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Entertainment Computing – ICEC 2007

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Cover of 'Entertainment Computing – ICEC 2007'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 A Training Oriented Driving Simulator
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    Chapter 2 Ghost Hunter: A Handheld Augmented Reality Game System with Dynamic Environment
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    Chapter 3 Tea Table Mediator: A Multimodal Ambient Display on the Table Exploiting Five Senses Convergence
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    Chapter 4 Entertainment Computing – ICEC 2007
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    Chapter 5 Computer Game for Small Pets and Humans
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    Chapter 6 Identification with the Player Character as Determinant of Video Game Enjoyment
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    Chapter 7 Pass the Ball: Game-Based Learning of Software Design
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    Chapter 8 Comparison of AI Techniques for Fighting Action Games - Genetic Algorithms/Neural Networks/Evolutionary Neural Networks
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    Chapter 9 Theory to Practice: Generalized Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering in 3D Computer Games
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    Chapter 10 Kansei Games: Entertaining Emotions
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    Chapter 11 An Algorithm for Seamless Image Stitching and Its Application
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    Chapter 12 A New Algorithm for Trademark Image Retrieval Based on Sub-block of Polar Coordinates
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    Chapter 13 Image Composition with Blurring Effect from Depth of Field
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    Chapter 14 Temporal Color Morphing
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    Chapter 15 A New Progressive Mesh with Adaptive Subdivision for LOD Models
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    Chapter 16 Topology-Consistent Design for 3D Freeform Meshes with Harmonic Interpolation
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    Chapter 17 Implementation and Optimization Issues of the Triangular Patch-Based Terrain System
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    Chapter 18 Deforming Surface Simplification Based on Feature Preservation
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    Chapter 19 Procedural Modeling of Residential Zone Subject to Urban Planning Constraints
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    Chapter 20 Concept and Construction of an Interactive Folktale System
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    Chapter 21 Cultural Computing and the Self Concept: Towards Unconscious Metamorphosis
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    Chapter 22 A Role Casting Method Based on Emotions in a Story Generation System
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    Chapter 23 A Novel System for Interactive Live TV
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    Chapter 24 Using Narrative Cases to Author Interactive Story Content
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    Chapter 25 Multi-track Scratch Player on a Multi-touch Sensing Device
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    Chapter 26 PanoMOBI: Panoramic Mobile Entertainment System
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    Chapter 27 Application MDA in a Collaborative Modeling Environment
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    Chapter 28 Age Invaders: User Studies of Intergenerational Computer Entertainment
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    Chapter 29 Dynamic Texture Synthesis in the YUV Color-Space
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    Chapter 30 Video Affective Content Recognition Based on Genetic Algorithm Combined HMM
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    Chapter 31 Video Processing and Retrieval on Cell Processor Architecture
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    Chapter 32 A Hybrid Image Coding in Overdriving for Motion Blur Reduction in LCD
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    Chapter 33 See, Hear or Read the Film
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    Chapter 34 A Practical Framework for Virtual Viewing and Relighting
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    Chapter 35 Interactive Image Based Relighting with Physical Light Acquisition
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    Chapter 36 Real-Time Rendering of Daylight Sky Scene for Virtual Environment
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    Chapter 37 Robust Dense Depth Acquisition Using 2-D De Bruijn Structured Light
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    Chapter 38 Semiautomatic Rule Assist Architecture Modeling
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    Chapter 39 Online Expression Mapping for Performance-Driven Facial Animation
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    Chapter 40 Predicting Peer Offline Probability in BitTorrent Using Nonlinear Regression
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    Chapter 41 Game Design Guided by Visual Attention
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    Chapter 42 Dialogs Taking into Account Experience, Emotions and Personality
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    Chapter 43 Marching Bear: An Interface System Encouraging User’s Emotional Attachment and Providing an Immersive Experience
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    Chapter 44 Marble Market: Bimanual Interactive Game with a Body Shape Sensor
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    Chapter 45 Concept and Architecture of a Centaur Robot
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    Chapter 46 An Embedded System of Face Recognition Based on ARM and HMM
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    Chapter 47 Activity Recognition Using One Triaxial Accelerometer: A Neuro-fuzzy Classifier with Feature Reduction
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    Chapter 48 GFE – Graphical Finite State Machine Editor for Parallel Execution
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    Chapter 49 Media Me: Body and Personal Media Interaction
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    Chapter 50 Background Subtraction Using Running Gaussian Average and Frame Difference
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    Chapter 51 Playing and Cheating in Ambient Entertainment
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    Chapter 52 Selfish Search on Playing Shogi
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    Chapter 53 The Effects of Network Loads and Latency in Multiplayer Online Games
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    Chapter 54 Design for Debate in Robotics: Questioning Paradigms in a Techno-social Discourse
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    Chapter 55 Extracting Realistic Textures from Reference Spheres
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    Chapter 56 Application and Research on Affection Model Based on Bayesian Network
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    Chapter 57 A Survey on Projector-Based PC Clustered Distributed-Rendering Large Screen Displays and Techniques
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    Chapter 58 Automated Personal Authentication Using Both Palmprints
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    Chapter 59 A TV Commercial Monitoring System Using Audio Fingerprinting
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    Chapter 60 Player Immersion in the Computer Game Narrative
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    Chapter 61 Music Video Viewers’ Preference Evaluation Criteria and Their Characteristics
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    Chapter 62 Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior
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    Chapter 63 Codebook Design of Keyblock Based Image Retrieval
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    Chapter 64 Template Based Image Mosaics
Attention for Chapter 62: Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior
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Chapter title
Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior
Chapter number 62
Book title
Entertainment Computing – ICEC 2007
Published by
Springer, Berlin, Heidelberg, January 2007
DOI 10.1007/978-3-540-74873-1_62
Book ISBNs
978-3-54-074872-4, 978-3-54-074873-1
Authors

Penny Drennan, Dominique A. Keeffe, Drennan, Penny, Keeffe, Dominique A.

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 28 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Brazil 1 4%
Unknown 27 96%

Demographic breakdown

Readers by professional status Count As %
Student > Master 4 14%
Student > Bachelor 3 11%
Researcher 3 11%
Student > Ph. D. Student 3 11%
Student > Doctoral Student 2 7%
Other 3 11%
Unknown 10 36%
Readers by discipline Count As %
Business, Management and Accounting 4 14%
Computer Science 3 11%
Social Sciences 3 11%
Arts and Humanities 2 7%
Nursing and Health Professions 1 4%
Other 4 14%
Unknown 11 39%