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2005 娱乐计算 - ICEC 2005 /会议录Entertainment Computing - ICEC

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2005 娱乐计算 - ICEC 2005 /会议录Entertainment Computing - ICEC

最 低 价:¥945.80

定 价:¥1050.90

作 者:FumioKishino 著

出 版 社:Oversea Publishing House

出版时间:2005-10-1

I S B N:9783540290346

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编辑推荐

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 and LNBI, 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.)

内容简介

This book constitutes the refereed proceedings of the 4th International Conference on Entertainment Computing, ICEC 2005, held in Sanda, Japan in September 2005. The 47 revised papers, 3 poster papers, and 5 demonstration papers presented together with one keynote paper were carefully reviewed and selected from 110 submissions. The papers are organized in topical sections on interactive digital storytelling, graphics, advanced interaction design, social impact and evaluation, seamful and seamless interfaces, body and face, robots, music and sound, mixed reality and mobility, education, virtual reality and simulation, and theory.

作者简介

目录

IFIP SG16 Chair's Welcome Address
A New Framework for Entertainment Computing: From Passive to Active Experience
Interactive Digital Storytelling
Cultural Computing with Context-Aware Application:ZENetic Computer
Automatic Conversion from E-Content into Animated Storytelling
Key Action Technique for Digital Storytelling
Graphics
A New Constrained Texture Mapping Method
Protect Interactive 3D Models via Vertex Shader Programming
An Optimized Soft 3D Mobile Graphics Library Based on JIT Backend Compiler
Advanced Interaction Design
Frame Rate Control in Distributed Game Engine
A Universal Interface for Video Game Machines Using Biological Signals
Development of a System to Measure Visual Functions of the Brain for Assessment of Entertainment
SportsVBR: A Content-Based TV Sports Video Browsing and Retrieval System
Social Impact and Evaluation
Online Community Building Techniques Used by Video Game Developers
Aggregation of Action Symbol Sub-sequences for Discovery of Online-Game Player Characteristics Using KeyGraph
Agreeing to Disagree - Pre-game Interaction and the Issue of Community
Keyword Discovery by Measuring Influence Rates on Bulletin Board Services
Seamful/Seamless Interface
Seamful Design for Location-Based Mobile Games
A Display Table for Strategic Collaboration Preserving Private and Public Information
Gamble -- A Multiuser Game with an Embodied Conversational Agent
Touchable Interactive Walls: Opportunities and Challenges
Body and Face
Robot
Music and Sound
Mixed Reality and Mobile
Education
Vheory Reality and Simulation
Theory
Posters and Demonstration
Author Index

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