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  1. Unity 3D Game Development by Example Beginner's Guide.
    Erschienen: 2010; ©2010.
    Verlag:  Packt Pub, Birmingham [U.K.]

    A seat-of-your-pants manual for building fun, groovy little games quickly. Intro -- Unity 3D Game Development by Example -- Table of Contents -- Unity 3D Game Development by Example -- Credits -- About the Author -- About the Reviewers -- Preface --... mehr

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    A seat-of-your-pants manual for building fun, groovy little games quickly. Intro -- Unity 3D Game Development by Example -- Table of Contents -- Unity 3D Game Development by Example -- Credits -- About the Author -- About the Reviewers -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action - heading -- What just happened? -- Have a go hero - heading -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. That's One Fancy Hammer! -- Introducing Unity 3D -- Unity takes over the world -- Browser-based 3D? Welcome to the future -- Time for action - install the Unity Web Player -- Welcome to Unity 3D! -- What can I build with Unity? -- FusionFall -- Completely hammered -- Should we try to build FusionFall? -- Another option -- Off-Road Velociraptor Safari -- Fewer features, more promise -- Maybe we should build Off-Road Velociraptor Safari? -- I bent my Wooglie -- Big Fun Racing -- Diceworks -- Walk before you can run (or double jump) -- There's no such thing as "finished -- Stop! Hammer time -- Explore Demo island -- The wonders of technology! -- The Scene window -- The Game window -- The Hierarchy -- The Project panel -- The Inspector -- Invade Island Demo as a paratrooper -- Layers and layout dropdowns -- Playback controls -- Scene controls -- Don't stop there live a little! -- Summary -- Big ambition, tiny games -- 2. Let's Start with the Sky -- That little lightbulb -- The siren song of 3D -- Features versus content -- A game with no features -- Mechanic versus skin -- Trapped in your own skin -- That singular piece of joy -- One percent inspiration -- Motherload -- Heads up! -- Artillery Live! -- Pong -- The mechanic that launched a thousand games -- Have a go hero - redesign your favorite games -- Toy or story -- Pop quiz finding that singular piece of joy -- Redefining the sky -- Summary -- Let's begin.

     

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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781849690553; 9781849690546
    RVK Klassifikation: ST 324
    Auflage/Ausgabe: 1st ed.
    Schlagworte: Neurosciences; Psychoanalysis; Computer games; Three-dimensional display systems; Real-time programming; Computer graphics; Computer games ; Programming; Computer graphics; Real-time programming; Three-dimensional display systems; Electronic books; Psychoanalysis; Neurosciences..
    Weitere Schlagworte: Array; Array; Array
    Umfang: 1 online resource (458 pages)
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    Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:That's One Fancy Hammer!; Introducing Unity 3D; Unity takes over the world; Browser-based 3D? Welcome to the future; Time for action - install the Unity Web Player; Welcome to Unity 3D!; What can I build with Unity?; FusionFall; Completely hammered; Should we try to build FusionFall?; Another option; Off-Road Velociraptor Safari; Fewer features, more promise; Maybe we should build Off-Road Velociraptor Safari?; I bent my Wooglie; Big Fun Racing; Diceworks

    Walk before you can run (or double jump)There's no such thing as ""finished""; Stop! Hammer time; Explore Demo island; The wonders of technology!; The Scene window; The Game window; The Hierarchy; The Project panel; The Inspector; Invade Island Demo as a paratrooper; Layers and layout dropdowns; Playback controls; Scene controls; Don't stop there-live a little!; Summary; Big ambition, tiny games; Chapter 2:Let's Start with the Sky; That little lightbulb; The siren song of 3D; Features versus content; A game with no features; Mechanic versus skin; Trapped in your own skin

    That singular piece of joyOne percent inspiration; Motherload; Heads up!; Artillery Live!; Pong; The mechanic that launched a thousand games; Toy or story; Redefining the sky; Summary; Let's begin; Chapter 3:Game #1: Ticker Taker; Kick up a new Unity project; Where did everything go?; 'Tis volley; Keep the dream alive; Slash and burn!; The many faces of keep-up; Creating the ball and the hitter; Time for action - create the ball; A ball by any other name; Time for action - rename the ball; Origin story; XYZ/RGB; Time for action - move the ball into the ""sky""

    Time for action - shrink the ballTime for action - save your Scene; Time for action - add the paddle; What's a Mesh?; Poly wanna crack your game performance?; Keeping yourself in the dark; Time for action - add a light; Time for action - move and rotate the light; Extra credit; Are you a luminary?; Who turned out the lights?; Darkness reigns; Time for action - test your game; Let's get physical; Time for action - add physics to your game; Understanding the gravity of the situation; More bounce to the ounce; Time for action - make the ball bouncy; Summary; Following the script

    Chapter 4:Code ComfortWhat is code?; Time for action - write your first Unity Script; A leap of faith; Lick it and stick it; Disappear Me!; It's all Greek to me; You'll never go hungry again; With great sandwich comes great responsibility; Examining the code; Time for action - find the Mesh Renderer component; Time for action - make the ball reappear; Ding!; Time for action - journey to the Unity Script Reference; The Renderer class; What's another word for ""huh""?; It's been fun; Time for action - unstick the Script; Gone, but not forgotten; Why code?; Equip your baby bird

