Catálogo de publicaciones - libros

Compartir en
redes sociales


Entertainment Computing: ICEC 2006: 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings

Richard Harper ; Matthias Rauterberg ; Marco Combetto (eds.)

En conferencia: 5º International Conference on Entertainment Computing (ICEC) . Cambridge, UK . September 20, 2006 - September 22, 2006

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

User Interfaces and Human Computer Interaction; Information Systems Applications (incl. Internet); Multimedia Information Systems; Artificial Intelligence (incl. Robotics); Computer Graphics; Computer Appl. in Arts and Humanities

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2006 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-45259-1

ISBN electrónico

978-3-540-45261-4

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© IFIP International Federation for Information Processing 2006

Tabla de contenidos

Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment

Wendy Ann Mansilla

Acousmêtre, or the use of offscreen sounds and visual media to stimulate the imagination of the viewers was explored by Fritz Lang or Alfred Hitchcock in cinema. However, it’s full potential is still waiting to be explored in interactive virtual environments. Based on the initial investigation, the inclusion of acousmêtre in a virtual environment effectively elicits suspense and increases the viewer’s engagement. This paper further presents an approach on generating acousmêtre in a virtual storytelling application.

- Session 3: Transforming Broadcast Experience | Pp. 90-95

Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents

Jeanne B. Funk

Entertainment computing is central to the leisure activities of many Americans, with a remarkable array of choices now available to the average person. Video and computer games, in particular violent games, are especially popular, even with relatively young children. With this popularity, concern has been raised about possible unintended consequences of participation in interactive violence. Desensitization to violence has been cited as one possible undesirable outcome of video game violence, but there is little evidence for this relationship. This paper presents a conceptual model and supporting data to begin the examination of possible relationships between exposure to violent video games and desensitization. Examining correlates of desensitization including empathy and attitudes towards violence, surveys of children and adolescents have identified a relationship between greater exposure to violent video games, lower empathy, and stronger proviolence attitudes. Additional research is needed to substantiate and to understand the causal implications of these results.

- Session 4: Culture, Place, Play | Pp. 96-102

Kansei Mediated Entertainment

Ben Salem; Matthias Rauterberg; Ryohei Nakatsu

We present an extension of Kansei mediated communication in the field of entertainment. We propose to do so by implementing Cultural Computing concept and enriching it with Kansei Mediated Interaction. We present some inspiration for our approach in terms of culture and then discuss them. We relate our work to the Western and to the Eastern world. Thus we use cultural examples from England, France, Japan and China. Finally, we propose as a new direction for HCI, cultural computing with its related paradigm we call Kansei Mediated Interaction. Finally we propose Kansei Mediated Entertainment as a direction merging of Kansei and entertainment.

- Session 4: Culture, Place, Play | Pp. 103-116

Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games

John Bichard; Liselott Brunnberg; Marco Combetto; Anton Gustafsson; Oskar Juhlin

We have implemented a conceptual software framework and a story-based game that facilitates generation of rich and vivid narratives in vast geographical areas. An important design challenge in the emergent research area of pervasive gaming is to provide believable environments where game content is matched to the landscape in an evocative and persuasive way. More specificly, our game is designed to generate such an environment tailored to a journey as experienced from the backseat of a car. Therefore, it continuously references common geographical objects, such as houses, forests and churches, in the vicinity within the story; it provides a sequential narrative that fit with the drive; it works over vast areas, and it is possible to interact with the game while looking out of the windows.

- Session 4: Culture, Place, Play | Pp. 117-122

Layered Multiple Displays for Immersive and Interactive Digital Contents

Gun A. Lee; Ungyeon Yang; Wookho Son

In this paper we introduce the concept of ‘Layered Multiple Displays (LMD)’ for visualizing immersive and interactive digital contents. The LMD platform integrates various display technologies into a unified interaction space by providing natural visualization of three-dimensional virtual spaces, especially in terms of depth perception. Each display component complements one another, providing not only natural visualizations of three dimensional spaces but also personalized point of views. We describe our implementation of a prototype LMD platform with a game application, and discuss about its usability issues, and present future research directions.

