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Entertainment Computing - ICEC 2010 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - Taschenbuch
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Entertainment Computing - ICEC 2010 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - Taschenbuch
2010, ISBN: 3642153984
[EAN: 9783642153983], Gebraucht, guter Zustand, [PU: Springer Berlin], NEURAL NETWORK,USER INTERFACES,MODELING,FRAMES,HAPTIC INTERFACES,AUGMENTATED BOOKS,AGENTS,GESTURE RECOGNITION,ANIMAT… Mehr…
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Entertainment Computing - ICEC 2010 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings 2010 - gebrauchtes Buch
2010, ISBN: 9783642153983
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Entertainment Computing - ICEC 2010 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - gebrauchtes Buch
2010, ISBN: 9783642153983
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Entertainment Computing - ICEC 2010: 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings (Lecture Notes in Computer Science, 6243) - gebrauchtes Buch
2010, ISBN: 9783642153983
Springer. Used - Like New. Used - Like New. Book is new and unread but may have minor shelf wear. Ships from UK in 48 hours or less (usually same day). Your purchase helps support Sri L… Mehr…
Yang, Hyun Seung, Rainer Malaka und Junichi Hoshino:
Entertainment Computing - ICEC 2010 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - Taschenbuch2010, ISBN: 3642153984
[EAN: 9783642153983], Gebraucht, guter Zustand, [SC: 0.0], [PU: Springer Berlin], NEURAL NETWORK,USER INTERFACES,MODELING,FRAMES,HAPTIC INTERFACES,AUGMENTATED BOOKS,AGENTS,GESTURE RECOGNI… Mehr…
Entertainment Computing - ICEC 2010 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - Taschenbuch
2010
ISBN: 3642153984
[EAN: 9783642153983], Gebraucht, guter Zustand, [PU: Springer Berlin], NEURAL NETWORK,USER INTERFACES,MODELING,FRAMES,HAPTIC INTERFACES,AUGMENTATED BOOKS,AGENTS,GESTURE RECOGNITION,ANIMAT… Mehr…
Entertainment Computing - ICEC 2010 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings 2010 - gebrauchtes Buch
2010, ISBN: 9783642153983
2010 Gepflegter, sauberer Zustand. 8638736/2 Versandkostenfreie Lieferung neural network,user interfaces,modeling,Frames,haptic interfaces,augmentated books,agents,gesture recognition,Ani… Mehr…
Entertainment Computing - ICEC 2010 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings - gebrauchtes Buch
2010, ISBN: 9783642153983
[PU: Springer Berlin], Neubindung, Buchrücken leicht eingerissen 8638736/12, DE, [SC: 3.00], gebraucht; sehr gut, gewerbliches Angebot, 2010, PayPal, Klarna-Sofortüberweisung, Internation… Mehr…
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Detailangaben zum Buch - Entertainment Computing - ICEC 2010
EAN (ISBN-13): 9783642153983
ISBN (ISBN-10): 3642153984
Gebundene Ausgabe
Taschenbuch
Erscheinungsjahr: 2010
Herausgeber: Springer Berlin
521 Seiten
Gewicht: 0,810 kg
Sprache: eng/Englisch
Buch in der Datenbank seit 2007-05-29T09:04:11+02:00 (Berlin)
Detailseite zuletzt geändert am 2024-01-27T11:21:15+01:00 (Berlin)
ISBN/EAN: 9783642153983
ISBN - alternative Schreibweisen:
3-642-15398-4, 978-3-642-15398-3
Alternative Schreibweisen und verwandte Suchbegriffe:
Autor des Buches: rainer malaka, hyun, hans rainer jung, rainer höß, yang jun, yan han, hoshin, hoshino
Titel des Buches: seoul international 2010, september, whither korea, lecture notes computer science, entertainment
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: 2010-08-11
Berlin; Heidelberg; DE
Sprache: Englisch
106,99 € (DE)
109,99 € (AT)
118,00 CHF (CH)
Available
XVII, 521 p. 303 illus.
BC; Hardcover, Softcover / 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; User Interfaces and Human Computer Interaction; Theatre and Performance Arts; Computer Graphics; Computer Communication Networks; Computer Vision; Computer Imaging, Vision, Pattern Recognition and Graphics; Darstellende Künste; Grafikprogrammierung; Netzwerk-Hardware; Maschinelles Sehen, Bildverstehen; Bildverarbeitung; EA
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 NewTechnology 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 EntertainmentSystems.- 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.- PenmanshipLearning 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.Unique visibility State-of-the-art survey Fast-track conference proceedings
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