    Time for action - create a new MouseFollow Script

  2. Smart Graphics
    13th International Symposium, SG 2015, Chengdu, China, August 26-28, 2015, Revised Selected Papers
    Beteiligt: Chen, Yaxi (Hrsg.); Christie, Marc (Hrsg.)
    Erschienen: 2017
    Verlag:  Springer, Cham

    This book constitutes the proceedings of the 13th International Symposium on Smart Graphics, SG 2015, held in Chengdu, China, in August 2015. The 17 full and 3 short papers presented in this volume were carefully reviewed and selected from 35... mehr

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    This book constitutes the proceedings of the 13th International Symposium on Smart Graphics, SG 2015, held in Chengdu, China, in August 2015. The 17 full and 3 short papers presented in this volume were carefully reviewed and selected from 35 submissions. They are organized in topical sections named: graphics, sketching and visualization, automation and evaluation, image processing, and posters and demo session Graphics -- Sketching and visualization -- Automation and evaluation -- Image processing -- Posters and demo session

     

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    Beteiligt: Chen, Yaxi (Hrsg.); Christie, Marc (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783319538389
    Weitere Identifier:
    Schriftenreihe: Lecture Notes in Computer Science ; 9317
    Array
    Array
    Schlagworte: Computer science; Computer communication systems; Computer graphics; Computer Science; Arts; User interfaces (Computer systems); Application software; Computer vision.; Digital humanities.; Image processing; Computer networks .; Human-computer interaction.
    Umfang: Online-Ressource (X, 215 p. 122 illus, online resource)
  3. Motion in Games
    5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings
    Erschienen: 2012
    Verlag:  Springer, Berlin, Heidelberg

    Moving Path Planning Forward -- Environmental Effect on Egress Simulation -- Following a Group of Targets in Large Environments -- Realtime Performance Animation Using Sparse 3D Motion Sensors -- A Game System for Speech Rehabilitation -- Virtual... mehr

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    Moving Path Planning Forward -- Environmental Effect on Egress Simulation -- Following a Group of Targets in Large Environments -- Realtime Performance Animation Using Sparse 3D Motion Sensors -- A Game System for Speech Rehabilitation -- Virtual Try-On Using Kinect and HD Camera -- Physics -- Modal Vibrations for Character Animation -- Modeling Physically Simulated Characters with Motion Networks -- A Unified Constraint Framework for Physical Animation of Articulated Rigid Bodies -- Appealing Virtual Humans -- Perception of Complex Emotional Body Language of a Virtual Character -- Conveying Real-Time Ambivalent Feelings through Asymmetric Facial Expressions -- Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character -- A Crowd Modeling Framework for Socially Plausible Animation Behaviors -- Controlling Three Agents in a Quarrel: Lessons Learnt -- Virtual Humans -- What’s Next? The New Era of Autonomous Virtual Humans -- Virtual Humans: Evolving with Common Sense -- Locomotion -- Principles and Observation: How Do People Move? -- Using Optimal Control Methods to Generate Human Walking Motions -- Interactive Quadruped Animation -- Capturing Close Interactions with Objects Using a Magnetic Motion Capture System and a RGBD Sensor -- An Analysis of Motion Blending Techniques -- Automatic Hand-Over Animation for Free-Hand Motions from Low Resolution Input -- A Perceptual Study of the Relationship between Posture and Gesture for Virtual Characters -- Walker Speed Adaptation in Gait Synthesis -- An Efficient Energy Transfer Inverse Kinematics Solution -- Motion Planning with Discrete Abstractions and Physics-Based Game Engines -- Calibrating a Motion Model Based on Reinforcement Learning for Pedestrian Simulation -- A*mbush Family: A* Variations for Ambush Behavior and Path Diversity Generation -- Fuzzy Logic Controlled Pedestrian Groups in Urban Environments -- Enhancing the Behavior of Virtual Characters with Long Term Planning, Failure Anticipation and Opportunism -- Realtime, Physics-Based Marker Following -- Fast Motion Retrieval with the Distance Input Space -- Machine Learning Approach for Gesture Recognition Based on Automatic Feature Selection -- Dealing with Variability When Recognizing User’s Performance in Natural Gesture Interfaces -- Treating Phobias with Computer Games -- Analysis and Verification of Navigation Strategies by Abstract Interpretation of Cellular Automata. This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.

