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| The LNCS series reports state-of-the-art results in computer science research,development,and education,at a high level and in both printed and electronic form. Enjoying tight cooperation with the R&D community,with numerous individuals,as well as with prestigious organizations and societies,LNCS has grown into the most comprehensive computer science research forum available. The scope of LNCS,including its subseries LNAI,spans the whole range of computer science and information technology including interdisciplinary topics in a variety of application fields. The type of material published traditionally includes. —proceedings (published in time for the respective conference) —post-proceedings (consisting of thoroughly revised final full papers) —research monographs(which may be based on outstanding PhD work,research projects,technical reports,etc.) |
| I Invited Presentations Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design Realization of Tai-Chi Motion Using a Humanoid Robot Building Better Systems for Learning and Training: Bringing the Entertainment Industry and Simulation Technology Together Game Intelligence: From Animal Play Behavior to Entertainment Computing Effects of Violent Video Games on Aggressive Behavior, Helping New Behavioural Approaches for Virtual Environments II Advanced Interaction Design Kuru-kuru Pitcher": A Game for the S~haire Internet Chair Fun and Sports: Enhancing the Home Fitness Experience Manipulating Multimedia Contents with Tangible Media Control System "Tangible Influence": Towards a New Interaction Paradigm for Computer Games Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities Optical-Flow-Driven Gadgets for Gaming User Interface The Human-Information Workspace (HI-Space): Ambient Table Top Entertainment Game-Driven Intelligent Tutoring Systems Practice! YUBIMOJI AIUEO for Japanese Hand Language Learning. The Bush Telegraph: Networked Cooperative Music-Making. III Art, Design, and Media Live Role-Playing Games: Implications for Pervasive Gaming Animating Conversation in Online Games From Artistry to Automation: A Structured Methodology for Procedural Content Creation Commedia Virtuale: Theatre Inspiration for Expressive Avatars Take the Money and Run? An Ethical Approach to the Relation Between Game Research and Game Industry Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions Improvisation in Theatre Rehearsals for Synthetic Actors …… IV Augmented, Virtual, and Mixed Reality V Computer Games VI human Factors of Games VII Intelligent Games VIII Mobile Entertainment IX Sound and music X Visual Media Engineering Author Index |
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