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Entertainment Computing Technologies and Applications

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ISBN-10: 1402073607

ISBN-13: 9781402073601

Edition: 2003

Authors: Ryohei Nakatsu, Junichi Hoshino

List price: $157.00
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With the advancement of computers and networks, new types of entertainment have emerged such as video games, entertainment robots, and network games. This volume brings together researchers, developers, and practitioners working in the area of entertainment computing, and covers a wide range of issues, from theoretical to hardware/software, systems, human interfaces, and applications.Entertainment Computing presents the latest research and developments in: *Computers and Games: Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications; *Home/Arcade Games and Interactive Movies: Video game computer technologies,…    
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Book details

List price: $157.00
Copyright year: 2003
Publisher: Springer
Publication date: 2/28/2003
Binding: Hardcover
Pages: 534
Size: 6.25" wide x 9.25" long x 1.00" tall
Weight: 1.694
Language: English

Proceedings Editors
Supporting Organizations
Invited Talks
Under the Influence: Using Natural Language in Interactive Storytelling
Interactivity and Non-Linearity: What do They Really Mean?
Computers & Games
Multi-Goal Path-Finding for Autonomous Agents in Virtual Worlds
Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol
Complex Games and Palm Computers
Facilitating Learning in a Real Time Strategy Computer Game
A Toolkit for Developing Programs of Card Game Played on the Internet
A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants
Threat Stacks to Guide Pruning and Search Extensions in Shogi
The Evolution of Strong Othello Programs
Home/Arcade Games and Interactive Movies
Digital Storytelling with Dinah: Dynamic, Interactive, Narrative Authoring Heuristic
Real-Time Character Animation Using Puppet Metaphor
Fly Through View Video Generation of Soccer Scene
Prototyping Mobile Game Applications
A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects
Kirifuki: Inhaling and Exhaling Interaction with Visual Objects
Virtual Horseback Archery-Kibakiba Mushamusha
Creating Ubiquitous Interactive Games Using Everywhere Display Projectors
Face Analysis and Synthesis for Interactive Entertainment
Human Body Tracking for Digital Actors
Computer Vision Based Recognition of Interactions Between Human and Objects
Real-Time Manipulation of Motion-Capture Data with Pattern Generator
Entertainment Robots & Physical Systems
Development of Autonomous Blimp Robot with Intelligent Control
Lego Mindstorms Cheerleading Robots
Electronically Enhanced Board Games by Integrating Physical and Virtual Spaces
A Distributed Control System and Scripting Language for "Interactivity" in Live Performance
Recognition of Human Hand Gesture from a Monocular Image Sequence for Human-Machine Communication System
Music Informatics
Development of Midi Encoder "Auto-F" for Creating Midi Controllable General Audio Contents
"Improvisession-II" - a Performing/Composing System for Improvisational Sessions with Networks
An Accommodating Piano Which Augments Intention of Inexperienced Players
Two-Step Input Method for Supporting Construction of Midi Sequence Data
A Melody Retrieval System on Parallelized Computers
Sound Compass - a Fast Query-by-Humming System Using Multi-Dimensional Feature Vectors
Statistical Phrase Extraction and Indexing for Music Retrieval
A Portable Electronic Bass Using Two Pdas
Music Composition by Onomatopoeia
Sociology and Psychology of Entertainment
The Technoludic Film: Images of Video Games in Movies (1973-2001)
Determinantes for Collaboration in Networked Multi-User Games
Politics in Motion -Some Reflections on Political Bias in Simulation Gaming
Awareness Communications by Entertaining Toy Doll Agents
CGA Synthesizer Interpolating and Extrapolating Motion Data
Leaving Fantasy Behind in Videogames: The Limits of the Narrative Paradigm
Responses in Light, Sound and Scent: A Therapeutic Interactive Yoga System
The New Role of Gaming--How Games Move Outside Entertainment
The Inherent Appeal of Physically Controlled Peripherals
Virtual Reality Technologies for Entertainment
A New Economical Fluorescent Lamp Information Transmission System for Indoor Tracking with Applications for Indoor Games
Skill Training System of Manual Arc Welding
Interaction for Entertainment Contents Based on Direct Manipulation with Bare Hands
Authoring Mixed Reality--A Component and Framework-Based Approach
Playing Rubik's Cube in Mixed Reality
Inside the Score: Music and Augmented Reality
Magic Music Desk: A Multi-Modal Embodied Interactive Desk
Senses of Spaces Through Transfiction
Penguin Hockey: A Virtual Reality Game System for Children
Usability and Playability Issues for Arquake
Touch Space: An Embodied Computing Mixed Reality Game Space
Using Augmented Reality for Entertainment
Rapid Prototyping of Mixed Reality Applications that Entertain and Inform
An Authoring Toolkit for Mixed Reality Experiences
A Distributed Mr Transporter for Networked Collaboration
3D Live Humans in Mixed Reality Entertainment
Immersive Environment Technologies for Planetary Exploration with Applications for Mixed Reality
Content Management in Mixed Reality Systems Considerations from an Applied Science Perspective
Mixed Reality in Traffic Scenes