     

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    ISBN: 9783642347108
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    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science
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    Schlagworte: Computer science; Computer Science; Artificial intelligence; Computer simulation; Computer vision; Computer graphics; User interfaces (Computer systems).; Human-computer interaction.; Image processing
    Umfang: Online-Ressource (XII, 384 p. 157 illus, digital)
  4. 3D game engine design
    a practical approach to real-time computer graphics
    Erschienen: 2007
    Verlag:  Morgan Kaufmann, San Francisco, CA

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    ISBN: 0122290631; 9780122290633
    RVK Klassifikation: ST 324 ; ST 320
    Auflage/Ausgabe: 2. ed.
    Schriftenreihe: The Morgan Kaufmann series in interactive 3D technology
    Schlagworte: Computer games; Computer graphics; Real-time data processing
    Umfang: XXII, 1018 S., Ill., graph. Darst.
  5. Creating 3D game art for the iPhone with unity
    Featuring modo and Blender pipelines
    Autor*in: McDermott, Wes
    Erschienen: 2011
    Verlag:  Focal, Burlington, MA

    Getting to know the iDevice Hardware and Unity iOS -- Creating game objects using modo : Tater and Thumper -- Understanding textures and UV maps -- Creating game objects using modo : Training trash yard -- Animation using Blender : Rigging Tater --... mehr

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    Getting to know the iDevice Hardware and Unity iOS -- Creating game objects using modo : Tater and Thumper -- Understanding textures and UV maps -- Creating game objects using modo : Training trash yard -- Animation using Blender : Rigging Tater -- Animation using Blender : IK and basic animation -- Animation using Blender : Advanced animation -- Creating lightmaps using Beast -- Working with game assets in Unity iOS -- Bonus resources Revolutionize your iPhone and iPad game development with Unity iOS, a fully integrated professional application and powerful game engine, which is quickly becoming the best solution for creating visually stunning games for Apple's iDevices easier, and more fun for artists. From concept to completion you'll learn to create and animate using modo and Blender as well as creating a full level utilizing the powerful toolset in Unity iOS as it specifically relates to iPhone and iPad game development. Follow the creation of "Tater," a character from the author's personal game project "Dead Bang," as he's used to explain vital aspects of game development and content creation for the iOS platform. Creating 3D Game Art for the iPhone focuses on the key principles of game design and development by covering in-depth, the iDevice hardware in conjunction with Unity iOS and how it relates to creating optimized game assets for the iDevices. Featuring Luxology's artist-friendly modo, and Blender, the free open-source 3D app, along side Unity iOS, optimize your game assets for the latest iDevices including iPhone 3GS, iPhone 4, iPad and the iPod Touch. Learn to model characters and environment assets, texture, animate skinned characters and apply advanced lightmapping techniques using Beast in Unity iOS. In a clear, motivating, and entertaining style, Wes McDermott offers captivating 3D imagery, real-world observation, and valuable tips and tricks all in one place - this book is an invaluable resource for any digital artist working to create games for the iPhone and iPad using Unity iOS

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Online
    Schlagworte: Computer graphics; Interactive computer graphics; iPhone (Smartphone)
    Umfang: Online-Ressource
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    Getting to know the iDevice Hardware and Unity iOS -- Creating game objects using modo : Tater and Thumper -- Understanding textures and UV maps -- Creating game objects using modo : Training trash yard -- Animation using Blender : Rigging Tater -- Animation using Blender : IK and basic animation -- Animation using Blender : Advanced animation -- Creating lightmaps using Beast -- Working with game assets in Unity iOS -- Bonus resources.

  6. Game design workshop
    a playcentric approach to creating innovative games
    Erschienen: 2008
    Verlag:  Elsevier Morgan Kaufmann, Amsterdam

    The Role of the Game Designer; The Structure of Games; Working with Formal Elements; Working with Dramatic Elements; Working with System Dynamics; Conceptualization; Prototyping; Digital Prototyping; Playtesting; Functionality, Completeness, and... mehr

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    The Role of the Game Designer; The Structure of Games; Working with Formal Elements; Working with Dramatic Elements; Working with System Dynamics; Conceptualization; Prototyping; Digital Prototyping; Playtesting; Functionality, Completeness, and Balance; Fun and Accessibility; Team Structures; Stages of Development; The Design Document; Understanding the Game Industry -- ; Selling Yourself and Your Ideas to the Game Industry Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

     

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    Medientyp: Ebook
    Format: Online
    ISBN: 0240809742; 9780240809748
    RVK Klassifikation: SU 500
    Auflage/Ausgabe: 2. ed.
    Schlagworte: Computer games; Computer games; Computer graphics; Computer games; Computer games; Computer graphics
    Umfang: XX, 470 S., illustrations
    Bemerkung(en):

    Includes bibliographical references and index. - Description based on print version record

    Front Cover; Table of Contents; Foreword; Acknowledgments; Image Credits and Copyright Notices; Introduction; Part I: Game Design Basics; Chapter 1: The Role of the Game Designer; Chapter 2: The Structure of Games; Chapter 3: Working with Formal Elements; Chapter 4: Working with Dramatic Elements; Chapter 5: Working with System Dynamics; Part 2: Designing a Game; Chapter 6: Conceptualization; Chapter 7: Prototyping; Chapter 8: Digital Prototyping; Chapter 9: Playtesting; Chapter 10: Functionality, Completeness, and Balance; Chapter 11: Fun and Accessibility; Part 3: Working As a Game Designer

    Chapter 12: Team StructuresChapter 13: Stages of Development; Chapter 14: The Design Document; Chapter 15: Understanding the Game Industry; Chapter 16: Selling Yourself and Your Ideas to the Game Industry; Conclusion

  7. Game physics
    Erschienen: 2004
    Verlag:  Elsevier/Morgan Kaufmann, Amsterdam

    Basic concepts from physics -- Rigid body motion -- Deformable bodies -- Physics engines -- Physics and shader programs -- Linear complementarity and mathematical programming -- Differential equations -- Numerical methods -- Quaternions Game Physics... mehr

