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Entertainment Computing – ICEC 2007 [electronic resource] : 6th International Conference, Shanghai, China, September 15-17, 2007. Proceedings / edited by Lizhuang Ma, Matthias Rauterberg, Ryohei Nakatsu.

By: Contributor(s): Material type: TextTextSeries: Lecture Notes in Computer Science ; 4740Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg, 2007Description: XXX, 480 p. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783540748731
Subject(s): Additional physical formats: Printed edition:: No titleDDC classification:
  • 005.437 23
  • 4.019 23
LOC classification:
  • QA76.9.U83
  • QA76.9.H85
Online resources:
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.
In: Springer eBooksSummary: Welcome to the proceedings of ICEC 2007 ItisourhonortoeditthisvolumeofLNCSreportingtherecentprogressinent- tainment computing. We are pleased with the solid work of all the authors who contributed to ICEC 2007. ICEC 2007attracted 99 technical papers. Basedon a thoroughreviewandselectionprocessby87internationalexpertsfromacademia and industry as members of the Program Committee, a high-quality program was compiled. The International Program Committee consisted of experts from all over the world: 6 from the UK, 3 from Singapore, 1 from Lebanon, 30 from China,2fromTheNetherlands,9fromJapan,6fromGermany,1formGreece,3 from Canada, 11 from the USA, 3 from Korea, 2 from Austria, 1 from Hungary, 1 from Spain, 1 from Portugal, 2 from Italy, 2 from France, 1 from Switzerland, 1 from Sweden, and 1 from Finland. The ?nal decision was made by review and conferenceChairsbasedonatleastthree reviewers’feedback availableonline via the conference management tool and E-mail. As a result, 25 full papers and 23 regular papers were accepted as submitted or with minor revisions. For the - maining submissions, 16 were recommended to change according to the reviews and were submitted as posters. In all the papers, ?ve were published in the - ternational Journal of Virtual Reality, three were recommended to the Journal of Computer Animation and Virtual Worlds, and six were recommended to the Journal of Computer Science and Technology. This proceedings volume presents 64 technical contributions which are from many di?erent countries: Singapore, China, Japan, Korea, The Netherlands, Czech Republic, Spain, USA, Germany, France, Australia, Canada, etc.
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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.

Welcome to the proceedings of ICEC 2007 ItisourhonortoeditthisvolumeofLNCSreportingtherecentprogressinent- tainment computing. We are pleased with the solid work of all the authors who contributed to ICEC 2007. ICEC 2007attracted 99 technical papers. Basedon a thoroughreviewandselectionprocessby87internationalexpertsfromacademia and industry as members of the Program Committee, a high-quality program was compiled. The International Program Committee consisted of experts from all over the world: 6 from the UK, 3 from Singapore, 1 from Lebanon, 30 from China,2fromTheNetherlands,9fromJapan,6fromGermany,1formGreece,3 from Canada, 11 from the USA, 3 from Korea, 2 from Austria, 1 from Hungary, 1 from Spain, 1 from Portugal, 2 from Italy, 2 from France, 1 from Switzerland, 1 from Sweden, and 1 from Finland. The ?nal decision was made by review and conferenceChairsbasedonatleastthree reviewers’feedback availableonline via the conference management tool and E-mail. As a result, 25 full papers and 23 regular papers were accepted as submitted or with minor revisions. For the - maining submissions, 16 were recommended to change according to the reviews and were submitted as posters. In all the papers, ?ve were published in the - ternational Journal of Virtual Reality, three were recommended to the Journal of Computer Animation and Virtual Worlds, and six were recommended to the Journal of Computer Science and Technology. This proceedings volume presents 64 technical contributions which are from many di?erent countries: Singapore, China, Japan, Korea, The Netherlands, Czech Republic, Spain, USA, Germany, France, Australia, Canada, etc.

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