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Entertainment Computing
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Editor(s):
Ryohei Nakatsu
,
Junichi Hoshino
Publication date
(Print):
2003
Publisher:
Springer US
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Related collections
Electronic Workshops in Computing (eWiC)
Author and book information
Book
ISBN (Print):
978-1-4757-5153-6
ISBN (Electronic):
978-0-387-35660-0
Publication date (Print):
2003
DOI:
10.1007/978-0-387-35660-0
SO-VID:
b4978fa7-a7b7-43aa-8c8c-47cc00890246
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Book chapters
pp. 3
Under the Influence: Using Natural Language in Interactive Storytelling
pp. 13
Interactivity and Non-Linearity: What do They Really Mean?
pp. 23
Multi-Goal Path-Finding for Autonomous Agents in Virtual Worlds
pp. 31
Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol
pp. 41
Complex Games and Palm Computers
pp. 49
Facilitating Learning in a Real Time Strategy Computer Game
pp. 57
A Toolkit for Developing Programs of Card Games Played on the Internet
pp. 73
Threat Stacks to Guide Pruning and Search Extensions in Shogi
pp. 81
The Evolution of Strong Othello Programs
pp. 91
Digital Storytelling with DINAH: Dynamic, Interactive, Narrative Authoring Heuristic
pp. 101
Real-Time Character Animation Using Puppet Metaphor
pp. 109
Fly through View Video Generation of Soccer Scene
pp. 117
Prototyping Mobile Game Applications
pp. 125
A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects
pp. 133
Kirifuki: Inhaling and Exhaling Interaction with Visual Objects
pp. 141
Virtual Horseback Archery
pp. 149
Creating Ubiquitous Interactive Games Using Everywhere Displays Projectors
pp. 157
Face Analysis and Synthesis for Interactive Entertainment
pp. 165
Human Body Tracking for Digital Actors
pp. 173
Computer Vision Based Recognition of Interactions between Human Body and Object
pp. 181
Real-Time Manipulation of Motion-Capture Data with Pattern Generator
pp. 191
Development of Autonomous Blimp Robot with Intelligent Control
pp. 199
LEGO Mindstorms Cheerleading Robots
pp. 207
Electronically Enhanced Board Games by Integrating Physical and Virtual Spaces
pp. 215
A Distributed Control System and Scripting Language for “Interactivity” in Live Performance
pp. 223
Recognition of Human Hand Gesture from a Monocular Image Sequence for Human-Machine Communication System
pp. 233
Development of MIDI Encoder “Auto-F” for Creating MIDI Controllable General Audio Contents
pp. 241
“Improvisession-II”: A Performing/Composing System for Improvisational Sessions with Networks
pp. 249
An Accommodating Piano Which Augments Intention of Inexperienced Players
pp. 257
Two-Step Input Method for Supporting Construction of MIDI Sequence Data
pp. 265
A Melody-Retrieval System on Parallelized Computers
pp. 273
SoundcompassTM
pp. 281
Statistical Phrase Extraction and Indexing for Music Retrieval
pp. 289
A Portable Electric Bass Using Two PDAS
pp. 297
Music Composition by Onomatopoeia
pp. 307
The Technoludic Film:Images of Video Games in Movies (1973–2001)
pp. 313
Determinantes for Collaboration in Networked Multi-User Games
pp. 323
Politics in Motion
pp. 331
Awareness Communications by Entertaining Toy Doll Agents
pp. 339
CGA Synthesizer Interpolating and Extrapolating Motion Data
pp. 347
Leaving Fantasy behind in Videogames
pp. 355
Responses in Light, Sound and Scent
pp. 363
The New Role of Gaming
pp. 371
The Inherent Appeal of Physically Controlled Peripherals
pp. 381
A New Economical Fluorescent Lamp Information Transmission System for Indoor Tracking with Applications for Indoor Games
pp. 389
Skill Training System of Manual Arc Welding
pp. 397
Interaction for Entertainment Contents Based on Direct Manipulation with Bare Hands
pp. 405
Authoring Mixed Reality — A Component and Framework-Based Approach
pp. 415
Playing Rubik’s Cube in Mixed Reality
pp. 423
Inside the Score
pp. 431
Magic Music Desk: A Multi-Modal Embodied Interactive Desk
pp. 439
Senses of Spaces through Transfiction
pp. 447
“Penguin Hockey”
pp. 455
Usability and Playability Issues for Arquake
pp. 463
Touch Space: An Embodied Computing Mixed Reality Game Space
pp. 471
Using Augmented Reality for Entertainment
pp. 479
Rapid Prototyping of Mixed Reality Applications That Entertain and Inform
pp. 487
An Authoring Toolkit for Mixed Reality Experiences
pp. 495
A Distributed MR Transporter for Networked Collaboration
pp. 503
3D Live Humans in Mixed Reality Entertainment
pp. 511
Immersive Environment Technologies for Planetary Exploration with Applications for Mixed Reality
pp. 519
Content Management in Mixed Reality Systems
pp. 527
Mixed Reality in Traffic Scenes
pp. E1
Erratum to: Entertainment Computing
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