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    Basic concepts from physics -- Rigid body motion -- Deformable bodies -- Physics engines -- Physics and shader programs -- Linear complementarity and mathematical programming -- Differential equations -- Numerical methods -- Quaternions Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary-and hacked physics will do

     

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    ISBN: 9781558607408; 1558607404
    Auflage/Ausgabe: 1. ed.
    Schriftenreihe: The Morgan Kaufmann series in interactive 3D technology
    Schlagworte: Computer games; Physics; Computer graphics; Three-dimensional display systems; Computergraphics; Driedimensionale afbeeldingen; Interactieve computerprogramma's; Processamento de imagens; Teoria e técnicas de programação; Processamento eletrônico de dados; Física (aplicações); Computerspiel; Physikalisches System; Programmierung; Simulation; Computer games / Programming; Physics / Data processing; Computer games / Programming; Physics / Data processing
    Umfang: XXXVI, 776 S.
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    Includes bibliographical references and index. - Description based on print version record

  8. Smart Graphics
    10th International Symposium, SG 2009, Salamanca, Spain, May 28-30, 2009. Proceedings
    Erschienen: 2009
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Part-I: Visual Analytics and Infovis -- Visual Evaluation of Clustered Molecules in the Process of New Drugs Design -- Large Image Collections – Comprehension and Familiarization by Interactive Visual Analysis -- Towards the Big Picture: Enriching 3D... mehr

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    Part-I: Visual Analytics and Infovis -- Visual Evaluation of Clustered Molecules in the Process of New Drugs Design -- Large Image Collections – Comprehension and Familiarization by Interactive Visual Analysis -- Towards the Big Picture: Enriching 3D Models with Information Visualisation and Vice Versa -- Part-II: User Studies -- Evaluation of Alternative Label Placement Techniques in Dynamic Virtual Environments -- TagClusters: Semantic Aggregation of Collaborative Tags beyond TagClouds -- An Interface for Assisting the Design and Production of Pop-Up Card -- Part-III: Human Computer Interaction -- Whole Body Interaction with Geospatial Data -- The Pie Slider: Combining Advantages of the Real and the Virtual Space -- User-Centered Development of a Visual Exploration System for In-Car Communication -- Part-IV: Computer Graphics and Artificial Intelligence -- A Spatio-temporal Reasoning System for Virtual Camera Planning -- Heuristic-Search-Based Light Positioning According to Irradiance Intervals -- Interactive Generation and Modification of Cutaway Illustrations for Polygonal Models -- Part-V: Virtual and Mixed Reality -- Complexity and Occlusion Management for the World-in-Miniature Metaphor -- Interactive Context-Aware Visualization for Mobile Devices -- The Glass Organ: Musical Instrument Augmentation for Enhanced Transparency -- Part-VI: Short Presentations -- A Rendering Method for 3D Origami Models Using Face Overlapping Relations -- A Visual Analytics Tool for Software Project Structure and Relationships among Classes -- Magnet Mail: A Visualization System for Email Information Retrieval -- Calligraphic Shortcuts for Comics Creation -- Feature-Driven Volume Fairing -- GPSel: A Gestural Perceptual-Based Path Selection Technique -- Sketch-Based Interface for Crowd Animation -- EML3D: An XML Based Markup Language for 3D Object Manipulation in Second Life -- Part-VII: Art Exhibition and Demos -- Creating dream.Medusa to Encourage Dialogue in Performance -- The Sound Brush Made of Bamboo -- Nyoro-Nyoro San: Sprits in Your Belongings -- ePaper Project: Virtual Exploration -- A Framework for Review, Annotation, and Classification of Continuous Video in Context -- Virtual Reality for Consensus Building: Case Studies. This book constitutes the refereed proceedings of the 10th International Symposium on Smart Graphics, SG 2009, held in Salamanca, Spain in May 2009. The 15 revised full papers together with 8 short papers and 2 demonstrations presented were carefully reviewed and selected. The papers are organized in topical sections on visual analytics, user studies, human computer interaction, computer graphics and artificial intelligence, as well as virtual and mixed reality.

     

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    ISBN: 9783642021152
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    Schriftenreihe: Lecture Notes in Computer Science ; 5531
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    Schlagworte: Computer science; Information systems; Computer Science; Computer simulation; Computer graphics; Arts; Digital humanities.; Interactive multimedia.; Multimedia systems.; Human-computer interaction.; User interfaces (Computer systems).
    Umfang: Online-Ressource (digital)
  9. Intelligent Technologies for Interactive Entertainment
    Third International Conference, INTETAIN 2009, Amsterdam, The Netherlands, June 22-24, 2009. Proceedings
    Erschienen: 2009
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Schriftenreihe: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ; 9
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  10. Technologies for E-Learning and Digital Entertainment
    First International Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006, Proceedings
    Erschienen: 2006
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Keynote Speeches -- Invited Papers -- E-Learning Platforms and Tools -- E-Learning System and Graphics Education -- Storytelling, Intelligent Agents and Affective Interaction -- Integration of Game and Education -- Game Design and Development --... mehr

