↓ Skip to main content

Entertainment Computing – ICEC 2004 : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings

Overview of attention for book
Cover of 'Entertainment Computing – ICEC 2004 : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design
  3. Altmetric Badge
    Chapter 2 Realization of Tai-Chi Motion Using a Humanoid Robot
  4. Altmetric Badge
    Chapter 3 Building Better Systems for Learning and Training: Bringing the Entertainment Industry and Simulation Technology Together
  5. Altmetric Badge
    Chapter 4 Game Intelligence: From Animal Play Behavior to Entertainment Computing
  6. Altmetric Badge
    Chapter 5 Effects of Violent Video Games on Aggressive Behavior, Helping Behavior, Aggressive Thoughts, Angry Feelings, and Physiological Arousal
  7. Altmetric Badge
    Chapter 6 New Behavioural Approaches for Virtual Environments
  8. Altmetric Badge
    Chapter 7 “ Kuru-kuru Pitcher”: A Game for the S c ha i r e Internet Chair
  9. Altmetric Badge
    Chapter 8 Fun and Sports: Enhancing the Home Fitness Experience
  10. Altmetric Badge
    Chapter 9 Manipulating Multimedia Contents with Tangible Media Control System
  11. Altmetric Badge
    Chapter 10 “Tangible Influence”: Towards a New Interaction Paradigm for Computer Games
  12. Altmetric Badge
    Chapter 11 Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities
  13. Altmetric Badge
    Chapter 12 Optical-Flow-Driven Gadgets for Gaming User Interface
  14. Altmetric Badge
    Chapter 13 The Human-Information Workspace (HI-Space): Ambient Table Top Entertainment
  15. Altmetric Badge
    Chapter 14 Game-Driven Intelligent Tutoring Systems
  16. Altmetric Badge
    Chapter 15 Practice! YUBIMOJI AIUEO for Japanese Hand Language Learning
  17. Altmetric Badge
    Chapter 16 The Bush Telegraph: Networked Cooperative Music-Making
  18. Altmetric Badge
    Chapter 17 Live Role-Playing Games: Implications for Pervasive Gaming
  19. Altmetric Badge
    Chapter 18 Animating Conversation in Online Games
  20. Altmetric Badge
    Chapter 19 From Artistry to Automation: A Structured Methodology for Procedural Content Creation
  21. Altmetric Badge
    Chapter 20 Commedia Virtuale: Theatre Inspiration for Expressive Avatars
  22. Altmetric Badge
    Chapter 21 Take the Money and Run? An Ethical Approach to the Relation Between Game Research and Game Industry
  23. Altmetric Badge
    Chapter 22 Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions
  24. Altmetric Badge
    Chapter 23 Improvisation in Theatre Rehearsals for Synthetic Actors
  25. Altmetric Badge
    Chapter 24 Enjoyment and Entertainment in East and West
  26. Altmetric Badge
    Chapter 25 Interactive Props and Choreography Planning with the Mixed Reality Stage
  27. Altmetric Badge
    Chapter 26 The Interactive and Multi-protagonist Film: A Hypermovie on DVD
  28. Altmetric Badge
    Chapter 27 Apply Social Network Analysis and Data Mining to Dynamic Task Synthesis for Persistent MMORPG Virtual World
  29. Altmetric Badge
    Chapter 28 How Realistic is Realism? Considerations on the Aesthetics of Computer Games
  30. Altmetric Badge
    Chapter 29 Read-It: A Multi-modal Tangible Interface for Children Who Learn to Read
  31. Altmetric Badge
    Chapter 30 Exploiting Films and Multiple Subtitles Interaction for Casual Foreign Language Learning in the Living Room
  32. Altmetric Badge
    Chapter 31 CLOVES: A Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning
  33. Altmetric Badge
    Chapter 32 SEITV – Interactive Multimedia Leisure/Educational Services for Digital TV in MHP
  34. Altmetric Badge
    Chapter 33 Tangible Augmented Reality Modeling
  35. Altmetric Badge
    Chapter 34 Human Body Tracking for Human Computer Intelligent Interaction
  36. Altmetric Badge
    Chapter 35 A Graphical System for Interactive Rendering of Objects in an Augmented Reality Scenery
  37. Altmetric Badge
    Chapter 36 TEAM: The Team-Oriented Evolutionary Adaptability Mechanism
  38. Altmetric Badge
    Chapter 37 Size Variation and Flow Experience of Physical Game Support Objects
  39. Altmetric Badge
    Chapter 38 Enhancing the Performance of Dynamic Scripting in Computer Games
  40. Altmetric Badge
    Chapter 39 Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform
  41. Altmetric Badge
    Chapter 40 Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues
  42. Altmetric Badge
    Chapter 41 An Application of Game-Refinement Theory to Mah Jong
  43. Altmetric Badge
    Chapter 42 The Design and Implementation of Multi-player Card Games on Multi-user Interactive Tabletop Surfaces
  44. Altmetric Badge
    Chapter 43 Entertainment Feature of a Computer Game Using a Biological Signal to Realize a Battle with Oneself
  45. Altmetric Badge
    Chapter 44 AI: the Missing Link in Digital Game Interface Design?
  46. Altmetric Badge
    Chapter 45 Engaging Game Characters: Informing Design with Player Perspectives
