New Frontiers for Entertainment Computing: IFIP 20th World Computer Congress, First IFIP Entertainment Computing Symposium (ECS 2008), September 7-10, 2008, Milano, Italy

Author:   Paolo Ciancarini ,  Ryohei Nakatsu ,  Matthias Rauterberg ,  Marco Roccetti
Publisher:   Springer-Verlag New York Inc.
Edition:   2008 ed.
Volume:   279
ISBN:  

9780387097008


Pages:   138
Publication Date:   17 July 2008
Format:   Hardback
Availability:   In Print   Availability explained
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New Frontiers for Entertainment Computing: IFIP 20th World Computer Congress, First IFIP Entertainment Computing Symposium (ECS 2008), September 7-10, 2008, Milano, Italy


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Overview

This book constitutes the refereed proceedings of the 1st IFIP Entertainment Computing Symposium held in Milan, Italy on September 7-10, 2008. The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of refereed international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.

Full Product Details

Author:   Paolo Ciancarini ,  Ryohei Nakatsu ,  Matthias Rauterberg ,  Marco Roccetti
Publisher:   Springer-Verlag New York Inc.
Imprint:   Springer-Verlag New York Inc.
Edition:   2008 ed.
Volume:   279
Dimensions:   Width: 15.50cm , Height: 0.90cm , Length: 23.50cm
Weight:   0.870kg
ISBN:  

9780387097008


ISBN 10:   0387097007
Pages:   138
Publication Date:   17 July 2008
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
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

Enhancing Artificial Intelligence in Games by Learning the Opponent’s Playing Style.- Using Game Engines for Visualization in Scientific Applications.- An Interactive Visual Canon Platform.- Physical Emotion Induction and Its Use in Entertainment: Lessons Learned.- Networked Virtual Marionette Theater.- Entertainment Computing in the Orbit.- A Collaborative Science Learning Game Environment for Informal Science Education:DinoQuest Online.- Construction and Evaluation of a Robot Dance System.- Context-aware fun and games with Bluetooth.- Comic Layout for Automatic Comic Generation from Game Log.- Computing Inspiration: i.plot.- Analysis and Generation of Japanese Folktales Based on Vladimir Propp’s Methodology.

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