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    Keynote Speeches -- Invited Papers -- E-Learning Platforms and Tools -- E-Learning System and Graphics Education -- Storytelling, Intelligent Agents and Affective Interaction -- Integration of Game and Education -- Game Design and Development -- Mobile Computing, Network and Collaboration -- Graphics Modeling and Rendering for Games -- Animation Techniques for Edutainment -- VR, Augmented Reality and Mixed Reality -- Digital Heritage and Digital Museum -- Erratum. Edutainment 2006 is an international conference on research and development on e-learning and digital entertainment. The main purpose of the conference is the d- cussion, information and opinions exchange on the development and use of such s- tems. It provides a very interesting opportunity for researchers who want to attend or present communications at these events. The conference includes plenary invited talks, workshops, tutorials, paper presentation tracks and panel discussions. "Edutainment" is a recently coined term that expresses the union between education and entertainment in a television program, game or website. Today, the world of multimedia games and activities is a place where education and entertainment meet. Edutainment has evolved as a prospering research topic banding together formerly disjoined disciplines stemming from education, entertainment as well as computer s- ence. Thus, with this conference, we can bring people from different fields together to discuss techniques for e-learning and digital entertainment as well as about the future of edutainment. This conference developed from the previous Europe–China Workshop on E-learning and Games called Edutainment 2005 (April 28-March 2, 2005), which was originally based on the ELVIS project, an EU–Asia link project (Prof. Ruth Alyett was the project coordinator and Prof. Zhigeng Pan was the project leader). It was also a sub-event for celebrating the 30th Anniversary of EU China Diplomatic Relations. During this workshop, experts from home and abroad were invited to give keynote speeches, and about 90 people attended the workshop.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 3942
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Artificial intelligence; Computer graphics; Education; User interfaces (Computer systems).; Human-computer interaction.; Application software.
    Umfang: Online-Ressource (XXV, 1396 p. Also available online, digital)
  11. Entertainment Computing - ICEC 2006
    5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings
    Erschienen: 2006
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Session 1: Agents -- Towards Bi-directional Dancing Interaction -- An Emotional Path Finding Mechanism for Augmented Reality Applications -- Interacting with a Virtual Conductor -- Animal Controlled Computer Games: Playing Pac-Man Against Real... mehr

