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Entertainment Computing Ryohei Nakatsu

Entertainment Computing By Ryohei Nakatsu

Entertainment Computing by Ryohei Nakatsu


Summary

Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications.

Entertainment Computing Summary

Entertainment Computing: Technologies and Application by Ryohei Nakatsu

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

Table of Contents

Preface. Proceedings Editors. Supporting Organizations. Committees. 1. Invited Talks. Under The Influence: Using Natural Language In Interactive Storytelling; M. Cavazza, F. Charles, S.J. Mead. Interactivity And Non-Linearity: What Do They Really Mean? D. Marinelli. 2. Computers and Games. Multi-Goal Path-Finding For Autonomous Agents In Virtual Worlds; P. Codognet. Multiplayer Game Cheating Prevention With Pipelined Lockstep Protocol; Ho Lee, E. Kozlowski, S. Lenker, S. Jamin. Complex Games And Palm Computers; P. Spronck, J. van den Herik. Facilitating Learning In A Real Time Strategy Computer Game; P. Sweetser, S. Dennis. A Toolkit For Developing Programs Of Card Game Played On The Internet; M. Koide, Jingde Cheng. A Metric For Entertainment Of Boardgames: Its Implication For Evolution Of Chess Variants; H. Iida, N. Takeshita, J. Yoshimura. Threat Stacks To Guide Pruning And Search Extensions In Shogi; R. Grimbergen. The Evolution Of Strong Othello Programs; M. Buro. 3. Home/Arcade Games and Interactive Movies. Digital Storytelling With Dinah: Dynamic, Interactive, Narrative Authoring Heuristic; D. Ventura, D. Brogan. Real-Time Character Animation Using Puppet Metaphor; Y. Okada. Fly Through View Video Generation Of Soccer Scene; N. Inamoto, H. Saito. Prototyping Mobile Game Applications; J. Sanneblad, L. Erik-Holmquist. A Method For Real-Time Rendering Of Water Droplets Taking Into Account Interactive Depth Of Field Effects; T. Sato, Y. Dobashi, T. Yamamoto. Kirifuki: Inhaling And Exhaling Interaction With Visual Objects; S. Iga, F. Higuchi. Virtual Horseback Archery-Kibakiba Mushamusha; M. Imura, J. Kozuka, K. Minami, Y. Tabata, T. Shizui, K. Chihara. Creating Ubiquitous Interactive Games Using Everywhere Display Projectors; C. Pinhanez. Face Analysis And Synthesis For Interactive Entertainment; S. Iwasawa, T. Yotsukura, S. Morishima. Human Body Tracking For Digital Actors; A. Nakano, J. Hoshino. Computer Vision Based Recognition Of Interactions Between Human And Objects; M. Kobana, J. Ohya. Real-Time Manipulation Of Motion-Capture Data With Pattern Generator; S. Kuriyama, Y. Irino, T. Kaneko. 4. Entertainment Robots and Physical Systems. Development Of Autonomous Blimp Robot With Intelligent Control; K. Motoyama, H. Kawamura, M. Yamamoto, A. Ohuchi. Lego Mindstorms Cheerleading Robots; N. Matsunami, K. Tanaka-Ishii, I. Frank, H. Matsubara. Electronically Enhanced Board Games By Integrating Physical And Virtual Spaces; F. Kusunoki, M. Sugimoto, H. Hashizume. A Distributed Control System And Scripting Language For 'Interactivity' In Live Performance; E. Mendelowitz, J. Burke. Recognition Of Human Hand Gesture From A Monocular Image Sequence For Human-Machine Communication System; S. Odo, K. Hoshino. 5. Music Informatics. Development Of Midi Encoder 'Auto-F' For Creating Midi Controllable General Audio Contents; T. Modegi. 'Improvisession-II' - A Performing/Composing System For Improvisational Sessions With Networks; Y. Nagashima. An Accommodating Piano Which Augments Intention Of Inexperienced Players; A. Yatsui, H. Katayose. Two-Step Input Method For Supporting Construction Of Midi Sequence Data; C. Oshima, Y. Miyagawa, K. Nishimoto, T. Shirosaki. A Melody Retrieval System On Parallelized Computers; T. Sonoda,T. Ikenaga, K. Shimizu, Y. Muraoka. Sound Compass (TM) - A Fast Query-By-Humming System Using Multi-Dimensional Feature Vectors; H.

Additional information

NLS9781475751536
9781475751536
1475751532
Entertainment Computing: Technologies and Application by Ryohei Nakatsu
New
Paperback
Springer-Verlag New York Inc.
2013-03-05
536
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
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