Entertainment Computing - ICEC 2008: 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings

Front Cover
Scott M. Stevens, Shirley Saldamarco
Springer Science & Business Media, Nov 24, 2008 - Computers - 244 pages
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
Author Index
243
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