Entertainment Computing - ICEC 2005: 4th International Conference, Sanda, Japan, September 19-21, 2005, Proceedings

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Fumio Kishino, Yoshifumi Kitamura, Hirokazu Kato, Noriko Nagata
Springer Science & Business Media, Sep 6, 2005 - Computers - 540 pages
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First of all, we appreciate the hard work of all the authors who contributed to ICEC 2005 by submitting their papers. ICEC 2005 attracted 95 technical paper submissions, 8 poster submissions and 7 demo submissions, in total 110. This number is nearly equal to ICEC 2004. Based on a thorough review and selection process carried out by 76 international experts from academia and industry as members of the senior and international program committees, a high-quality program was compiled. The program committee consisted of experts from all over the world: 1 from Austria, 3 from Bulgaria, 2 from Canada, 4 from China, 1 from Finland, 4 from France, 10 from Germany, 1 from Greece, 1 from Ireland, 1 from Israel, 1 from Italy, 26 from Japan, 1 from Korea, 4 from The Netherlands, 1 from New Zealand, 1 from Norway, 1 from Singapore, 1 from Thailand, 4 from the UK, and 8 from the USA. In this number, reviewers are included. The final decision was made at the senior program committee meeting based on three reviewers' feedback, available online via the conference management tool. Through earnest and fair discussion at the meeting, 25 technical papers were accepted as long papers and 32 technical papers were accepted as short papers from 95 submitted technical papers. Moreover, 3 poster papers and 5 demo papers were accepted.
 

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Contents

From Passive to Active Experience
1
ZENetic Computer
13
Automatic Conversion from EContent into Animated Storytelling
24
Key Action Technique for Digital Storytelling
36
A New Constrained Texture Mapping Method
48
Protect Interactive 3D Models via Vertex Shader Programming
59
An Optimized Soft 3D Mobile Graphics Library Based on JIT Backend Compiler
67
Frame Rate Control in Distributed Game Engine
76
Painting as an Interface for Timbre Design
303
Improvisation Supporting Systems with Melody Correction and Key Vibration
315
PhysicallyBased Sound Synthesis on GPUs
328
Relationship Between the Listeners Schema Type and Their Musical Preference
334
Augmented Reality Agents in the Development Pipeline of Computer Entertainment
345
Towards the Ultimate Gaming Experience
357
Multidimensional Game Interface with Stereo Vision
368
Experiments of Entertainment Applications of a Virtual World System for Mobile Phones
377

A Universal Interface for Video Game Machines Using Biological Signals
88
Development of a System to Measure Visual Functions of the Brain for Assessment of Entertainment
99
A ContentBased TV Sports Video Browsing and Retrieval System
106
Online Community Building Techniques Used by Video Game Developers
114
Using KeyGraph
126
Agreeing to Disagree Pregame Interaction and the Issue of Community
136
Keyword Discovery by Measuring Influence Rates on Bulletin Board Services
148
Seamful Design for LocationBased Mobile Games
155
A Display Table for Strategic Collaboration Preserving Private and Public Information
167
Gamble A Multiuser Game with an Embodied Conversational Agent
180
Opportunities and Challenges
192
GenericModel Based HumanBody Modeling
203
Facial Expression Recognition Based on Two Dimensions Without Neutral Expressions
215
Subjective Age Estimation System Using Facial Images
223
A Video Based Personalized Face Model Generation Approach for Network 3D Games
230
Live Feeling on Movement of an Autonomous Robot Using a Biological Signal
239
Detection of Speaker Direction Based on the OnandOff Microphone Combination for Entertainment Robots
248
Robot Navigation by Eye Pointing
256
Virtual Human with Regard to Physical Contact and Eye Contact
268
A Trilogy for Entertainment
279
A MapBased Ubiquitous System for Social Interaction with a Digital Music Collection
291
A Tutoring System for Commercial Games
389
Nonverbal Mapping Between Sound and ColoröMapping Derived from Colored Hearing Synesthetes and Its Applications
401
Design and Implementation of a Pivotal Unit in a Games Technology Degree
413
Interactive Educational Games for Autistic Children with AgentBased System
422
User Experiences with a Virtual Swimming Interface Exhibit
433
Toward Web Information Integration on 3D Virtual Space
445
Ikebana Support System Reflecting Kansei with Interactive Evolutionary Computation
456
The Media Equation and Game Design Considerations
468
The Ethics of Entertainment Computing
480
Notes on the Methodology of Pervasive Gaming
488
Introduction to Quest Theory
496
Multimodal Wayfinding in a Driving Simulator for the Schaire Internet Chair a Networked Rotary Motion Platform
511
Making Collaborative Interactive Art Ohka Rambu
515
Agents from Reality
519
AR Pueblo Board Game
523
Free Network Visible Network
527
Motion Illusion in Video Images of Human Movement
531
A Chat System Based on Emotion Estimation from Text and Embodied Conversational Messengers
535
Author Index
539
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