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Titlebook: Entertainment Computing - ICEC 2004; Third International Matthias Rauterberg Conference proceedings 2004 IFIP International Federation for

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發(fā)表于 2025-3-21 20:06:35 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Entertainment Computing - ICEC 2004
副標題Third International
編輯Matthias Rauterberg
視頻videohttp://file.papertrans.cn/312/311609/311609.mp4
概述Includes supplementary material:
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Entertainment Computing - ICEC 2004; Third International  Matthias Rauterberg Conference proceedings 2004 IFIP International Federation for
描述The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on d
出版日期Conference proceedings 2004
關(guān)鍵詞Augmented Reality; Mobile Gaming; Performance; Rendering; Xbox; edutainment; entertainment computing; inter
版次1
doihttps://doi.org/10.1007/b99837
isbn_softcover978-3-540-22947-6
isbn_ebook978-3-540-28643-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightIFIP International Federation for Information Processing 2004
The information of publication is updating

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Realization of Tai-Chi Motion Using a Humanoid Robotobot perform specific motions such as walking. However, walking is only one of the complicated motions humans can perform. For robots to play an active role in society as our partner, they must be able to simulate precisely various kinds of human actions . We chose tai-chi as an example of complicat
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Building Better Systems for Learning and Training: Bringing the Entertainment Industry and Simulatiostion: what would happen if researchers who understood the technology of simulation and virtual reality worked in close collaboration with people from the entertainment industry who understood how to create compelling stories and engaging characters? What synergies would emerge? Would it be possible
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Effects of Violent Video Games on Aggressive Behavior, Helping Behavior, Aggressive Thoughts, Angry or, aggressive thoughts, angry feelings, and arousal levels, and decrease helpful behaviors. The effects occurred for both children and adults and for both males and females. The more violent the video game, the stronger the effects. Violent video game effects are also increasing over time.
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“, Pitcher”: A Game for the , ,ha,r, Internet Chairinput device; “..ha.r.,” the prototype described here, is a pivot (swivel, rotating) chair deployed as an output device, a rotary motion-platform information appliance. Its haptic display modality is yaw, dynamically synchronized with wireless visual displays and spatial audio in a rotation-invarian
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“Tangible Influence”: Towards a New Interaction Paradigm for Computer Gamesain autonomy and become more clever. However, this autonomy may bring also some change in the interaction between users and game characters. Players may become less in charge of their characters and lose the power of complete motion or behavior control. On the other hand, characters may become more
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