標題: Titlebook: Entertainment Computing; Technologies and App Ryohei Nakatsu,Junichi Hoshino Book 2003 IFIP International Federation for Information Proces [打印本頁] 作者: malcontented 時間: 2025-3-21 19:18
書目名稱Entertainment Computing影響因子(影響力)
書目名稱Entertainment Computing影響因子(影響力)學科排名
書目名稱Entertainment Computing網(wǎng)絡公開度
書目名稱Entertainment Computing網(wǎng)絡公開度學科排名
書目名稱Entertainment Computing被引頻次
書目名稱Entertainment Computing被引頻次學科排名
書目名稱Entertainment Computing年度引用
書目名稱Entertainment Computing年度引用學科排名
書目名稱Entertainment Computing讀者反饋
書目名稱Entertainment Computing讀者反饋學科排名
作者: HACK 時間: 2025-3-21 20:35
Multi-Goal Path-Finding for Autonomous Agents in Virtual Worldstination points in a virtual environment, minimizing some criterion (e.g., the length of the overall trajectory), we call this problem multi-goal pathfinding. The problem appears for artificial creatures in virtual environments and for computer-controlled characters in 2D or 3D games, which have to 作者: 圓柱 時間: 2025-3-22 01:33
Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocolat a synchronization protocol and a protocol for prevention of common cheating techniques in real-time multiplayer games. We then propose an optimization to the current cheat-proofing techniques which takes advantage of synchronization delay inherent in current implementation of multiplayer games. P作者: 縫紉 時間: 2025-3-22 07:34
Complex Games and Palm Computersitations of a Palm computer and their impact on game design. It is observed that the designers of complex games refuse to take sufficiently into account the imposed limitations. Seven design problems are identified and examples of these problems in actual games are given, including ways of solving t作者: HAWK 時間: 2025-3-22 09:21 作者: 運動的我 時間: 2025-3-22 15:36 作者: 運動的我 時間: 2025-3-22 20:05
A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variantsmeasure is derived from grandmaster games and is applicable to chess variants independent of the game under consideration. For the case where no grandmaster games are available we perform computer self-play experiments to estimate the measure. For several old chess variants the measure as well as ot作者: 開花期女 時間: 2025-3-22 21:40
Threat Stacks to Guide Pruning and Search Extensions in Shogia move is played that is the result of a completed search to a certain depth. To produce a reasonable move at each iteration a combination of pruning techniques and search extensions is used. Often, the decisions for pruning and extending the search are based on game-specific knowledge. In this pape作者: 指耕作 時間: 2025-3-23 02:32
The Evolution of Strong Othello Programs time span computer Othello has experienced considerable progress which culminated in the convincing 6-0 victory of . against the then World-champion Takeshi Murakami in 1997. The focus of this article is the evolution of Othello evaluation functions and heuristic search techniques which quite nicel作者: Dungeon 時間: 2025-3-23 07:43
Digital Storytelling with DINAH: Dynamic, Interactive, Narrative Authoring Heuristicamic, interactive, narrative authoring heuristic that constructs textual stories from a database of short story components. Similar to video game techniques that blend short motion capture segments to construct interactive graphical characters, DINAH builds entire narratives from a database of index作者: 預知 時間: 2025-3-23 11:55 作者: nascent 時間: 2025-3-23 16:18
Fly through View Video Generation of Soccer Scenedevelopment of networks and computers will soon make it possible to provide a form of real-time video that allows the viewer to select any desired view of the action. This paper introduces a novel method for generating an arbitrary view of a scene in a soccer match. This allows the viewers to observ作者: nuclear-tests 時間: 2025-3-23 21:45
Prototyping Mobile Game Applicationsthese devices to design new game concepts, however, can be difficult and take much time. We have developed OpenTrek — a free, Rapid Application Development game platform for mobile devices. OpenTrek is to be used as a prototype platform on standard Personal Digital Assistants (PDAs) to quickly visua作者: Lobotomy 時間: 2025-3-23 23:02
A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Efdroplets, whose applications include drive simulators. Because of the complexity of shape and motion, the animation of water droplets requires long calculation time. This paper proposes a method for real-time animations of water droplets running down on a glass plate, using graphics hardware. The pr作者: 變白 時間: 2025-3-24 02:38 作者: fender 時間: 2025-3-24 08:19 作者: 準則 時間: 2025-3-24 13:17
