Entertainment Computing - ICEC 2010

9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings

  • Hyun Seung Yang
  • Rainer Malaka
  • Junichi Hoshino
  • Jung Hyun Han
Conference proceedings ICEC 2010

DOI: 10.1007/978-3-642-15399-0

Part of the Lecture Notes in Computer Science book series (LNCS, volume 6243)

Table of contents

  1. Front Matter
  2. Long Papers

    1. New Interfaces and Entertainment Robots

      1. Hiroki Kunimura, Chiyoko Ono, Madoka Hirai, Masatada Muramoto, Wagner Tetsuya Matsuzaki, Toshiaki Uchiyama et al.
        Pages 1-8
      2. Noreen Kamal, Ling Tsou, Abir Al Hajri, Sidney Fels
        Pages 20-31
    2. User Interfaces

    3. Serious Games and Collaborative Interaction

    4. Tools and Networks

      1. Kyusung Cho, Jaesang Yoo, Jinki Jung, Hyun S. Yang
        Pages 127-138
      2. Jaesang Yoo, Kyusung Cho, Jinki Jung, Hyun S. Yang
        Pages 139-150
      3. Jaekwang Lee, Chang-Joon Park
        Pages 151-159
      4. Kwangsik Shin, Jinhyuk Kim, Kangmin Sohn, Changjoon Park, Sangbang Choi
        Pages 160-170
    5. Game Theory and User Studies

      1. André Melzer, Ingmar Derks, Jens Heydekorn, Georges Steffgen
        Pages 171-182
      2. Ryohei Nakatsu
        Pages 183-192
      3. Eric Yim, William Joseph Gaudet, Sid Fels
        Pages 193-204
      4. Matthias Rauterberg
        Pages 205-215

About these proceedings

Introduction

The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to leisure, education, culture and work. Entertainment computing at its core has a strong focus on computer games. However, it is not only about computer games. The last ICEC c- ferences have shown that entertainment computing is a much wider field. For instance in games, technology developed for games can be used for a wide range of appli- tions such as therapy or education. Moreover, entertainment does not necessarily have to be understood as games. Entertainment computing finds its way to stage perfo- ances and all sorts of new interactive installations.

Keywords

Animation Emotion Frames agents augmentated books cognition collaboration game play gesture recognition haptic interfaces modeling music therapy neural network speech recognition user interfaces

Editors and affiliations

  • Hyun Seung Yang
    • 1
  • Rainer Malaka
    • 2
  • Junichi Hoshino
    • 3
  • Jung Hyun Han
    • 4
  1. 1.Department of Computer ScienceKAISTDajeonKorea
  2. 2.Technologie-Zentrum Informatik (TZI)Universität BremenBremenGermany
  3. 3.Graduate School of Systems and Information EngineeringUniversity of TsukubaTsukubaJapan
  4. 4.Department of Computer Science and EngineeringKorea UniversitySeoulKorea

Bibliographic information

  • Copyright Information IFIP International Federation for Information Processing 2010
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-15398-3
  • Online ISBN 978-3-642-15399-0
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349