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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

Clustering of Online Game Users Based on Their Trails Using Self-organizing Map

Ruck Thawonmas; Masayoshi Kurashige; Keita Iizuka; Mehmed Kantardzic

To keep an online game interesting to its users, it is important to know them. In this paper, in order to characterize user characteristics, we discuss clustering of online-game users based on their trails using Self Organization Map (SOM). As inputs to SOM, we introduce transition probabilities between landmarks in the targeted game map. An experiment is conducted confirming the effectiveness of the presented technique.

- Posters | Pp. 366-369

Communication Supports for Building World Wide Internet Game Communities

Jonghun Park; Seung-Kyun Han; Mi Kyoung Won; Young-Chae Na

Communities play a vital role in online gaming world for promoting sustainability, and with the increasing popularity of multiplayer online games, they are becoming internationalized. While most online games allow players to communicate and collaborate with virtually any people in the world throughout the game related activities, little has been discussed on the communication support among the players speaking different languages. In this paper, we analyze the communication methods that can be used to facilitate various types of interactions in world wide online game communities, and suggest possible enhancements of them.

- Posters | Pp. 370-373

Hardcore Gamers and Casual Gamers Playing Online Together

Anne-Gwenn Bosser; Ryohei Nakatsu

In this paper, we discuss why Massively Multiplayer Online Games (MMOG) need to attract both and players and study the evolution of MMOG features for this purpose.

- Posters | Pp. 374-377

High-Precision Hand Interface

Yongwan Kim; Yongseok Jang; Wookho Son; Kyeonghwan Kim

Virtual reality techniques have been introduced to propose the intuitive interface in virtual entertainment environments. We introduce the intuitive and natural interaction interface supporting the high-precision hand operations. In this paper, we describe the novel sensing mechanism of finger tracking with fast refresh rate and high resolution.

- Posters | Pp. 378-381

Real-Time Animation of Large Crowds

In-Gu Kang; JungHyun Han

This paper proposes a GPU-based approach to real-time skinning animation of large crowds, where each character is animated independently of the others. In the first pass of the proposed approach, skinning is done by a pixel shader and the transformed vertex data are written into the render target texture. With the transformed vertices, the second pass renders the large crowds. The proposed approach is attractive for real-time applications such as video games.

- Posters | Pp. 382-385

Vision-Based Bare-Hand Gesture Interface for Interactive Augmented Reality Applications

Jong-Hyun Yoon; Jong-Seung Park; Mee Young Sung

This paper presents a barehanded interaction method for augmented reality games based on human hand gestures. Point features are tracked from input video frames and the motion of moving objects is computed. The moving patterns of the motion trajectories are used to determine whether the motion is an intended gesture. A smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. The experiments for three untrained users indicate that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

- Posters | Pp. 386-389

PHI: Physics Application Programming Interface

Bing Tang; Zhigeng Pan; ZuoYan Lin; Le Zheng

In this paper, we propose to design an easy to use physics application programming interface (PHI) with support for pluggable physics library. The goal is to create physically realistic 3D graphics environments and integrate real-time physics simulation into games seamlessly with advanced features, such as interactive character simulation and vehicle dynamics. The actual implementation of the simulation was designed to be independent, interchangeable and separated from the user interface of the API. We demonstrate the utility of the middleware by simulating versatile vehicle dynamics and generating quality reactive human motions.

- Posters | Pp. 390-393

A Vision-Based Non-contact Interactive Advertisement with a Display Wall

Tetsuo Fukasawa; Kentaro Fukuchi; Hideki Koike

We developed an advertising system that enables users to interact with advertisements on a large display wall without any physical contact. The system recognizes positions of bodies or hands of users in front of the display by stereo cameras. The system recognizes a distance between a user and the display as the user’s interests in the advertisement, and changes two display modes according to the distance. One of the modes shows advertisements as many as possible to attract interests of passers-by. The other allows a user to interact with the advertisement on the display by recognizing a gesture of the user.

- Posters | Pp. 394-397

"SplashGame": A Ludo-educative Application Based on Genre and Verbal Interactions Concepts

Marion Latapy; Philippe Lopistéguy; Pantxika Dagorret

This paper focuses on interactive applications design. We consider that interactive applications’ acceptability can be improved by enhancing their genre dimension, which is inherent in any communication activity. Moreover, we notice that human cognitive predisposition to follow principles of verbal interactions can be helpful to structure the interactions that occur between a user and an interactive application. This paper presents design elements derived from the two former theories and illustrates how these elements are used to describe interactions of a ludo-educative application.

- Posters | Pp. 398-401

Shadow Texture Atlas

Kyoung-su Oh; Tae-gyu Ryu

In this paper, we present a new method for creating shadow texture atlas with which we can represent the self-shadow. Shadow texture atlas is a texture atlas with shadow information in each texel. Shadow texture is effective to represent high-quality shadow using the graphics hardware because it stores shadow information as color unlike shadow map which stores depth. However, it cannot represent the self-shadow and it takes a long time to create a shadow texture. To overcome these problems we present shadow texture atlas method. Shadow texture atlas can also represent self-shadow information. Moreover, we use shadow map to create shadow texture atlas instead of drawing all shadow casters. Our experimental result shows that our method performs at linear time and its speed is similar to the traditional shadow map method. Furthermore in comparison with shadow map method, our method can use mipmap filtering which is hard to achieve with shadow map method.

- Posters | Pp. 402-405