- Session 5: Display Technology | Pp. 123-134

Design and Implementation of a Fast Integral Image Rendering Method

Bin-Na-Ra Lee; Yongjoo Cho; Kyoung Shin Park; Sung-Wook Min; Joa-Sang Lim; Min Cheol Whang; Kang Ryoung Park

The computer-generated integral imaging system is a way of showing stereoscopic displays that allows users to see 3D images without wearing any special glasses. In the integral imaging system, the 3D object information is stored as elemental images, which are generated by the image mapping method. This paper reviews the previous image mapping methods, such as PRR (Point Retracing Rendering), MVR (Multi-Viewpoint Rendering), and PGR (Parallel Group Rendering). Then, it explains a new image mapping method called VVR, which shows better performance while generating similar pictures as in MVR. Finally it mentions process of making the integral imaging system, and analyzes performance. Then, it discusses some research directions for the future improvement.

- Session 5: Display Technology | Pp. 135-140

A Neural Classifier for Anomaly Detection in Magnetic Motion Capture

Iain Miller; Stephen McGlinchey

Over recent years, the fall in cost, and increased availability of motion capture equipment has led to an increase in non-specialist companies being able to use motion capture data to guide animation sequences for computer games and other applications. [1] A bottleneck in the animation production process is in the clean-up of capture sessions to remove and/or correct anomalous (unusable) frames and noise. In this paper an investigation is carried out into whether the 2-layer SOM network previously designed [5] and trained on one capture session, can be used to create a neural classifier to be used to classify another separate capture session.

- Session 5: Display Technology | Pp. 141-146

Multichannel Distribution for Universal Multimedia Access in Home Media Gateways

Frederik De Keukelaere; Davy Van Deursen; Rik Van de Walle

Today, people collect their personal multimedia content on home media servers. In addition to consuming their content on TV sets, people are using mobile multimedia players, PCs and even mobile phones. Since those terminals have various capabilities, it is necessary to adapt the content to a more device specific version. For audio, video, and graphics scalable codecs exist which realize this goal. For multimedia presentations no such scalable coding is available. This paper introduces a multichannel distribution system in home media gateways, this implies that a multimedia presentation can to be created once, and consumed on every possible terminal. The introduced multichannel distribution system is realized by combining MPEG-21 technology with existing device specific presentation languages. This results in a device agnostic Digital Item which can be transformed into a device specific presentation. The resulted presentation takes advantage of the full potential of a terminal.

- Session 5: Display Technology | Pp. 147-152

Language-Driven Development of Videogames: The Experience

Pablo Moreno-Ger; Iván Martínez-Ortiz; José Luis Sierra; Baltasar Fernández Manjón

In this paper we describe a language-driven approach to the development of videogames. In our approach the development process starts with the design of a suitable domain-specific language for building games, along with an abstract syntax for the language and its operational semantics. Next an engine supporting the language is built. Finally games are built using the customized language and they are executed using the engine. This approach is exemplified with the <e-Game> project, which delivers the design of a language and the construction of an engine for the documental development of graphical adventure videogames with educational purposes.

- Session 6: Authoring Tools 1 | Pp. 153-164

Architecture of an Authoring System to Support the Creation of Interactive Contents

Kozi Miyazaki; Yurika Nagai; Anne-Gwenn Bosser; Ryohei Nakatsu

Since three-dimensional computer graphics (3D-CG) technology and interaction technology should be applied to e-learning as well as games, people must be able to easily create interactive contents based on 3D-CG, even if they are not 3D-CG professionals. In this paper, we propose a support system for creating interactive contents that runs on MS Windows and uses Direct X as the file format. By describing a script using two kinds of script files prepared by the system, a content creator can easily create 3D-CG scenes and can also control interactions between a user and the system. As an example of content creation, we present and explain interactive content in which users can enter the virtual world of classic Japanese tales and experience the story development of various types of classic tales for the first time.

- Session 6: Authoring Tools 1 | Pp. 165-174