Entertainment Computing – ICEC 2004

Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings

  • Matthias Rauterberg
Conference proceedings ICEC 2004

Part of the Lecture Notes in Computer Science book series (LNCS, volume 3166)

Table of contents

  1. Front Matter
  2. Invited Presentations

  3. Advanced Interaction Design

    1. Front Matter
      Pages 33-33
    2. Kazuya Adachi, Michael Cohen, Uresh Duminduwardena, Kayoko Kanno
      Pages 35-45
    3. Wijnand IJsselsteijn, Yvonne de Kort, Joyce Westerink, Marko de Jager, Ronald Bonants
      Pages 46-56
    4. Volker Wulf, Eckehard F. Moritz, Christian Henneke, Kanan Al-Zubaidi, Gunnar Stevens
      Pages 80-89
    5. Andrew J. Cowell, Richard May, Nick Cramer
      Pages 101-107
    6. Marco A. Gómez-Martín, Pedro P. Gómez-Martín, Pedro A. González-Calero
      Pages 108-113
    7. Takao Terano, Fusako Kusunoki, Yasushi Harada, Miki Namatame
      Pages 114-119
    8. Rodney Berry, Mao Makino, Naoto Hikawa, Masami Suzuki
      Pages 120-123
  4. Art, Design, and Media

  5. Augmented, Virtual, and Mixed Reality

    1. Front Matter
      Pages 183-183
    2. Wolfgang Broll, Stefan Grünvogel, Iris Herbst, Irma Lindt, Martin Maercker Jan Ohlenburg, Michael Wittkämper
      Pages 185-192
    3. André Melzer, Sebastian Hasse, Oliver Jeskulke, Inga Schön, Michael Herczeg
      Pages 193-203
    4. Richard Wages, Stefan M. Grünvogel, Benno Grützmacher
      Pages 216-225
    5. Ivo Weevers, Wouter Sluis, Claudia van Schijndel, Siska Fitrianie, Lyuba Kolos-Mazuryk, Jean-Bernard Martens
      Pages 226-234
    6. Yongjoo Cho, Kyoung Shin Park, Thomas Moher, Andrew E. Johnson, Juno Chang, Min Cheol Whang et al.
      Pages 241-247
    7. Julián Flórez, Igor García, Iker Aizpurua, Céline Paloc, Alejandro Ugarte, Igor Jainaga et al.
      Pages 248-253
    8. Ja Yong Park, Jong Weon Lee
      Pages 254-259
    9. Jong-Seung Park, Sang-Rak Lee
      Pages 260-265
    10. Uwe Berner, Norbert Braun, Sofia Kolebinova
      Pages 266-269
  6. Computer Games

    1. Front Matter
      Pages 271-271
    2. Sander Bakkes, Pieter Spronck, Eric Postma
      Pages 273-282
    3. Loe Feijs, Peter Peters, Berry Eggen
      Pages 283-295
    4. Pieter Spronck, Ida Sprinkhuizen-Kuyper, Eric Postma
      Pages 296-307
    5. Riku Suomela, Eero Räsänen, Ari Koivisto, Jouka Mattila
      Pages 308-320
    6. Hiroyuki Iida, Kazutoshi Takahara, Jun Nagashima, Yoichiro Kajihara, Tsuyoshi Hashimoto
      Pages 333-338
    7. Shwetak N. Patel, John A. Bunch, Kyle D. Forkner, Logan W. Johnson, Tiffany M. Johnson, Michael N. Rosack et al.
      Pages 339-344
    8. Shigeru Sakurazawa, Nagisa Munekata, Naofumi Yoshida, Yasuo Tsukahara, Hitoshi Matsubara
      Pages 345-350
    9. Darryl Charles, Daniel Livingstone
      Pages 351-354

About these proceedings


The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.


Augmented Reality Mobile Gaming Performance Rendering Xbox edutainment entertainment computing interactive design music on demand telecommunication services television therapy video on demand virtual reality visualization

Editors and affiliations

  • Matthias Rauterberg
    • 1
  1. 1.Technische Universiteit EindhovenEindhovenThe Netherlands

Bibliographic information

  • DOI
  • Copyright Information IFIP International Federation for Information Processing 2004
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Springer Book Archive
  • Print ISBN 978-3-540-22947-6
  • Online ISBN 978-3-540-28643-1
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • Buy this book on publisher's site