Entertainment Computing - ICEC 2007: 6th International Conference, Shanghai, China, September 15-17, 2007, Proceedings: 6th Internationa by Lizhuang MaEntertainment Computing - ICEC 2007: 6th International Conference, Shanghai, China, September 15-17, 2007, Proceedings: 6th Internationa by Lizhuang Ma

Entertainment Computing - ICEC 2007: 6th International Conference, Shanghai, China, September 15-17…

byLizhuang MaEditorMatthias Rauterberg, Ryohei Nakatsu

Paperback | August 28, 2007

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This book constitutes the refereed proceedings of the 6th International Conference on Entertainment Computing, ICEC 2007. The papers are organized in topical sections on augmented, virtual and mixed reality, computer games, image processing, mesh and modeling, digital storytelling and interactive systems, sound, music and creative environments, video processing, rendering, computer animation and networks, game based interfaces, as well as robots and cyber pets.

Title:Entertainment Computing - ICEC 2007: 6th International Conference, Shanghai, China, September 15-17…Format:PaperbackDimensions:482 pages, 23.5 × 15.5 × 0.01 inPublished:August 28, 2007Publisher:Springer-Verlag/Sci-Tech/TradeLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:3540748725

ISBN - 13:9783540748724

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Table of Contents

Session 1: Augmented, Virtual and Mixed Reality.- A Training Oriented Driving Simulator.- Ghost Hunter: A Handheld Augmented Reality Game System with Dynamic Environment.- Tea Table Mediator: A Multimodal Ambient Display on the Table Exploiting Five Senses Convergence.- Measuring Game-Play Performance and Perceived Immersion in a Domed Planetarium Projection Environment.- Computer Game for Small Pets and Humans.- Session 2: Computer Games.- Identification with the Player Character as Determinant of Video Game Enjoyment.- Pass the Ball: Game-Based Learning of Software Design.- Comparison of AI Techniques for Fighting Action Games - Genetic Algorithms/Neural Networks/Evolutionary Neural Networks.- Theory to Practice: Generalized Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering in 3D Computer Games.- Kansei Games: Entertaining Emotions.- Session 3: Image Processing.- An Algorithm for Seamless Image Stitching and Its Application.- A New Algorithm for Trademark Image Retrieval Based on Sub-block of Polar Coordinates.- Image Composition with Blurring Effect from Depth of Field.- Temporal Color Morphing.- Session 4: Mesh and Modeling.- A New Progressive Mesh with Adaptive Subdivision for LOD Models.- Topology-Consistent Design for 3D Freeform Meshes with Harmonic Interpolation.- Implementation and Optimization Issues of the Triangular Patch-Based Terrain System.- Deforming Surface Simplification Based on Feature Preservation.- Procedural Modeling of Residential Zone Subject to Urban Planning Constraints.- Session 5: Digital Storytelling and Interactive Systems.- Concept and Construction of an Interactive Folktale System.- Cultural Computing and the Self Concept: Towards Unconscious Metamorphosis.- A Role Casting Method Based on Emotions in a Story Generation System.- A Novel System for Interactive Live TV.- Using Narrative Cases to Author Interactive Story Content.- Session 6: Sound, Music and Creative Environments.- Multi-track Scratch Player on a Multi-touch Sensing Device.- PanoMOBI: Panoramic Mobile Entertainment System.- Application MDA in a Collaborative Modeling Environment.- Age Invaders: User Studies of Intergenerational Computer Entertainment.- Session 7: Video Processing.- Dynamic Texture Synthesis in the YUV Color-Space.- Video Affective Content Recognition Based on Genetic Algorithm Combined HMM.- Video Processing and Retrieval on Cell Processor Architecture.- A Hybrid Image Coding in Overdriving for Motion Blur Reduction in LCD.- See, Hear or Read the Film.- Session 8: Rendering.- A Practical Framework for Virtual Viewing and Relighting.- Interactive Image Based Relighting with Physical Light Acquisition.- Real-Time Rendering of Daylight Sky Scene for Virtual Environment.- Robust Dense Depth Acquisition Using 2-D De Bruijn Structured Light.- Session 9: Computer Animation and Networks.- Semiautomatic Rule Assist Architecture Modeling.- Online Expression Mapping for Performance-Driven Facial Animation.- Predicting Peer Offline Probability in BitTorrent Using Nonlinear Regression.- Session 10: Game Based Interfaces.- Game Design Guided by Visual Attention.- Dialogs Taking into Account Experience, Emotions and Personality.- Marching Bear: An Interface System Encouraging User's Emotional Attachment and Providing an Immersive Experience.- Marble Market: Bimanual Interactive Game with a Body Shape Sensor.- Session 11: Robots and Cyber Pets.- Concept and Architecture of a Centaur Robot.- An Embedded System of Face Recognition Based on ARM and HMM.- Activity Recognition Using One Triaxial Accelerometer: A Neuro-fuzzy Classifier with Feature Reduction.- GFE - Graphical Finite State Machine Editor for Parallel Execution.- Posters.- Media Me: Body and Personal Media Interaction.- Background Subtraction Using Running Gaussian Average and Frame Difference.- Playing and Cheating in Ambient Entertainment.- Selfish Search on Playing Shogi.- The Effects of Network Loads and Latency in Multiplayer Online Games.- Design for Debate in Robotics: Questioning Paradigms in a Techno-social Discourse.- Extracting Realistic Textures from Reference Spheres.- Application and Research on Affection Model Based on Bayesian Network.- A Survey on Projector-Based PC Clustered Distributed-Rendering Large Screen Displays and Techniques.- Automated Personal Authentication Using Both Palmprints.- A TV Commercial Monitoring System Using Audio Fingerprinting.- Player Immersion in the Computer Game Narrative.- Music Video Viewers' Preference Evaluation Criteria and Their Characteristics.- Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior.- Codebook Design of Keyblock Based Image Retrieval.- Template Based Image Mosaics.