction and the Issue of Community
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    Chapter 15 Keyword Discovery by Measuring Influence Rates on Bulletin Board Services
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    Chapter 16 Seamful Design for Location-Based Mobile Games
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    Chapter 17 A Display Table for Strategic Collaboration Preserving Private and Public Information
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    Chapter 18 Gamble — A Multiuser Game with an Embodied Conversational Agent
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    Chapter 19 Touchable Interactive Walls: Opportunities and Challenges
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    Chapter 20 Generic-Model Based Human-Body Modeling
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    Chapter 21 Facial Expression Recognition Based on Two Dimensions Without Neutral Expressions
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    Chapter 22 Subjective Age Estimation System Using Facial Images
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    Chapter 23 A Video Based Personalized Face Model Generation Approach for Network 3D Games
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    Chapter 24 Live Feeling on Movement of an Autonomous Robot Using a Biological Signal
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    Chapter 25 Detection of Speaker Direction Based on the On-and-Off Microphone Combination for Entertainment Robots
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    Chapter 26 Robot Navigation by Eye Pointing
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    Chapter 27 Virtual Human with Regard to Physical Contact and Eye Contact
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    Chapter 28 Power, Death and Love: A Trilogy for Entertainment
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    Chapter 29 The MUSICtable: A Map-Based Ubiquitous System for Social Interaction with a Digital Music Collection
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    Chapter 30 Painting as an Interface for Timbre Design
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    Chapter 31 ism : Improvisation Supporting Systems with Melody Correction and Key Vibration
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    Chapter 32 Physically-Based Sound Synthesis on GPUs
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    Chapter 33 On Cognition of Musical Grouping: Relationship Between the Listeners’ Schema Type and Their Musical Preference
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    Chapter 34 Augmented Reality Agents in the Development Pipeline of Computer Entertainment
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    Chapter 35 Collaborative billiARds: Towards the Ultimate Gaming Experience
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    Chapter 36 Multi-dimensional Game Interface with Stereo Vision
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    Chapter 37 Experiments of Entertainment Applications of a Virtual World System for Mobile Phones
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    Chapter 38 A Tutoring System for Commercial Games
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    Chapter 39 Non-verbal Mapping Between Sound and Color-Mapping Derived from Colored Hearing Synesthetes and Its Applications
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    Chapter 40 Design and Implementation of a Pivotal Unit in a Games Technology Degree
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    Chapter 41 Interactive Educational Games for Autistic Children with Agent-Based System
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    Chapter 42 User Experiences with a Virtual Swimming Interface Exhibit
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    Chapter 43 Toward Web Information Integration on 3D Virtual Space
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    Chapter 44 Ikebana Support System Reflecting Kansei with Interactive Evolutionary Computation
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    Chapter 45 Effects of Team-Based Computer Interaction: The Media Equation and Game Design Considerations
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    Chapter 46 The Ethics of Entertainment Computing
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    Chapter 47 Notes on the Methodology of Pervasive Gaming
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    Chapter 48 From Hunt the Wumpus to EverQuest: Introduction to Quest Theory
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    Chapter 49 A Computerized Interactive Toy: TSU.MI.KI
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    Chapter 50 Multimodal Wayfinding in a Driving Simulator for the $^{\rm {\bf S}}_{\rm {\bf c}}{\rm {\bf ha}}_{\rm {\bf i}}{\rm {\bf r}}^{\rm {\bf e}}$ Internet Chair, a Networked Rotary Motion Platform
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    Chapter 51 Making Collaborative Interactive Art “Ohka Rambu”
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    Chapter 52 Agents from Reality
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    Chapter 53 AR Pueblo Board Game
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    Chapter 54 Aesthetic Entertainment of Social Network Interaction: Free Network Visible Network
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    Chapter 55 Motion Illusion in Video Images of Human Movement
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    Chapter 56 A Chat System Based on Emotion Estimation from Text and Embodied Conversational Messengers
Overall attention for this book and its chapters
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Title
Entertainment Computing - ICEC 2005
Published by
Springer, September 2005
DOI 10.1007/11558651
ISBNs
978-3-54-032054-8, 978-3-54-029034-6
Editors

Kishino, Fumio, Kitamura, Yoshifumi, Kato, Hirokazu, Nagata, Noriko

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user 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 56 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 2 4%
United Kingdom 2 4%
Netherlands 2 4%
France 2 4%
Norway 1 2%
Portugal 1 2%
Germany 1 2%
Finland 1 2%
Malta 1 2%
Other 1 2%
Unknown 42 75%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 15 27%
Researcher 10 18%
Student > Master 9 16%
Student > Bachelor 8 14%
Student > Doctoral Student 3 5%
Other 9 16%
Unknown 2 4%
Readers by discipline Count As %
Computer Science 32 57%
Social Sciences 5 9%
Engineering 5 9%
Design 3 5%
Psychology 3 5%
Other 4 7%
Unknown 4 7%