Skip to main content
  • Conference proceedings
  • © 2009

Entertainment Computing - ICEC 2008

7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 5309)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

Conference series link(s): ICEC: International Conference on Entertainment Computing

Conference proceedings info: ICEC 2008.

Buying options

eBook USD 64.99
Price excludes VAT (USA)
  • ISBN: 978-3-540-89222-9
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book USD 84.99
Price excludes VAT (USA)

This is a preview of subscription content, access via your institution.

Table of contents (31 papers)

  1. Front Matter

  2. How I Learned to Love the Bomb: Defcon and the Ethics of Computer Games

    1. When Items Become Victims: Brand Memory in Violent and Nonviolent Games

      • André Melzer, Brad J. Bushman, Ulrich G. Hofmann
      Pages 11-22Open Access
    2. Immersion, the Greatest Hook

      • Faisal Qureshi
      Pages 23-26Open Access
    3. Newsgames: Theory and Design

      • Miguel Sicart
      Pages 27-33Open Access
    4. A Surround Display Warp-Mesh Utility to Enhance Player Engagement

      • Charles Henden, Erik Champion, Ralf Muhlberger, Jeffrey Jacobson
      Pages 46-56Open Access
    5. Development and Evaluation of a Centaur Robot

      • Satoshi Tsuda, Kuniya Shinozaki, Ryohei Nakatsu
      Pages 57-66Open Access
    6. Analysis of Japanese Folktales for the Purpose of Story Generation

      • Takaaki Kato, Takenori Wama, Koji Miyazaki, Ryohei Nakatsu
      Pages 67-76Open Access
    7. Strategic Path Planning on the Basis of Risk vs. Time

      • Ashish C. Singh, Lawrence Holder
      Pages 77-87Open Access
    8. Fear Inducer: A Mixed Reality Audio Experience

      • Jurgen Westerhoff
      Pages 88-93Open Access
    9. Game Bot Detection Based on Avatar Trajectory

      • Kuan-Ta Chen, Andrew Liao, Hsing-Kuo Kenneth Pao, Hao-Hua Chu
      Pages 94-105Open Access
    10. Achievement of Carrying Objects by Small-Sized Humanoid Robot

      • Hiroyuki Nakagawa, Ryohei Nakatsu
      Pages 106-115Open Access
    11. Interactive Multimedia Contents in the IllusionHole

      • Tokuo Yamaguchi, Kazuhiro Asai, Yoshifumi Kitamura, Fumio Kishino
      Pages 116-121Open Access
    12. Creating an Emotionally Adaptive Game

      • Tim Tijs, Dirk Brokken, Wijnand IJsselsteijn
      Pages 122-133Open Access
    13. Robust Interactive Storytelling Framework for Automatic TV Content/Story Production

      • Hussein Karam Hussein Abd El-Sattar
      Pages 134-148Open Access
    14. Designing Toys That Come Alive: Curious Robots for Creative Play

      • Kathryn Merrick
      Pages 149-154Open Access
    15. Musical B-boying: A Wearable Musical Instrument by Dancing

      • Minoru Fujimoto, Naotaka Fujita, Yoshinari Takegawa, Tsutomu Terada, Masahiko Tsukamoto
      Pages 155-160Open Access
    16. Hybrid Visual Tracking for Augmented Books

      • Hyun S. Yang, Kyusung Cho, Jaemin Soh, Jinki Jung, Junseok Lee
      Pages 161-166Open Access
    17. Towards Emotional Characters in Computer Games

      • Robert Schaap, Rafael Bidarra
      Pages 167-172Open Access

Other Volumes

  1. Entertainment Computing - ICEC 2008

    7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008. Proceedings

About this book

This book constitutes the thoroughly refereed post-conference proceedings of the 7th International Conference on Entertainment Computing, ICEC 2008, held in Pittsburgh, PA, USA, in September 2008, under the auspices of IFIP.

The 26 revised full papers and 5 poster papers presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers cover entertainment experiences from robots to television, music to audio enhancing emotion, and dancing to poetry, as well as traditional game development.

Keywords

  • 3D user interface
  • HCI
  • animation
  • augmented reality
  • cheat detection
  • computer games
  • digital storytelling
  • educational games
  • embedded systems
  • emotion
  • entertainment computing
  • feature extraction
  • game design
  • humanoid
  • robot

Editors and Affiliations

  • Human Computer Interaction Isntitute and Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, USA

    Scott M. Stevens

  • Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, USA

    Shirley J. Saldamarco

Bibliographic Information

Buying options

eBook USD 64.99
Price excludes VAT (USA)
  • ISBN: 978-3-540-89222-9
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book USD 84.99
Price excludes VAT (USA)