Entertainment Computing - ICEC 2008: 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, ProceedingsScott M. Stevens, Shirley Saldamarco The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year’s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today’s recreational diversions. |
Contents
Defcon and the Ethics of Computer Games | 1 |
Brand Memory in Violent and Nonviolent Games | 11 |
Immersion the Greatest Hook | 23 |
Theory and Design | 27 |
Improving the Social Believability of NonPlayer Characters in RolePlaying Games | 34 |
A Surround Display WarpMesh Utility to Enhance Player Engagement | 46 |
Development and Evaluation of a Centaur Robot | 57 |
Analysis of Japanese Folktales for the Purpose of Story Generation | 67 |
Hybrid Visual Tracking for Augmented Books | 161 |
Towards Emotional Characters in Computer Games | 167 |
A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling | 173 |
Frame Selection for Automatic Comic Generation from Game Log | 179 |
Pacifism Politics and Abusing the Player in Doom 3 | 185 |
Experiences Employing Novice Wizard Operators in a Gallery Setting | 190 |
Fast Rendering of Large Crowds Using GPU | 197 |
New Interaction Devices for Video Games | 203 |
Strategic Path Planning on the Basis of Risk vs Time | 77 |
A Mixed Reality Audio Experience | 88 |
Game Bot Detection Based on Avatar Trajectory | 94 |
Achievement of Carrying Objects by SmallSized Humanoid Robot | 106 |
Interactive Multimedia Contents in the IllusionHole | 116 |
Creating an Emotionally Adaptive Game | 122 |
Robust Interactive Storytelling Framework for Automatic TV ContentStory Production | 134 |
Curious Robots for Creative Play | 149 |
A Wearable Musical Instrument by Dancing | 155 |
An Interactive Supporting System for Composing Haiku Poem | 209 |
Dome Displays for Educational Games and Activities in the Museum and on the Road | 217 |
GameBased Simulation for the Evaluation of Threat Detection in a Seaport Environment | 221 |
A State of the Art Survey | 225 |
InDepth Observation of Video Gamers | 229 |
BioMedia for Entertainment | 232 |
243 | |
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Abstract actions activity AdRacer agent algorithm analysis animation application avatar ball behavior BioMedia brand camera character computer games create creative Defcon detection developed digital storytelling effect emotion emotion-data entertainment evaluation example Federation for Information first-person shooter game bots gameplay gamers goal graphics Haiku hit probability houseplants human players humanoid robot ICEC IFIP International Federation immersion in-game in-game advertising Information Ethics Information Processing 2008 infosphere input interactive storytelling interface keypoint Kigo LNCS marker memory mixed reality motions movement newsgames Non-Player Characters nonviolent NPCs objects paper participants path computation performance Petri nets physiological plant play projection real-time reconfigurable robots relationships RPGs S.M. Stevens Saldamarco Eds scene score sensors shows simulation social sound story strategic path surround display Technology tion types verbs video games virtual environment visual walking wizard