Entertainment Computing - ICEC 2008: 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings

Author:   Scott M. Stevens ,  Shirley Saldamarco
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Edition:   2009 ed.
Volume:   5309
ISBN:  

9783540892212


Pages:   244
Publication Date:   24 November 2008
Format:   Paperback
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Our Price $237.47 Quantity:  
Add to Cart

Share |

Entertainment Computing - ICEC 2008: 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings


Add your own review!

Overview

The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year’s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today’s recreational diversions.

Full Product Details

Author:   Scott M. Stevens ,  Shirley Saldamarco
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Imprint:   Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Edition:   2009 ed.
Volume:   5309
Dimensions:   Width: 15.50cm , Height: 1.30cm , Length: 23.50cm
Weight:   0.454kg
ISBN:  

9783540892212


ISBN 10:   3540892214
Pages:   244
Publication Date:   24 November 2008
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games.- How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games.- When Items Become Victims: Brand Memory in Violent and Nonviolent Games.- Immersion, the Greatest Hook.- Newsgames: Theory and Design.- Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games.- A Surround Display Warp-Mesh Utility to Enhance Player Engagement.- Development and Evaluation of a Centaur Robot.- Analysis of Japanese Folktales for the Purpose of Story Generation.- Strategic Path Planning on the Basis of Risk vs. Time.- Fear Inducer: A Mixed Reality Audio Experience.- Game Bot Detection Based on Avatar Trajectory.- Achievement of Carrying Objects by Small-Sized Humanoid Robot.- Interactive Multimedia Contents in the IllusionHole.- Creating an Emotionally Adaptive Game.- Robust Interactive Storytelling Framework for Automatic TV Content/Story Production.- Designing Toys That Come Alive: Curious Robots for Creative Play.- Musical B-boying: A Wearable Musical Instrument by Dancing.- Hybrid Visual Tracking for Augmented Books.- Towards Emotional Characters in Computer Games.- Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling.- Frame Selection for Automatic Comic Generation from Game Log.- Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3.- Experiences Employing Novice Wizard Operators in a Gallery Setting.- Fast Rendering of Large Crowds Using GPU.- Physiological Player Sensing: New Interaction Devices for Video Games.- Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem.- Posters.- Dome Displays for Educational Games and Activities in the Museum and on the Road.- Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment.- BCI for Games: A ‘State of the Art’ Survey.- In-Depth Observation of Video Gamers.- BioMedia for Entertainment.

Reviews

Author Information

Tab Content 6

Author Website:  

Customer Reviews

Recent Reviews

No review item found!

Add your own review!

Countries Available

All regions
Latest Reading Guide

MRG2025CC

 

Shopping Cart
Your cart is empty
Shopping cart
Mailing List