Intelligent Technologies for Interactive Entertainment

4th International ICST Conference, INTETAIN 2011, Genova, Italy, May 25-27, 2011, Revised Selected Papers

Editors:

ISBN: 978-3-642-30213-8 (Print) 978-3-642-30214-5 (Online)

Table of contents (37 chapters)

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  1. Front Matter

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  2. Virtual/Mixed/Augmented Reality

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      Pages 1-11

      User Interface for Browsing Geotagged Data – Design and Evaluation

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      Pages 12-17

      Towards Multimodal, Multi-party, and Social Brain-Computer Interfacing

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      Pages 18-27

      Brain-Computer Interfaces: Proposal of a Paradigm to Increase Output Commands

  3. Hardware Technologies for Interaction and Entertainment

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      Pages 28-37

      Steady State Visual Evoked Potential Based Computer Gaming – The Maze

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      Pages 38-47

      Single Value Devices

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      Pages 48-56

      A Kinect-Based Natural Interface for Quadrotor Control

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      Pages 57-62

      Smart Material Interfaces: A Vision

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      Pages 63-72

      User-Centered Evaluation of the Virtual Binocular Interface

  4. Displays and Devices

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      Pages 73-82

      Does Movement Recognition Precision Affect the Player Experience in Exertion Games?

  5. Animation and Virtual Characters

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      Pages 83-92

      Elckerlyc in Practice – On the Integration of a BML Realizer in Real Applications

  6. Non Verbal Full Body Interaction

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      Pages 93-102

      Evaluation of the Mobile Orchestra Explorer Paradigm

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      Pages 103-112

      As Wave Impels a Wave Active Experience of Cultural Heritage and Artistic Content

  7. Storytelling

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      Pages 113-122

      An Intelligent Instructional Tool for Puppeteering in Virtual Shadow Puppet Play

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      Pages 123-128

      A Tabletop Board Game Interface for Multi-user Interaction with a Storytelling System

  8. Children Interaction

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      Pages 129-138

      Design of an Interactive Playground Based on Traditional Children’s Play

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      Pages 139-148

      Designing a Museum Multi-touch Table for Children

  9. Affective User Interfaces

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      Pages 149-159

      Automatic Recognition of Affective Body Movement in a Video Game Scenario

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      Pages 160-169

      Towards Mimicry Recognition during Human Interactions: Automatic Feature Selection and Representation

  10. Social Interaction

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      Pages 170-182

      A Playable Evolutionary Interface for Performance and Social Engagement

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      Pages 183-192

      Social Interaction in a Cooperative Brain-Computer Interface Game

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