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.
Invited Presentations.- Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design.- Realization of Tai-Chi Motion Using a Humanoid Robot.- Building Better Systems for Learning and Training: Bringing the Entertainment Industry and Simulation Technology Together.- Game Intelligence: From Animal Play Behavior to Entertainment Computing.- Effects of Violent Video Games on Aggressive Behavior, Helping Behavior, Aggressive Thoughts, Angry Feelings, and Physiological Arousal.- New Behavioural Approaches for Virtual Environments.- Advanced Interaction Design.- "Kuru-kuru Pitcher": A Game for the S chaire Internet Chair.- Fun and Sports: Enhancing the Home Fitness Experience.- Manipulating Multimedia Contents with Tangible Media Control System.- "Tangible Influence": Towards a New Interaction Paradigm for Computer Games.- Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities.- Optical-Flow-Driven Gadgets for Gaming User Interface.- The Human-Information Workspace (HI-Space): Ambient Table Top Entertainment.- Game-Driven Intelligent Tutoring Systems.- Practice! YUBIMOJI AIUEO for Japanese Hand Language Learning.- The Bush Telegraph: Networked Cooperative Music-Making.- Art, Design, and Media.- Live Role-Playing Games: Implications for Pervasive Gaming.- Animating Conversation in Online Games.- From Artistry to Automation: A Structured Methodology for Procedural Content Creation.- Commedia Virtuale: Theatre Inspiration for Expressive Avatars.- Take the Money and Run? An Ethical Approach to the Relation Between Game Research and Game Industry.- Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions.- Improvisation in Theatre Rehearsals for Synthetic Actors.- Enjoyment and Entertainment in East and West.- Augmented, Virtual, and Mixed Reality.- Interactive Props and Choreography Planning with the Mixed Reality Stage.- The Interactive and Multi-protagonist Film: A Hypermovie on DVD.- Apply Social Network Analysis and Data Mining to Dynamic Task Synthesis for Persistent MMORPG Virtual World.- How Realistic is Realism? Considerations on the Aesthetics of Computer Games.- Read-It: A Multi-modal Tangible Interface for Children Who Learn to Read.- Exploiting Films and Multiple Subtitles Interaction for Casual Foreign Language Learning in the Living Room.- CLOVES: A Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning.- SEITV - Interactive Multimedia Leisure/Educational Services for Digital TV in MHP.- Tangible Augmented Reality Modeling.- Human Body Tracking for Human Computer Intelligent Interaction.- A Graphical System for Interactive Rendering of Objects in an Augmented Reality Scenery.- Computer Games.- TEAM: The Team-Oriented Evolutionary Adaptability Mechanism.- Size Variation and Flow Experience of Physical Game Support Objects.- Enhancing the Performance of Dynamic Scripting in Computer Games.- Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform.- Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues.- An Application of Game-Refinement Theory to Mah Jong.- The Design and Implementation of Multi-player Card Games on Multi-user Interactive Tabletop Surfaces.- Entertainment Feature of a Computer Game Using a Biological Signal to Realize a Battle with Oneself.- AI: the Missing Link in Digital Game Interface Design?.- Engaging Game Characters: Informing Design with Player Perspectives.- Emergent Stories in Massively Multiplayer Online Games: Using Improvisational Techniques to Design for Emotional Impact.- Human Factors of Games.- Towards a Framework for Design Guidelines for Young Children's Computer Games.- Social Translucence of the Xbox Live Voice Channel.- Artifact-Based Human-Computer Interface for the Handicapped.- A Home Page Is Where the Heart Is: Using Games Based Design Techniques to Enhance Contact Centre Interfaces.- Avoiding Average: Recording Interaction Data to Design for Specific User Groups.- Physiological Response to Games and Non-games: A Contrastive Study.- Intelligent Games.- Probabilistic Opponent-Model Search in Bao.- Agent Wars with Artificial Immune Systems.- MMOG Player Classification Using Hidden Markov Models.- Expanding Spheres: A Collision Detection Algorithm for Interest Management in Networked Games.- Electronic Augmentation of Traditional Board Games.- Strategy Selection in Games Using Co-evolution Between Artificial Immune Systems.- Level of Detail Modelling in a Computer Game Engine.- Mobile Entertainment.- Networked Mobile Gaming for 3G-Networks.- Mobile Games for Training Tactile Perception.- Emotionally Loaded Mobile Multimedia Messaging.- "Why Is Everyone Inside Me?!" Using Shared Displays in Mobile Computer Games.- Associated Emotion and Its Expression in an Entertainment Robot QRIO.- Position-Aware IEEE 802.11b Mobile Video Services.- A Human-Pet Interactive Entertainment System over the Internet.- Developing and Evaluating Mobile Entertainment Applications: The Case of the Music Industry.- An Entertaining Way to Access Web Content.- Design of an Interface for Technology Supported Collaborative Learning - The RAFT Approach.- Sound and Music.- iFP: A Music Interface Using an Expressive Performance Template.- Sound Pryer: Adding Value to Traffic Encounters with Streaming Audio.- Harmonics Table: Audiovisual Expression of Group Interaction on a Sensing Table.- Hello-Fish: Interacting with Pet Fishes Through Animated Digital Wallpaper on a Screen.- Background Music Generation Using Music Texture Synthesis.- A Progressive Sounding Object Model in Virtual Environment.- Visual Media Engineering.- Automatic Visual Data Management System.- Development of Extemporaneous Performance by Synthetic Actors in the Rehearsal Process.- An Efficient CLOD Method for Large-Scale Terrain Visualization.- Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games.- EffecTV: A Real-Time Software Video Effect Processor for Entertainment.- Web-Based Tool for Analyzing Emotions Through Images and Generating a Music Therapy System.- Turning Photo Annotating Tasks into Instant Messaging Fun: Prototyping, User Trials, and Roadmapping.
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