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    Session 1: Agents -- Towards Bi-directional Dancing Interaction -- An Emotional Path Finding Mechanism for Augmented Reality Applications -- Interacting with a Virtual Conductor -- Animal Controlled Computer Games: Playing Pac-Man Against Real Crickets -- Session 2: Cultural and Psychological Metrics -- Leaving a Message with the PaPeRo Robot: The Effect of Interaction Experience with Real or Virtual PaPeRo on Impression Evaluation -- Passive Interactivity, an Answer to Interactive Emotion -- Entertainment on Mobile Internet Services: From the Korean Consumer Perspectives -- Experimental Approach for Human Perception Based Image Quality Assessment -- Session 3: Transforming Broadcast Experience -- Interaction and Participation in Radio Plays: A Novel Approach to an Old Medium -- Real-Time Monitoring System for TV Commercials Using Video Features -- Interactive Dramaturgy by Generating Acousmêtre in a Virtual Environment -- Session 4: Culture, Place, Play -- Exposure to Violent Video Games and Desensitization to Violence in Children and Adolescents -- Kansei Mediated Entertainment -- Backseat Playgrounds: Pervasive Storytelling in Vast Location Based Games -- Session 5: Display Technology -- Layered Multiple Displays for Immersive and Interactive Digital Contents -- Design and Implementation of a Fast Integral Image Rendering Method -- A Neural Classifier for Anomaly Detection in Magnetic Motion Capture -- Multichannel Distribution for Universal Multimedia Access in Home Media Gateways -- Session 6: Authoring Tools 1 -- Language-Driven Development of Videogames: The Experience -- Architecture of an Authoring System to Support the Creation of Interactive Contents -- Applying Direct Manipulation Interfaces to Customizing Player Character Behaviour -- Programmable Vertex Processing Unit for Mobile Game Development -- Session 7: Object Tracking -- Vision-Based Real-Time Camera Matchmoving with a Known Marker -- OHAJIKI Interface: Flicking Gesture Recognition with a High-Speed Camera -- The Smart Dice Cup: A Radio Controlled Sentient Interaction Device -- Session 8: Edutainment -- Learning About Cultural Heritage by Playing Geogames -- Dynamic Binding Is the Name of the Game -- Lessons Learned from Designing a Virtual Heritage Entertainment Application for Interactive Education -- Session 9: Network Games -- A Dynamic Load Balancing for Massive Multiplayer Online Game Server -- My Photos Are My Bullets – Using Camera as the Primary Means of Player-to-Player Interaction in a Mobile Multiplayer Game -- Enjoyment or Engagement? Role of Social Interaction in Playing Massively Mulitplayer Online Role-Playing Games (MMORPGS) -- Session 10: Authoring Tools 2 -- On-Line Motion Style Transfer -- Dynamic Skinning for Popping Dance -- Discovery of Online Game User Relationship Based on Co-occurrence of Words -- Posters -- Mobile Phone Gaming (A Follow-Up Survey of the Mobile Phone Gaming Sector and Its Users) -- Designing a Story Database for Use in Automatic Story Generation -- An Efficient Algorithm for Rendering Large Bodies of Water -- Forbidden City Explorer: A Guide System That Gives Priority to Shared Images and Chats -- Reinforcement Learning of Intelligent Characters in Fighting Action Games -- Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground -- Design Implications of Social Interaction in Online Games -- TEMPEST: A Text Input System for Musical Performers -- Design Strategies for Enhancing Experience-Based Activities -- Imitating the Behavior of Human Players in Action Games -- Electronic Treasure Hunt: Real-Time Cooperation Type Game That Uses Location Information -- Design of Positive Biofeedback Using a Robot’s Behaviors as Motion Media -- Social Landscapes: Visual Interface to Improve Awareness in Human Relationships on Social Networking Sites -- Bare Hand Interface for Interaction in the Video See-Through HMD Based Wearable AR Environment -- Studying User Experience with Digital Audio Players -- The Development of a Collaborative Virtual Heritage Edutainment System with Tangible Interfaces -- Clustering of Online Game Users Based on Their Trails Using Self-organizing Map -- Communication Supports for Building World Wide Internet Game Communities -- Hardcore Gamers and Casual Gamers Playing Online Together -- High-Precision Hand Interface -- Real-Time Animation of Large Crowds -- Vision-Based Bare-Hand Gesture Interface for Interactive Augmented Reality Applications -- PHI: Physics Application Programming Interface -- A Vision-Based Non-contact Interactive Advertisement with a Display Wall -- "SplashGame": A Ludo-educative Application Based on Genre and Verbal Interactions Concepts -- Shadow Texture Atlas -- A Chording Glove for Games: Development of a Wearable Game Device -- VIRSTORY: A Collaborative Virtual Storytelling. Welcome to the proceedings of ICEC 2006 Firstly, we are pleased with the solid work of all the authors who contributed to ICEC 2006 by submitting their papers. ICEC 2006 attracted 47 full paper submissions, 48 short paper submissions in total 95 technical papers. Based on a thorough review and selection process by 85 international experts from academia and industry as members of the Program Committee, a high-quality program was compiled. The International Program Committee consisted of experts from all over the world: 2 from Austria, 1 from Canada, 3 from China, 3 from Finland, 3 from France, 11 from Germany, 2 from Greece, 2 from Ireland, 5 from Italy, 10 from Japan, 1 from Korea, 7 from Netherlands, 2 from Portugal, 1 from Singapore, 3 from Spain, 3 from Sweden, 1 from Switzerland, 15 from UK, and 14 from USA. The final decision was made by review and conference chairs based on at least three reviewers' feedback available online via the conference management tool. As a result, 17 full papers and 17 short papers were accepted as submitted or with minor revisions. For the remaining submissions, 28 were recommended to change according to the reviews and were submitted as posters. This proceedings volume presents 62 technical contributions which are from many different countries: Belgium, Canada, P. R. China, Denmark, Finland, France, Germany, Italy, Japan, Korea, The Netherlands, Portugal, Singapore, Spain, Sweden, Taiwan, the UK, and USA.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 4161
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Artificial intelligence; Computer graphics; User interfaces (Computer systems).; Human-computer interaction.; Application software.; Digital humanities.
    Umfang: Online-Ressource (XXVII, 417 p. Also available online, digital)
  12. Interactive Technologies and Sociotechnical Systems
    12th International Conference, VSMM 2006, Xi'an, China, October 18-20, 2006, Proceedings
    Erschienen: 2006
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Virtual Reality and Computer Graphics -- A Novel Parameter Learning Method of Virtual Garment -- Augmented Reality as Perceptual Reality -- A Multimodal Reference Resolution Approach in Virtual Environment -- SC: Prototypes for Interactive... mehr

