Entertainment Computing - ICEC 2008 (eBook, PDF)
7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings
Redaktion: Stevens, Scott M.; Saldamarco, Shirley
40,95 €
40,95 €
inkl. MwSt.
Sofort per Download lieferbar
20 °P sammeln
40,95 €
Als Download kaufen
40,95 €
inkl. MwSt.
Sofort per Download lieferbar
20 °P sammeln
Jetzt verschenken
Alle Infos zum eBook verschenken
40,95 €
inkl. MwSt.
Sofort per Download lieferbar
Alle Infos zum eBook verschenken
20 °P sammeln
Entertainment Computing - ICEC 2008 (eBook, PDF)
7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings
Redaktion: Stevens, Scott M.; Saldamarco, Shirley
- Format: PDF
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung

Bitte loggen Sie sich zunächst in Ihr Kundenkonto ein oder registrieren Sie sich bei
bücher.de, um das eBook-Abo tolino select nutzen zu können.
Hier können Sie sich einloggen
Hier können Sie sich einloggen
Sie sind bereits eingeloggt. Klicken Sie auf 2. tolino select Abo, um fortzufahren.

Bitte loggen Sie sich zunächst in Ihr Kundenkonto ein oder registrieren Sie sich bei bücher.de, um das eBook-Abo tolino select nutzen zu können.
This book constitutes the thoroughly refereed post-conference proceedings of the 7th International Conference on Entertainment Computing, ICEC 2008, held in Pittsburgh, PA, USA, in September 2008, under the auspices of IFIP.
The 26 revised full papers and 5 poster papers presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers cover entertainment experiences from robots to television, music to audio enhancing emotion, and dancing to poetry, as well as traditional game development.
- Geräte: PC
- ohne Kopierschutz
- eBook Hilfe
- Größe: 54.6MB
Andere Kunden interessierten sich auch für
- Entertainment Computing -- ICEC 2009 (eBook, PDF)40,95 €
- Technologies for E-Learning and Digital Entertainment (eBook, PDF)73,95 €
- Entertainment Computing - ICEC 2006 (eBook, PDF)40,95 €
- Intelligent Technologies for Interactive Entertainment (eBook, PDF)40,95 €
- Technologies for E-Learning and Digital Entertainment (eBook, PDF)105,95 €
- Technologies for E-Learning and Digital Entertainment (eBook, PDF)73,95 €
- Transactions on Edutainment III (eBook, PDF)40,95 €
-
-
-
This book constitutes the thoroughly refereed post-conference proceedings of the 7th International Conference on Entertainment Computing, ICEC 2008, held in Pittsburgh, PA, USA, in September 2008, under the auspices of IFIP.
The 26 revised full papers and 5 poster papers presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers cover entertainment experiences from robots to television, music to audio enhancing emotion, and dancing to poetry, as well as traditional game development.
The 26 revised full papers and 5 poster papers presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers cover entertainment experiences from robots to television, music to audio enhancing emotion, and dancing to poetry, as well as traditional game development.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Springer Berlin Heidelberg
- Seitenzahl: 244
- Erscheinungstermin: 1. November 2008
- Englisch
- ISBN-13: 9783540892229
- Artikelnr.: 44218989
- Verlag: Springer Berlin Heidelberg
- Seitenzahl: 244
- Erscheinungstermin: 1. November 2008
- Englisch
- ISBN-13: 9783540892229
- Artikelnr.: 44218989
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
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.
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.