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Intelligent Technologies for Interactive Entertainment

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Cover of 'Intelligent Technologies for Interactive Entertainment'

Table of Contents

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    Book Overview
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    Chapter 1 COMPASS2008: Multimodal, Multilingual and Crosslingual Interaction for Mobile Tourist Guide Applications
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    Chapter 2 Discovering the European Heritage Through the ChiKho Educational Web Game
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    Chapter 3 Squidball: An Experiment in Large-Scale Motion Capture and Game Design
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    Chapter 4 Generating Ambient Behaviors in Computer Role-Playing Games
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    Chapter 5 Telepresence Techniques for Controlling Avatar Motion in First Person Games
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    Chapter 6 Parallel Presentations for Heterogenous User Groups – An Initial User Study
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    Chapter 7 Performing Physical Object References with Migrating Virtual Characters
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    Chapter 8 AI-Mediated Interaction in Virtual Reality Art
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    Chapter 9 Laughter Abounds in the Mouths of Computers: Investigations in Automatic Humor Recognition
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    Chapter 10 AmbientBrowser: Web Browser for Everyday Enrichment
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    Chapter 11 Ambient Intelligence in Edutainment: Tangible Interaction with Life-Like Exhibit Guides
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    Chapter 12 Drawings as Input for Handheld Game Computers
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    Chapter 13 Let’s Come Together — Social Navigation Behaviors of Virtual and Real Humans
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    Chapter 14 Interacting with a Virtual Rap Dancer
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    Chapter 15 Grounding Emotions in Human-Machine Conversational Systems
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    Chapter 16 Water, Temperature and Proximity Sensing for a Mixed Reality Art Installation
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    Chapter 17 Geogames: A Conceptual Framework and Tool for the Design of Location-Based Games from Classic Board Games
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    Chapter 18 Disjunctor Selection for One-Line Jokes
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    Chapter 19 Multiplayer Gaming with Mobile Phones – Enhancing User Experience with a Public Screen
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    Chapter 20 Learning Using Augmented Reality Technology: Multiple Means of Interaction for Teaching Children the Theory of Colours
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    Chapter 21 Presenting in Virtual Worlds: Towards an Architecture for a 3D Presenter Explaining 2D-Presented Information
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    Chapter 22 Entertainment Personalization Mechanism Through Cross-Domain User Modeling
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    Chapter 23 User Interview-Based Progress Evaluation of Two Successive Conversational Agent Prototypes
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    Chapter 24 Adding Playful Interaction to Public Spaces
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    Chapter 25 Report on a Museum Tour Report
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    Chapter 26 A Ubiquitous and Interactive Zoo Guide System
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    Chapter 27 Styling and Real-Time Simulation of Human Hair
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    Chapter 28 Motivational Strategies for an Intelligent Chess Tutoring System
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    Chapter 29 Balancing Narrative Control and Autonomy for Virtual Characters in a Game Scenario
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    Chapter 30 Web Content Transformed into Humorous Dialogue-Based TV-Program-Like Content
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    Chapter 31 Content Adaptation for Gradual Web Rendering
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    Chapter 32 Getting the Story Right: Making Computer-Generated Stories More Entertaining
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    Chapter 33 Omnipresent Collaborative Virtual Environments for Open Inventor Applications
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    Chapter 34 SpatiuMedia: Interacting with Locations
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    Chapter 35 Singing with Your Mobile: From DSP Arrays to Low-Cost Low-Power Chip Sets
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    Chapter 36 Bringing Hollywood to the Driving School: Dynamic Scenario Generation in Simulations and Games
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    Chapter 37 Webcrow: A Web-Based Crosswords Solver
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    Chapter 38 COMPASS2008: The Smart Dining Service
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    Chapter 39 DaFEx: Database of Facial Expressions
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    Chapter 40 PeaceMaker: A Video Game to Teach Peace
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    Chapter 41 A Demonstration of the ScriptEase Approach to Ambient and Perceptive NPC Behaviors in Computer Role-Playing Games
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    Chapter 42 Multi-user Multi-touch Games on DiamondTouch with the DTFlash Toolkit
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    Chapter 43 Enhancing Social Communication Through Story-Telling Among High-Functioning Children with Autism
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    Chapter 44 Tagsocratic: Learning Shared Concepts on the Blogosphere
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    Chapter 45 Delegation Based Multimedia Mobile Guide
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    Chapter 46 Personalized Multimedia Information System for Museums and Exhibitions
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    Chapter 47 Lets Come Together – Social Navigation Behaviors of Virtual and Real Humans
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    Chapter 48 Automatic Creation of Humorous Acronyms
Attention for Chapter 13: Let’s Come Together — Social Navigation Behaviors of Virtual and Real Humans
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Chapter title
Let’s Come Together — Social Navigation Behaviors of Virtual and Real Humans
Chapter number 13
Book title
Intelligent Technologies for Interactive Entertainment
Published by
Springer, Berlin, Heidelberg, November 2005
DOI 10.1007/11590323_13
Book ISBNs
978-3-54-030509-5, 978-3-54-031651-0
Authors

Matthias Rehm, Elisabeth André, Michael Nischt, Rehm, Matthias, André, Elisabeth, Nischt, Michael

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 5 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Canada 2 40%
Unknown 3 60%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 40%
Researcher 2 40%
Professor > Associate Professor 1 20%
Readers by discipline Count As %
Computer Science 4 80%
Psychology 1 20%