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Intelligent Technologies for Interactive Entertainment

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Cover of 'Intelligent Technologies for Interactive Entertainment'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 User Interface for Browsing Geotagged Data – Design and Evaluation
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    Chapter 2 Towards Multimodal, Multi-party, and Social Brain-Computer Interfacing
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    Chapter 3 Brain-Computer Interfaces: Proposal of a Paradigm to Increase Output Commands
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    Chapter 4 Steady State Visual Evoked Potential Based Computer Gaming – The Maze
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    Chapter 5 Single Value Devices
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    Chapter 6 A Kinect-Based Natural Interface for Quadrotor Control
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    Chapter 7 Intelligent Technologies for Interactive Entertainment
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    Chapter 8 User-Centered Evaluation of the Virtual Binocular Interface
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    Chapter 9 Does Movement Recognition Precision Affect the Player Experience in Exertion Games?
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    Chapter 10 Elckerlyc in Practice – On the Integration of a BML Realizer in Real Applications
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    Chapter 11 Evaluation of the Mobile Orchestra Explorer Paradigm
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    Chapter 12 As Wave Impels a Wave Active Experience of Cultural Heritage and Artistic Content
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    Chapter 13 An Intelligent Instructional Tool for Puppeteering in Virtual Shadow Puppet Play
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    Chapter 14 A Tabletop Board Game Interface for Multi-user Interaction with a Storytelling System
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    Chapter 15 Design of an Interactive Playground Based on Traditional Children’s Play
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    Chapter 16 Designing a Museum Multi-touch Table for Children
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    Chapter 17 Automatic Recognition of Affective Body Movement in a Video Game Scenario
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    Chapter 18 Towards Mimicry Recognition during Human Interactions: Automatic Feature Selection and Representation
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    Chapter 19 A Playable Evolutionary Interface for Performance and Social Engagement
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    Chapter 20 Social Interaction in a Cooperative Brain-Computer Interface Game
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    Chapter 21 LUCIA: An Open Source 3D Expressive Avatar for Multimodal h.m.i.
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    Chapter 22 The AnimaTricks System: Animating Intelligent Agents from High-Level Goal Declarations
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    Chapter 23 A Framework for Designing 3D Virtual Environments
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    Chapter 24 The Mobile Orchestra Explorer
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    Chapter 25 Realtime Expressive Movement Detection Using the EyesWeb XMI Platform
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    Chapter 26 i-Theatre: Tangible Interactive Storytelling
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    Chapter 27 An Invisible Line: Remote Communication Using Expressive Behavior
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    Chapter 28 Teaching by Means of a Technologically Augmented Environment: The Stanza Logo-Motoria
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    Chapter 29 INSIDE: Intuitive Sonic Interaction Design for Education and Entertainment
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    Chapter 30 My Presenting Avatar
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    Chapter 31 Interacting with Emotional Virtual Agents
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    Chapter 32 Traditional Shadow Puppet Play – The Virtual Way
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    Chapter 33 The Attentive Machine: Be Different!
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    Chapter 34 Towards a Dynamic Approach to the Study of Emotions Expressed by Music
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    Chapter 35 Mutual Engagement in Social Music Making
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    Chapter 36 Measuring Ensemble Synchrony through Violin Performance Parameters: A Preliminary Progress Report
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    Chapter 37 Communication in Orchestra Playing as Measured with Granger Causality
Attention for Chapter 26: i-Theatre: Tangible Interactive Storytelling
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Chapter title
i-Theatre: Tangible Interactive Storytelling
Chapter number 26
Book title
Intelligent Technologies for Interactive Entertainment
Published by
Springer, Berlin, Heidelberg, May 2011
DOI 10.1007/978-3-642-30214-5_26
Book ISBNs
978-3-64-230213-8, 978-3-64-230214-5
Authors

Jesús Muñoz, Michele Marchesoni, Cristina Costa, Muñoz, Jesús, Marchesoni, Michele, Costa, Cristina

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 17 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Italy 1 6%
Unknown 16 94%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 18%
Student > Bachelor 3 18%
Researcher 2 12%
Student > Master 2 12%
Lecturer > Senior Lecturer 1 6%
Other 1 6%
Unknown 5 29%
Readers by discipline Count As %
Computer Science 7 41%
Design 2 12%
Engineering 2 12%
Arts and Humanities 1 6%
Unknown 5 29%