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    Virtual Reality and Computer Graphics -- A Novel Parameter Learning Method of Virtual Garment -- Augmented Reality as Perceptual Reality -- A Multimodal Reference Resolution Approach in Virtual Environment -- SC: Prototypes for Interactive Architecture -- Model-Based Design of Virtual Environment Behavior -- Beh-VR: Modeling Behavior of Dynamic Virtual Reality Contents -- N’Files – A Space to React. Communication Between Architecture and Its Users -- IPML: Extending SMIL for Distributed Multimedia Presentations -- The Use of Multi-sensory Feedback to Improve the Usability of a Virtual Assembly Environment -- GPU-Based Soft Shadow Rendering Using Non-linear Pre-computed Radiance Transfer Approximation -- Predictive Occlusion Culling for Interactive Rendering of Large Complex Virtual Scene -- A Study on Perception and Operation Using Free Form Projection Display -- A Service-Oriented Architecture for Progressive Delivery and Adaptive Rendering of 3D Content -- Vision and Image Technology -- Embedding Image Watermarks into Local Linear Singularity Coefficients in Ridgelet Domain -- Rotated Haar-Like Features for Face Detection with In-Plane Rotation -- Contour Grouping: Focusing on Image Patches Around Edges -- Synthetic Stereoscopic Panoramic Images -- Building a Sparse Kernel Classifier on Riemannian Manifold -- Three-Dimension Maximum Between-Cluster Variance Image Segmentation Method Based on Chaotic Optimization -- A Multi-sensor Image Registration Method Based on Harris Corner Matching -- Graph Based Energy for Active Object Removal -- Object-Based Image Recoloring Using Alpha Matte and Color Histogram Specification -- Reconstructing Symmetric Curved Surfaces from a Single Image and Its Application -- Geometry Processing -- Constructing 3D Surface from Planar Contours with Grid Adjustment Analysis -- Geometric Modeling for Interpolation Surfaces Based on Blended Coordinate System -- Orthogonal Least Square RBF Based Implicit Surface Reconstruction Methods -- An Interpolatory Subdivision Scheme for Triangular Meshes and Progressive Transmission -- Geometric Hermite Curves Based on Different Objective Functions -- Aligning 3D Polygonal Models with Improved PCA -- Collaborative Systems and GIS-Related -- A Crowd Evacuation System in Emergency Situation Based on Dynamics Model -- Come Closer: Encouraging Collaborative Behaviour in a Multimedia Environment -- The Component Based Factory Automation Control in the Internet Environment -- Database, Communication and Creation – A Research on Cultural Heritage-Based Educational Models -- An Adaptive Reliable QoS for Resource Errors Running on Ubiquitous Computing Environments -- Learner’s Tailoring E-Learning System on the Item Revision Difficulty Using PetriNet -- A Time-Controlling Terrain Rendering Algorithm -- Developing and Analyzing Geographical Content Display System by Using RFID -- Digital Heritage and Healthcare -- Determination of Ancient Manufacturing Techniques of Ceramics by 3D Shape Estimation -- CG Restoration of a Historical Noh Stage and Its Use for Edutainment -- Surveying and Mapping Caves by Using 3D Digital Technologies -- On the Use of 3D Scanner for Chinese Opera Documentation -- 3D Data Retrieval of Archaeological Pottery -- Participation as a Model the Canadian Heritage Information Network -- 3D Digital Archive of the Burghers of Calais -- The EPOCH Multimodal Interface for Interacting with Digital Heritage Artefacts -- Virtual Manuscripts for an Enhanced Museum and Web Experience ‘Living Manuscripts’ -- Note-Taking Support for Nurses Using Digital Pen Character Recognition System -- Sensing and Robotics -- Human-Robot Interaction in a Ubiquitous House -- Development and Evaluation of a Hybrid Shared Tele-Haptic System -- Experimental Investigation on Integral Cognition by Multiple Senses -- Object Detection for a Mobile Robot Using Mixed Reality -- A Humanoid Robot to Prevent Children Accidents -- The Arts and Gaming -- Facial Sketch Rendering and Animation for Fun Communications -- Implementation of a Notation-Based Motion Choreography System -- Nomadic Perspectives: Spatial Representation in Oriental Scroll Painting and Holographic Panoramagrams -- Urban-Planning Game -- Virtual Network Marathon: Fitness-Oriented E-Sports in Distributed Virtual Environment -- Creating an Authentic Aural Experience in the Digital Songlines Game Engine: Part of a Contextualised Cultural Heritage Knowledge Toolkit -- 3D Interactive Computer Games as a Pedagogical Tool.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 4270
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Artificial intelligence; Computer graphics; User interfaces (Computer systems).; Human-computer interaction.; Application software.; Digital humanities.; Artificial intelligence; Computer graphics; Computer science; Information systems; Multimedia systems
    Umfang: Online-Ressource (XVI, 547 p. Also available online, digital)
  13. Technologies for Interactive Digital Storytelling and Entertainment
    Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006, Proceedings
    Erschienen: 2006
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Interactive Narrative Systems -- Believable Agents and Intelligent Story Adaptation for Interactive Storytelling -- An Event-Driven, Stochastic, Undirected Narrative (EDSUN) Framework for Interactive Contents -- A Simple Story: Using an Agents’ Based... mehr

