Overview
- Editors:
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Ryohei Nakatsu
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Kwansei Gakuin University/ATR, Japan
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Junichi Hoshino
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University of Tsukuba / PRESTO, JST, Japan
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Table of contents (65 chapters)
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Music Informatics
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- Tsutomu Terada, Masahiko Tsukamoto, Shojiro Nishio
Pages 289-296
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Sociology and Psychology of Entertainment
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Front Matter
Pages 305-305
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- Nicklas Lundblad, Anders Frank
Pages 323-330
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- Kazuyuki Saitoh, Tomoko Yonezawa, Kenji Mase
Pages 331-338
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- Sidney Fels, James Gauthier, Patricia Smith
Pages 355-362
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- Anders Frank, Nicklas Lundblad
Pages 363-369
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- Daniel Johnson, John Gardner, Janet Wiles, Penelope Sweetser, Kelly Hollingsworth
Pages 371-378
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Virtual Reality Technologies for Entertainment
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Front Matter
Pages 379-379
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- Yue Li, Adrian David Cheok
Pages 381-388
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- Kazuhiko Kobayashi, Shinobu Ishigame, Hideo Kato
Pages 389-396
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- Kenji Oka, Imari Sato, Yasuto Nakanishi, Yoichi Sato, Hideki Koike
Pages 397-404
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- Ralf Dörner, Christian Geiger, Michael Haller, Volker Paelke
Pages 405-413
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- Makoto Sato, Yasuharu Koike, Somsak Walairacht
Pages 415-422
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- Rodney Berry, Ivan Poupyrev, Makoto Tadenuma, Nobuji Tetsutani, Shigeo Imura
Pages 423-429
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- Zhiying Zhou, Farzam Farbiz, Xiangdong Chen, Adrian David Cheok, Wei Liu
Pages 431-438
About this book
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.
Editors and Affiliations
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Kwansei Gakuin University/ATR, Japan
Ryohei Nakatsu
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University of Tsukuba / PRESTO, JST, Japan
Junichi Hoshino