  47. Altmetric Badge
    Chapter 46 Emergent Stories in Massively Multiplayer Online Games: Using Improvisational Techniques to Design for Emotional Impact
  48. Altmetric Badge
    Chapter 47 Towards a Framework for Design Guidelines for Young Children’s Computer Games
  49. Altmetric Badge
    Chapter 48 Social Translucence of the Xbox Live Voice Channel
  50. Altmetric Badge
    Chapter 49 Artifact-Based Human-Computer Interface for the Handicapped
  51. Altmetric Badge
    Chapter 50 A Home Page Is Where the Heart Is: Using Games Based Design Techniques to Enhance Contact Centre Interfaces
  52. Altmetric Badge
    Chapter 51 Avoiding Average: Recording Interaction Data to Design for Specific User Groups
  53. Altmetric Badge
    Chapter 52 Physiological Response to Games and Non-games: A Contrastive Study
  54. Altmetric Badge
    Chapter 53 Probabilistic Opponent-Model Search in Bao
  55. Altmetric Badge
    Chapter 54 Agent Wars with Artificial Immune Systems
  56. Altmetric Badge
    Chapter 55 MMOG Player Classification Using Hidden Markov Models
  57. Altmetric Badge
    Chapter 56 Expanding Spheres: A Collision Detection Algorithm for Interest Management in Networked Games
  58. Altmetric Badge
    Chapter 57 Electronic Augmentation of Traditional Board Games
  59. Altmetric Badge
    Chapter 58 Strategy Selection in Games Using Co-evolution Between Artificial Immune Systems
  60. Altmetric Badge
    Chapter 59 Level of Detail Modelling in a Computer Game Engine
  61. Altmetric Badge
    Chapter 60 Networked Mobile Gaming for 3G-Networks
  62. Altmetric Badge
    Chapter 61 Mobile Games for Training Tactile Perception
  63. Altmetric Badge
    Chapter 62 Emotionally Loaded Mobile Multimedia Messaging
  64. Altmetric Badge
    Chapter 63 “Why Is Everyone Inside Me?!” Using Shared Displays in Mobile Computer Games
  65. Altmetric Badge
    Chapter 64 Associated Emotion and Its Expression in an Entertainment Robot QRIO
  66. Altmetric Badge
    Chapter 65 Position-Aware IEEE 802.11b Mobile Video Services
  67. Altmetric Badge
    Chapter 66 A Human-Pet Interactive Entertainment System over the Internet
  68. Altmetric Badge
    Chapter 67 Developing and Evaluating Mobile Entertainment Applications: The Case of the Music Industry
  69. Altmetric Badge
    Chapter 68 An Entertaining Way to Access Web Content
  70. Altmetric Badge
    Chapter 69 Design of an Interface for Technology Supported Collaborative Learning – The RAFT Approach
  71. Altmetric Badge
    Chapter 70 iFP: A Music Interface Using an Expressive Performance Template
  72. Altmetric Badge
    Chapter 71 Sound Pryer: Adding Value to Traffic Encounters with Streaming Audio
  73. Altmetric Badge
    Chapter 72 Harmonics Table: Audiovisual Expression of Group Interaction on a Sensing Table
  74. Altmetric Badge
    Chapter 73 Hello-Fish: Interacting with Pet Fishes Through Animated Digital Wallpaper on a Screen
  75. Altmetric Badge
    Chapter 74 Background Music Generation Using Music Texture Synthesis
  76. Altmetric Badge
    Chapter 75 A Progressive Sounding Object Model in Virtual Environment
  77. Altmetric Badge
    Chapter 76 Automatic Visual Data Management System
  78. Altmetric Badge
    Chapter 77 Development of Extemporaneous Performance by Synthetic Actors in the Rehearsal Process
  79. Altmetric Badge
    Chapter 78 An Efficient CLOD Method for Large-Scale Terrain Visualization
  80. Altmetric Badge
    Chapter 79 Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games
  81. Altmetric Badge
    Chapter 80 EffecTV: A Real-Time Software Video Effect Processor for Entertainment
  82. Altmetric Badge
    Chapter 81 Web-Based Tool for Analyzing Emotions Through Images and Generating a Music Therapy System
  83. Altmetric Badge
    Chapter 82 Turning Photo Annotating Tasks into Instant Messaging Fun: Prototyping, User Trials, and Roadmapping
Overall attention for this book and its chapters
Altmetric Badge

Mentioned by

twitter
2 tweeters
patent
1 patent
wikipedia
1 Wikipedia page

Readers on

mendeley
23 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Title
Entertainment Computing – ICEC 2004 : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings
Published by
Springer, Berlin, Heidelberg, January 2004
DOI 10.1007/b99837
ISBNs
978-3-54-022947-6, 978-3-54-028643-1
Editors

Rauterberg, Matthias

Twitter Demographics

The data shown below were collected from the profiles of 2 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 23 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Malta 1 4%
Portugal 1 4%
France 1 4%
United Kingdom 1 4%
Norway 1 4%
Netherlands 1 4%
Unknown 17 74%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 11 48%
Student > Master 5 22%
Student > Bachelor 4 17%
Researcher 3 13%
Other 1 4%
Other 2 9%
Readers by discipline Count As %
Computer Science 16 70%
Design 3 13%
Arts and Humanities 2 9%
Engineering 2 9%
Social Sciences 1 4%
Other 2 9%