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Entertainment Computing: ICEC 2007: 6th International Conference, Shanghai, China, September 15-17, 2007. Proceedings

Lizhuang Ma ; Matthias Rauterberg ; Ryohei Nakatsu (eds.)

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

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

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2007 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-74872-4

ISBN electrónico

978-3-540-74873-1

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© IFIP International Federation for Information Processing 2007

Tabla de contenidos

Playing and Cheating in Ambient Entertainment

Anton Nijholt

We survey ways to extract information from users interacting in ambient intelligence entertainment environments. We speculate on the use of this information, including information obtained from physiological processes and brain-computer interfacing, in future game environments.

- Posters | Pp. 415-420

Selfish Search on Playing Shogi

Takeshi Ito

If a human faces a complex problem with a large number of potential solutions and calculations, he will not always act logically. In gamble, public lottery, etc., we see a mechanism by which a bookmaker makes a profit probable. There the chances of winning are always overestimated by the human player. For example, in public lottery, some people are allured by ungrounded rumors (such as "it is the turn of the sales store to win"). Other people take superstitious actions grounded on fortune-telling. A fully different example of irrational human decision making in games can be found in the domain of the imperfect information and the chance gambling game Mahjong. A recent study [1] evaluating game records of internet Mahjong concluded that some amateur players treat a professional’s remark like a proverb and believe it blindly in spite of a lack of evidence to support the proposition.

- Posters | Pp. 421-426

The Effects of Network Loads and Latency in Multiplayer Online Games

Jin Ryong Kim; Il Kyu Park; Kwang Hyun Shim

In this work, we performed variety of tests to see the effects of network loads and latency in multiplayer online games. We applied hierarchical load testing architecture using large scale virtual clients to find out the bottlenecks of the game servers. We also investigated the effect of latency on multiplayer online games. We controlled network game packets (i.e. packet delay, packet drop rate, packet duplication rate, packet reordering rate) to see the impact on real-time multiplayer games.

- Posters | Pp. 427-432

Design for Debate in Robotics: Questioning Paradigms in a Techno-social Discourse

Wouter Reeskamp; Katrien Ploegmakers

’Design for Debate’ is an emerging approach in the domain of design. This paper proposes a more pragmatic application. A workshop was developed and conducted with experts in the field of social robotics. Concepts for affective robots were visualized to provoke out-of-the-box thinking. During eight workshops, robotic professionals questioned their paradigms.

- Posters | Pp. 433-436

Extracting Realistic Textures from Reference Spheres

Zuoyong Zheng; Lizhuang Ma; Zhou Zeng

This paper proposes a method for extracting realistic textures from real-world reference spheres. The BRDF parameters of fundamental materials, as well as a material weight map for the sphere are obtained through a non-linear optimization process. The material weight map can be used as a conventional texture for relighting. With the BRDF models recovered, the real and natural appearances of 3D objects can be reproduced under novel lighting and viewing directions.

- Posters | Pp. 437-440

Application and Research on Affection Model Based on Bayesian Network

Lin Shi; Zhiliang Wang; Zhigang Li

It needs not only intelligence but also emotion for the computer to realize harmonious human computer interaction, which is one of the research focuses in the field of computer science. This paper proposes a hierarchical approach to represent personality, affection and emotion, using Bayesian Network to affection model and show emotion via virtual human’s facial expression. The affection model was applied to an affective HCI system, proved to be simple, effective and stable.

- Posters | Pp. 441-444

A Survey on Projector-Based PC Clustered Distributed-Rendering Large Screen Displays and Techniques

Munjae Song; Seongwon Park

Large screen display systems are common display systems nowadays. Especially projector-based PC cluster large screen display systems share most of large screen display system market and they are main research topics today. A lot of researchers research on cluster algorithms, computation power improvements, high performance graphic rendering technologies, high speed buses, networks, and HCIs. Also, remarkable research results are being published by technical leading groups. Whereas, following groups who want research on large screen display have difficulties even to build a test system. Unfortunately, there are not enough information to build large screen display systems. In this paper, we survey on projector-based PC cluster large screen display technologies that use distributed rendering.

- Posters | Pp. 445-449

Automated Personal Authentication Using Both Palmprints

Xiangqian Wu; Kuanquan Wang; David Zhang

To satisfy personal interests, different entertainment computing should be performed for different people (called personal entertainment computing). For personal entertainment computing, the personal identity should be first automatically authenticated. This paper proposes a novel approach for automated personal authentication by using both palmprints. The experimental results show that the fusion of the information of both palmprints can dramatically improve the authentication accuracy.

- Posters | Pp. 450-453

A TV Commercial Monitoring System Using Audio Fingerprinting

Seungjae Lee; Jin S. Seo

In this paper, we describe an audio fingerprinting-based commercial monitoring system for TV broadcasting. The goal of the commercial monitoring is to identify commercials being broadcasted and find out the time duration. If there are similar commercials in the fingerprint database, we sometimes have trouble in determining which commercial has been broadcasted. To solve this problem, we propose the partial distance comparison method which identifies commercials and discriminates them from background music. Experimental results show that the proposed method improves commercial-identification performance by discriminating different versions of the same commercial.

- Posters | Pp. 454-457

Player Immersion in the Computer Game Narrative

Hua Qin; Pei-Luen Patrick Rau; Gavriel Salvendy

The main characteristics of the computer game narrative are interactive and nonlinear, so this study proposes a questionnaire aim at studying player immersion in the computer game narrative. To evaluate the questionnaire, a survey was conducted on the Internet. After factor analysis and reliability test, an instrument for measuring player immersion were obtained. This instrument not only can be applied to the computer game narrative, it also ca be used to measure user experience in story-oriented virtual reality.

- Posters | Pp. 458-461