Digital Storytelling with DINAH: Dynamic, Interactive, Narrative Authoring Heuristicnts of a compelling narrative are preserved. We use DINAH to further explore the potential and utility of interactive, computer-generated narrative, both as a learning tool and an entertainment technology.作者: 美色花錢 時間: 2025-3-24 17:52
Book 2003t parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good作者: 增強 時間: 2025-3-24 22:35
1868-4238 y important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, 作者: 使乳化 時間: 2025-3-25 02:34
Alexander Schmitt,Wolfgang Minker however able to interfere with the course of action by issuing advice to the characters. This is achieved by recognising corresponding speech acts and mapping them to the plans which implement characters’ behaviours in the story. We discuss some examples based on a preliminary, yet fully implemented, prototype.作者: encyclopedia 時間: 2025-3-25 06:59
When Psychology Turns to Spiritualityfinding. The problem appears for artificial creatures in virtual environments and for computer-controlled characters in 2D or 3D games, which have to exhibit so-called opportunistic behaviors. We present a simple framework and an effective algorithm based on goal reordering using local search techniques.作者: VOC 時間: 2025-3-25 08:28
https://doi.org/10.1007/b138889 implemented a toolkit for programming card games on the Internet. By using our toolkit, people can easily implement various card game programs without much programming skills or expert knowledge of computer science. We show some examples of how to develop card game programs using our toolkit.作者: ovation 時間: 2025-3-25 12:43 作者: amyloid 時間: 2025-3-25 17:30
https://doi.org/10.1007/978-3-319-69011-7lculation time. This paper proposes a method for real-time animations of water droplets running down on a glass plate, using graphics hardware. The proposed method takes into account depth of field effects, and makes it possible to change the focal point interactively depending on a point in the center of the scene being observed.作者: ALIEN 時間: 2025-3-25 20:39
Ways of Knowing and Models of Writing,be manipulated by breathing without using hands and any of physical pointing devices. In this paper, we describe our prototype system and demonstrate its application sub-systems which especially applied to entertainment fields.作者: 鉆孔 時間: 2025-3-26 00:11
Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocolrevious work has studied synchronization techniques [1] and cheat-proofing techniques [2] in isolation, without exploring their interaction. Our optimization has the same guarantee as current cheat-proofing techniques and can increase interaction rate between players in real-time multiplayer games.作者: EPT 時間: 2025-3-26 06:58 作者: Expurgate 時間: 2025-3-26 09:06 作者: STERN 時間: 2025-3-26 13:47 作者: 灰心喪氣 時間: 2025-3-26 18:42
Real-Time Character Animation Using Puppet Metaphorppet show has enough entertainment aspects. Moreover, the puppet is also children toy and it is easy to manipulate for even children. Then the authors employ the puppet metaphor for motion design of computer animation creation.作者: IVORY 時間: 2025-3-26 21:06 作者: 相信 時間: 2025-3-27 03:12 作者: 清楚說話 時間: 2025-3-27 07:58
Under the Influence: Using Natural Language in Interactive Storytelling however able to interfere with the course of action by issuing advice to the characters. This is achieved by recognising corresponding speech acts and mapping them to the plans which implement characters’ behaviours in the story. We discuss some examples based on a preliminary, yet fully implemented, prototype.作者: 貪心 時間: 2025-3-27 10:32
Multi-Goal Path-Finding for Autonomous Agents in Virtual Worldsfinding. The problem appears for artificial creatures in virtual environments and for computer-controlled characters in 2D or 3D games, which have to exhibit so-called opportunistic behaviors. We present a simple framework and an effective algorithm based on goal reordering using local search techniques.作者: 合并 時間: 2025-3-27 14:26
A Toolkit for Developing Programs of Card Games Played on the Internet implemented a toolkit for programming card games on the Internet. By using our toolkit, people can easily implement various card game programs without much programming skills or expert knowledge of computer science. We show some examples of how to develop card game programs using our toolkit.作者: Scintigraphy 時間: 2025-3-27 18:50
The Evolution of Strong Othello ProgramsTakeshi Murakami in 1997. The focus of this article is the evolution of Othello evaluation functions and heuristic search techniques which quite nicely reflect the general A.I. trend of replacing slow and error-prone manual tuning by automated machine learning approaches.作者: BOLUS 時間: 2025-3-27 22:32 作者: 丑惡 時間: 2025-3-28 05:27
