Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - neues Buch
2010, ISBN: 9783642153990
The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea.After Pittsburgh (2008) and Paris (2009), the event returned to Asia.The … Mehr…
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Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - neues Buch
2010, ISBN: 9783642153990
The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea.After Pittsburgh (2008) and Paris (2009), the event returned to Asia.The … Mehr…
hive.co.uk No. 9783642153990. Versandkosten:Instock, Despatched same working day before 3pm, zzgl. Versandkosten. Details... |
2010, ISBN: 9783642153990
9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings, eBooks, eBook Download (PDF), [PU: Springer Berlin Heidelberg], Springer Berlin Heidelberg, 2010
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2010, ISBN: 9783642153990
9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings, eBook Download (PDF), eBooks, [PU: Springer Berlin Heidelberg]
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Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - neues Buch
2010, ISBN: 9783642153990
; PDF; Art & Photography > Theatre studies, Springer Berlin Heidelberg
hive.co.uk No. 9783642153990. Versandkosten:Instock, Despatched same working day before 3pm, zzgl. Versandkosten. Details... |
Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - neues Buch
2010, ISBN: 9783642153990
The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea.After Pittsburgh (2008) and Paris (2009), the event returned to Asia.The … Mehr…
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Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - neues Buch2010, ISBN: 9783642153990
The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea.After Pittsburgh (2008) and Paris (2009), the event returned to Asia.The … Mehr…
2010
ISBN: 9783642153990
9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings, eBooks, eBook Download (PDF), [PU: Springer Berlin Heidelberg], Springer Berlin Heidelberg, 2010
2010, ISBN: 9783642153990
9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings, eBook Download (PDF), eBooks, [PU: Springer Berlin Heidelberg]
Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - neues Buch
2010, ISBN: 9783642153990
; PDF; Art & Photography > Theatre studies, Springer Berlin Heidelberg
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Detailangaben zum Buch - Entertainment Computing - ICEC 2010
EAN (ISBN-13): 9783642153990
Erscheinungsjahr: 2010
Herausgeber: Springer Berlin Heidelberg
Buch in der Datenbank seit 2017-01-18T16:51:08+01:00 (Vienna)
Detailseite zuletzt geändert am 2023-10-18T12:06:11+02:00 (Vienna)
ISBN/EAN: 9783642153990
ISBN - alternative Schreibweisen:
978-3-642-15399-0
Alternative Schreibweisen und verwandte Suchbegriffe:
Autor des Buches: jung, rainer höß, hoshin
Titel des Buches: seoul
Daten vom Verlag:
Autor/in: Hyun Seung Yang; Rainer Malaka; Junichi Hoshino; Jung Hyun Han
Titel: Lecture Notes in Computer Science; Information Systems and Applications, incl. Internet/Web, and HCI; Entertainment Computing - ICEC 2010 - 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings
Verlag: Springer; Springer Berlin
521 Seiten
Erscheinungsjahr: 2010-08-26
Berlin; Heidelberg; DE
Sprache: Englisch
96,29 € (DE)
99,00 € (AT)
118,00 CHF (CH)
Available
XVII, 521 p. 303 illus.
EA; E107; eBook; Nonbooks, PBS / Informatik, EDV/Betriebssysteme, Benutzeroberflächen; Mensch-Computer-Interaktion; Verstehen; Animation; Emotion; Frames; agents; augmentated books; cognition; collaboration; game play; gesture recognition; haptic interfaces; modeling; music therapy; neural network; speech recognition; user interfaces; C; User Interfaces and Human Computer Interaction; Performing Arts; Computer Graphics; Computer Communication Networks; Image Processing and Computer Vision; Computer Imaging, Vision, Pattern Recognition and Graphics; User Interfaces and Human Computer Interaction; Theatre and Performance Arts; Computer Graphics; Computer Communication Networks; Computer Vision; Computer Imaging, Vision, Pattern Recognition and Graphics; Computer Science; Darstellende Künste; Grafikprogrammierung; Netzwerk-Hardware; Maschinelles Sehen, Bildverstehen; Bildverarbeitung; BC
