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Intelligent Technologies for Interactive Entertainment

Overview of attention for book
Cover of 'Intelligent Technologies for Interactive Entertainment'

Table of Contents

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    Book Overview
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    Chapter 1 Personalized Summarization of Broadcasted Soccer Videos with Adaptive Fast-Forwarding
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    Chapter 2 Real-Time GPU-Based Motion Detection and Tracking Using Full HD Videos
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    Chapter 3 Feeling Something without Knowing Why: Measuring Emotions toward Archetypal Content
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    Chapter 4 Web and TV Seamlessly Interlinked: LinkedTV
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    Chapter 5 VideoHypE: An Editor Tool for Supervised Automatic Video Hyperlinking
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    Chapter 6 Interactive TV Potpourris: An Overview of Designing Multi-screen TV Installations for Home Entertainment
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    Chapter 7 3D Head Pose Estimation for TV Setups
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    Chapter 8 Visualizing Rembrandt
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    Chapter 9 Stylistic Walk Synthesis Based on Fourier Decomposition
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    Chapter 10 Automatically Mapping Human Skeletons onto Virtual Character Armatures
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    Chapter 11 KinectBalls: An Interactive Tool for Ball Throwing Games
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    Chapter 12 Medianeum: Gesture-Based Ergonomic Interaction
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    Chapter 13 About Experience and Emergence - A Framework for Decentralized Interactive Play Environments
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    Chapter 14 MashtaCycle : On-Stage Improvised Audio Collage by Content-Based Similarity and Gesture Recognition
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    Chapter 15 DanSync: A Platform to Study Entrainment and Joint-Action during Spontaneous Dance in the Context of a Social Music Game
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    Chapter 16 Graphical Spatialization Program with Real Time Interactions (GASPR)
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    Chapter 17 Accuracy Study of a Real-Time Hybrid Sound Source Localization Algorithm
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    Chapter 18 Image Surround: Automatic Projector Calibration for Indoor Adaptive Projection
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    Chapter 19 EGT: Enriched Guitar Transcription
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    Chapter 20 Performative Voice Synthesis for Edutainment in Acoustic Phonetics and Singing: A Case Study Using the “Cantor Digitalis”
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    Chapter 21 MAGEFACE: Performative Conversion of Facial Characteristics into Speech Synthesis Parameters
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    Chapter 22 Multimodal Analysis of Laughter for an Interactive System
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    Chapter 23 @ scapa : A New Media Art Installation in the Context of Physical Computing and AHRI Design
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Intelligent Technologies for Interactive Entertainment
Published by
Springer International Publishing, November 2013
DOI 10.1007/978-3-319-03892-6
978-3-31-903891-9, 978-3-31-903892-6

Mancas, Matei, d’ Alessandro, Nicolas, Siebert, Xavier, Gosselin, Bernard, Valderrama, Carlos, Dutoit, Thierry

Twitter Demographics

The data shown below were collected from the profile of 1 tweeter 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 6 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 6 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 33%
Other 2 33%
Student > Ph. D. Student 1 17%
Unknown 1 17%
Readers by discipline Count As %
Design 3 50%
Earth and Planetary Sciences 1 17%
Engineering 1 17%
Computer Science 1 17%