Entertainment Computing

Technologies and Application

Editors:

ISBN: 978-1-4757-5153-6 (Print) 978-0-387-35660-0 (Online)

Table of contents (64 chapters)

previous Page of 4
  1. Front Matter

    Pages i-xviii

  2. Invited Talks

    1. Front Matter

      Pages 1-1

    2. No Access

      Book Chapter

      Pages 3-11

      Under the Influence: Using Natural Language in Interactive Storytelling

    3. No Access

      Book Chapter

      Pages 13-20

      Interactivity and Non-Linearity: What do They Really Mean?

  3. Computers & Games

    1. Front Matter

      Pages 21-21

    2. No Access

      Book Chapter

      Pages 23-30

      Multi-Goal Path-Finding for Autonomous Agents in Virtual Worlds

    3. No Access

      Book Chapter

      Pages 31-39

      Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol

    4. No Access

      Book Chapter

      Pages 41-48

      Complex Games and Palm Computers

    5. No Access

      Book Chapter

      Pages 49-56

      Facilitating Learning in a Real Time Strategy Computer Game

    6. No Access

      Book Chapter

      Pages 57-64

      A Toolkit for Developing Programs of Card Games Played on the Internet

    7. No Access

      Book Chapter

      Pages 65-72

      A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants

    8. No Access

      Book Chapter

      Pages 73-80

      Threat Stacks to Guide Pruning and Search Extensions in Shogi

    9. No Access

      Book Chapter

      Pages 81-88

      The Evolution of Strong Othello Programs

  4. Home/Arcade Games and Interactive Movies

    1. Front Matter

      Pages 89-89

    2. No Access

      Book Chapter

      Pages 91-99

      Digital Storytelling with DINAH: Dynamic, Interactive, Narrative Authoring Heuristic

    3. No Access

      Book Chapter

      Pages 101-108

      Real-Time Character Animation Using Puppet Metaphor

    4. No Access

      Book Chapter

      Pages 109-116

      Fly through View Video Generation of Soccer Scene

    5. No Access

      Book Chapter

      Pages 117-124

      Prototyping Mobile Game Applications

    6. No Access

      Book Chapter

      Pages 125-132

      A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Effects

    7. No Access

      Book Chapter

      Pages 133-140

      Kirifuki: Inhaling and Exhaling Interaction with Visual Objects

    8. No Access

      Book Chapter

      Pages 141-148

      Virtual Horseback Archery

    9. No Access

      Book Chapter

      Pages 149-156

      Creating Ubiquitous Interactive Games Using Everywhere Displays Projectors

    10. No Access

      Book Chapter

      Pages 157-164

      Face Analysis and Synthesis for Interactive Entertainment

    11. No Access

      Book Chapter

      Pages 165-172

      Human Body Tracking for Digital Actors

previous Page of 4