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

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

Table of Contents

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

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Chapter title
Agent Wars with Artificial Immune Systems
Chapter number 54
Book title
Entertainment Computing – ICEC 2004
Published by
Springer, Berlin, Heidelberg, September 2004
DOI 10.1007/978-3-540-28643-1_54
Book ISBNs
978-3-54-022947-6, 978-3-54-028643-1
Authors

Gayle Leen, Colin Fyfe

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 16 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 2 13%
France 1 6%
Finland 1 6%
Australia 1 6%
Greece 1 6%
Russia 1 6%
Unknown 9 56%

Demographic breakdown

Readers by professional status Count As %
Researcher 6 38%
Lecturer 3 19%
Professor > Associate Professor 2 13%
Student > Ph. D. Student 2 13%
Professor 1 6%
Other 3 19%
Readers by discipline Count As %
Social Sciences 8 50%
Arts and Humanities 3 19%
Design 2 13%
Psychology 1 6%
Economics, Econometrics and Finance 1 6%
Other 0 0%
Unknown 1 6%