Kirifuki: Inhaling and Exhaling Interaction with Visual Objectsbe manipulated by breathing without using hands and any of physical pointing devices. In this paper, we describe our prototype system and demonstrate its application sub-systems which especially applied to entertainment fields.作者: 調整 時間: 2025-3-28 06:33
The World Today: A Net Assessment,revious work has studied synchronization techniques [1] and cheat-proofing techniques [2] in isolation, without exploring their interaction. Our optimization has the same guarantee as current cheat-proofing techniques and can increase interaction rate between players in real-time multiplayer games.作者: Insensate 時間: 2025-3-28 13:14 作者: 誤傳 時間: 2025-3-28 16:00 作者: 全神貫注于 時間: 2025-3-28 20:43
https://doi.org/10.1007/978-94-017-3558-2r we propose to store the game-specific knowledge into . and use general rules regarding the content of these threat stacks for pruning and extension decisions. Preliminary results in shogi (Japanese chess) show that if threat stacks are used instead of a standard quiescence search, an improvement of the tactical performance can be expected.作者: 預兆好 時間: 2025-3-29 00:08 作者: bioavailability 時間: 2025-3-29 06:28 作者: 宿醉 時間: 2025-3-29 08:22 作者: 盡忠 時間: 2025-3-29 13:06 作者: Introduction 時間: 2025-3-29 18:59 作者: 只有 時間: 2025-3-29 20:31
Facilitating Learning in a Real Time Strategy Computer Gamehelpfulness of the system from phase one to phase two. The results of this testing showed that there was no significant difference in the user’s responses in the two phases. However, when the results were analysed with respect to several categories of hints that were identified, it became apparent t作者: 小爭吵 時間: 2025-3-30 00:28 作者: 招待 時間: 2025-3-30 06:07
The Decollectivisation of Agriculture,There is tremendous confusion regarding the terms . and . as they relate to digital media. My aspiration today is to tackle this subject head-on and hopefully clarify what these terms mean, the significance of each term, and how we should view these dynamics within the entertainment technology industry.作者: 讓空氣進入 時間: 2025-3-30 09:44 作者: 生存環(huán)境 時間: 2025-3-30 13:38 作者: Amorous 時間: 2025-3-30 19:42 作者: Mobile 時間: 2025-3-30 22:16
Entertainment Computing978-0-387-35660-0Series ISSN 1868-4238 Series E-ISSN 1868-422X 作者: 弄污 時間: 2025-3-31 03:36 作者: scoliosis 時間: 2025-3-31 05:45
Alexander Schmitt,Wolfgang Minkera paradigm for speech interfaces in interactive storytelling based on the notion of influence. In this paradigm, the user is mainly a spectator who is however able to interfere with the course of action by issuing advice to the characters. This is achieved by recognising corresponding speech acts an作者: Genteel 時間: 2025-3-31 12:28
When Psychology Turns to Spiritualitytination points in a virtual environment, minimizing some criterion (e.g., the length of the overall trajectory), we call this problem multi-goal pathfinding. The problem appears for artificial creatures in virtual environments and for computer-controlled characters in 2D or 3D games, which have to 作者: GILD 時間: 2025-3-31 14:39
The World Today: A Net Assessment,at a synchronization protocol and a protocol for prevention of common cheating techniques in real-time multiplayer games. We then propose an optimization to the current cheat-proofing techniques which takes advantage of synchronization delay inherent in current implementation of multiplayer games. P作者: Ancestor 時間: 2025-3-31 21:00
Stephane Ploix,Amr Alzouhri Alyafiitations of a Palm computer and their impact on game design. It is observed that the designers of complex games refuse to take sufficiently into account the imposed limitations. Seven design problems are identified and examples of these problems in actual games are given, including ways of solving t作者: stress-test 時間: 2025-3-31 23:11 作者: Halfhearted 時間: 2025-4-1 01:51
https://doi.org/10.1007/b138889the communication among players, servers, and other components within a card game played on the Internet. Based on the protocols, we have designed and implemented a toolkit for programming card games on the Internet. By using our toolkit, people can easily implement various card game programs withou作者: 兇猛 時間: 2025-4-1 08:00
Shampa Chakraverty,Anil Goel,Sanjay Misrameasure is derived from grandmaster games and is applicable to chess variants independent of the game under consideration. For the case where no grandmaster games are available we perform computer self-play experiments to estimate the measure. For several old chess variants the measure as well as ot