Entertainment Computing

Technologies and Application

  • Ryohei Nakatsu
  • Junichi Hoshino

Part of the IFIP — The International Federation for Information Processing book series (IFIPAICT, volume 112)

Table of contents

  1. Front Matter
    Pages i-xviii
  2. Invited Talks

    1. Front Matter
      Pages 1-1
    2. Marc Cavazza, Fred Charles, Steven J. Mead
      Pages 3-11
  3. Computers & Games

    1. Front Matter
      Pages 21-21
    2. Ho Lee, Eric Kozlowski, Scott Lenker, Sugih Jamin
      Pages 31-39
    3. Pieter Spronck, Jaap van den Herik
      Pages 41-48
    4. Penelope Sweetser, Simon Dennis
      Pages 49-56
    5. Hiroyuki Iida, Nobuo Takeshita, Jin Yoshimura
      Pages 65-72
    6. Michael Buro
      Pages 81-88
  4. Home/Arcade Games and Interactive Movies

    1. Front Matter
      Pages 89-89
    2. Naho Inamoto, Hideo Saito
      Pages 109-116
    3. Johan Sanneblad, Lars Erik Holmquist
      Pages 117-124
    4. Soichiro Iga, Fumito Higuchi
      Pages 133-140

About this book

Introduction

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

Keywords

LEGO Mindstorms Mindstorms Performance algorithms animation autonom autonomous agents communication composing computer vision learning rendering robot virtual reality

Editors and affiliations

  • Ryohei Nakatsu
    • 1
  • Junichi Hoshino
    • 2
  1. 1.Kwansei Gakuin University/ATRJapan
  2. 2.University of Tsukuba / PRESTO, JSTJapan

Bibliographic information

  • DOI https://doi.org/10.1007/978-0-387-35660-0
  • Copyright Information IFIP International Federation for Information Processing 2003
  • Publisher Name Springer, Boston, MA
  • eBook Packages Springer Book Archive
  • Print ISBN 978-1-4757-5153-6
  • Online ISBN 978-0-387-35660-0
  • Series Print ISSN 1868-4238
  • Series Online ISSN 1868-422X
  • About this book