Entertainment Computing – ICEC 2004

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

  • Matthias Rauterberg

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

    1. Front Matter
      Pages 125-125

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 https://doi.org/10.1007/b99837
  • 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
  • About this book