Long Papers.- Baby Robot “YOTARO”.- A Card Playing Humanoid for Understanding Socio-emotional Interaction.- DreamThrower: Creating, Throwing and Catching Dreams for Collaborative Dream Sharing.- Everyone Can Do Magic: An Interactive Game with Speech and Gesture Recognition.- Onomatopen: Painting Using Onomatopoeia.- Helping Hands: Designing Video Games with Interpersonal Touch Interaction.- Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience.- The MINWii Project: Renarcissization of Patients Suffering from Alzheimer’s Disease Through Video Game-Based Music Therapy.- Virtual Team Performance Depends on Distributed Leadership.- Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions.- Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks.- Multiple Page Recognition and Tracking for Augmented Books.- Online Scene Modeling for Interactive AR Applications.- Unnecessary Image Pair Detection for a Large Scale Reconstruction.- Online Gaming Traffic Generator for Reproducing Gamer Behavior.- Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression.- Logos, Pathos, and Entertainment.- The Video Cube Puzzle: On Investigating Temporal Coordination.- Emotions: The Voice of the Unconscious.- Short Papers.- Analyzing the Parameters of Prey-Predator Models for Simulation Games.- Analyzing Computer Game Narratives.- Cultural Computing – How Can Technology Contribute the Spiritual Aspect of Our Communication?.- System and Context – On a Discernable Source of Emergent Game Play and the Process-Oriented Method.- Re-envisioning the Museum Experience: Combining New Technology with Social-Networking.- Interactive Environments: A Multi-disciplinary Approach towards Developing Real-Time Performative Spaces.- Explorations in Player Motivations: Virtual Agents.- Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360.- Virtual Blowgun System for Breathing Movement Exercise.- Development of a Virtual Electric Wheelchair – Simulation and Assessment of Physical Fidelity Using the Unreal Engine 3.- Event-Based Data Collection Engine for Serious Games.- Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game.- Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights.- An Extraction Method of Lip Movement Images from Successive Image Frames in the Speech Activity Extraction Process.- Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log.- A Framework for Constructing Entertainment Contents Using Flash and Wearable Sensors.- Research on Eclipse Based Media Art Authoring Tool for the Media Artist.- BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters.- Choshi Design System from 2D Images.- Player’s Model: Criteria for a Gameplay Profile Measure.- A Laban-Based Approach to Emotional Motion Rendering for Human-Robot Interaction.- A Biofeedback Game with Physical Actions.- Dial-Based Game Interface with Multi-modal Feedback.- Tangible Interactive Art Using Marker Tracking in Front Projection Environment: The Face Cube.- Entertaining Education: User Friendly Cutting Interface for Digital Textbooks.- Posters.- Affective Interacting Art.- Flexible Harmonic Temporal Structure for Modeling Musical Instrument.- Towards a Service-Oriented Architecture for Interactive Ubiquitous Entertainment Systems.- Narrative Entertainment System with Tabletop Interface.- Automated Composing System for Sub-melody Using HMM: A Support System for Composing Music.- A Study on the Development of Mobile Based SNS-UCC Writing Tool.- Project Sonology: An Experimental Project Exploring the Possibilities of Sound and Audio as the Primary Element of Interactive Entertainment.- Multipresence-Enabled Mobile Spatial Audio Interfaces.- Fluxion: An Innovative Fluid Dynamics Game on Multi-touch Handheld Device.- Robotic Event Extension Experience.- A Sound Engine for Virtual Cities.- NetPot: Easy Meal Enjoyment for Distant Diners.- Glasses-Free 3D Display System Using Grating Film for Viewing Angle Control.- Omni-Directional Display System for Group Activity on Life Review Therapy.- Light-Weight Monocular 3D Display Unit Using Polypyrrole Linear Actuator.- Easy Robot Programming for Beginners and Kids Using Command and Instruction Marker Card.- Automatic Mobile Robot Control and Indication Method Using Augmented Reality Technology.- Eye Contact Communication System between Mobile Robots Using Invisible Code Display.- The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience.- Remote Context Monitoring of Actions and Behaviors in a Location through the Usage of 3D Visualization in Real-Time.- Wave Touch: Educational Game on Interactive Tabletop with Water Simulation.- Healthy Super Mario: Tap Your Stomach and Shout for Active Healthcare.- Interactive Manipulation Model of Group of Individual Bodies for VR Cooking System.- Smile Like Hollywood Star: Face Components as Game Input.- Study on an Information Processing Model with Psychological Memory for a Kansei Robot.- Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children.- Penmanship Learning Support System: Feature Extraction for Online Handwritten Characters.- Development of Wall Amusements Utilizing Gesture Input.- Study on an Emotion Generation Model for a Robot Using a Chaotic Neural Network.- Interactive Tabu Search vs. Interactive Genetic Algorithm.- Instant First-Person Posture Estimation.- Monitoring User’s Brain Activity for a Virtual Coach.- Developing Educational and Entertaining Virtual Humans Using Elckerlyc.Weitere, andere Bücher, die diesem Buch sehr ähnlich sein könnten:
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