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    Interactive Narrative Systems -- Believable Agents and Intelligent Story Adaptation for Interactive Storytelling -- An Event-Driven, Stochastic, Undirected Narrative (EDSUN) Framework for Interactive Contents -- A Simple Story: Using an Agents’ Based Context-Aware Architecture for Storytelling -- Hypervideo vs. Storytelling Integrating Narrative Intelligence into Hypervideo -- A Fabula Model for Emergent Narrative -- Telling Stories Through Space: The Mindstage Project -- Theory -- Narratology for Interactive Storytelling: A Critical Introduction -- Insights into the Design of Computer Entertainment from Schemas in Film -- Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL -- Structuring Hypermedia Novels -- The Hacker: New Mythical Content of Narrative Games -- The Interactive Artwork as the Aesthetic Object: Aesthetic Technology Converging Technological Applications and Aesthetic Discourses -- SRST: A Storytelling Model Using Rhetorical Relations -- Story Authoring -- Scribe: A Tool for Authoring Event Driven Interactive Drama -- Integrating VR-Authoring and Context Sensing: Towards the Creation of Context-Aware Stories -- U-Create: Creative Authoring Tools for Edutainment Applications -- Towards Accessible Authoring Tools for Interactive Storytelling -- Mixed Reality Based Interactive 3D Story Composition Tool -- Sharing Knowledge in Virtual Environments -- Pre-conference Demo Workshop “Little Red Cap”: The Authoring Process in Interactive Storytelling -- Virtual Characters -- Failing Believably: Toward Drama Management with Autonomous Actors in Interactive Narratives -- Personality Templates and Social Hierarchies Using Stereotypes -- INSCAPE: Emotion Expression and Experience in an Authoring Environment -- Augmenting Virtual Characters for More Natural Interaction -- Automatic Customization of Non-Player Characters Using Players Temperament -- Storytelling and Games -- Personalizing the Player Experience in MMORPGs -- Plot Clusters – Intertwined and Re-playable Storyline Components in a Multiplayer RPG -- Communication in Multi-player Role Playing Games – The Effect of Medium -- Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game – CASE: Castle of Oulu 1651 -- Ghost Worlds – Time and Consequence in MMORPGs -- Applications -- Mixed Reality Installation ‘Gulliver’s World’: Interactive Content Creation in Nonlinear Exhibition Design -- Navigating by Following Stories -- A System for Event-Based Film Browsing -- Future Garden -- ARC – Towards Alternate Reality Cinema -- Interactive Audiobooks: Combining Narratives with Game Elements -- CitizenTalk: Application of Chatbot Infotainment to E-Democracy. This textbook contains the proceedings from the 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006). The contributions are grouped into six sections, which include subjects like virtual characters, story authoring, narrative systems, and examples of their application. During recent years, Interactive Digital Storytelling has evolved as a prospering - search topic, banding together formerly disjoined disciplines stemming from the arts and humanities as well as computer science. The subject of this book is of course strongly related to the notion of ‘storytelling’, which has been used as an effective means for the communication of knowledge and social values, ever since the early history of humankind. It also tries to build a bridge between current academic trends, for example, by investigating and formalizing narrative aspects of computer games, and by its developments for the experience-based design of human–media interaction in general. Starting with a scientific workshop at national level in 2000, the Digital Sto- telling group at ZGDV Darmstadt originated TIDSE, the International Conference for Technologies in Interactive Digital Storytelling and Entertainment. TIDSE 2003, TIDSE 2004, and TIDSE 2006 continued this series, and provided the latest research outcomes and indications for its usage within entertainment applications.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 4326
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Artificial intelligence; Computer graphics; Application software.; User interfaces (Computer systems).; Human-computer interaction.; Interactive multimedia.
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  14. Interactive TV: a Shared Experience
    5th European Conference, EuroITV 2007, Amsterdam, the Netherlands, May 24-25, 2007, Proceedings
    Erschienen: 2007
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Social TV Systems -- Awareness and Conversational Context Sharing to Enrich TV Based Communication -- An Architecture for Non-intrusive User Interfaces for Interactive Digital Television -- Model-Driven Creation of Staged Participatory Multimedia... mehr

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    Social TV Systems -- Awareness and Conversational Context Sharing to Enrich TV Based Communication -- An Architecture for Non-intrusive User Interfaces for Interactive Digital Television -- Model-Driven Creation of Staged Participatory Multimedia Events on TV -- EPG-Board a Social Application for the OmegaBox Media Center -- User Studies -- Human-Centered Design of Interactive TV Games with SMS Backchannel -- Acceptable System Response Times for TV and DVR -- Exploring the Effects of Interactivity in Television Drama -- Focusing on Elderly: An iTV Usability Evaluation Study with Eye-Tracking -- The Future of TV -- Accessibility of Interactive Television for Users with Low Vision: Learning from the Web -- Will Broadcasters Survive in the Online and Digital Domain? -- Conceiving ShapeShifting TV: A Computational Language for Truly-Interactive TV -- User Interfaces Based on 3D Avatars for Interactive Television -- Social TV Evaluation -- Perceptions of Value: The Uses of Social Television -- Sociable TV: Exploring User-Led Interaction Design for Older Adults -- Psychological Backgrounds for Inducing Cooperation in Peer-to-Peer Television -- Trends in the Living Room and Beyond -- Personalisation -- SenSee Framework for Personalized Access to TV Content -- AIMED- A Personalized TV Recommendation System -- Fuzzy Clustering Based Ad Recommendation for TV Programs -- Towards Content-Aware Coding: User Study -- Mobile TV -- Personal TV: A Qualitative Study of Mobile TV Users -- “I Just Want to See the News” – Interactivity in Mobile Environments -- Mobile TV in Everyday Life Contexts – Individual Entertainment or Shared Experiences? -- Semantic Modelling Using TV-Anytime Genre Metadata.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 4471
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Computer graphics; Application software.; User interfaces (Computer systems).; Human-computer interaction.; Digital humanities.
    Umfang: Online-Ressource (XIII, 236 p. Also available online, digital)
  15. Technologies for E-Learning and Digital Entertainment
    Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007. Proceedings
    Erschienen: 2007
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Keynote Speeches (Abstracts) -- Virtual and Augmented Reality in Game and Education -- Virtual Characters in Games and Education -- E-Learning Platforms and Tools -- Geometry in Games and Virtual Reality -- Vision, Imaging and Video Technology --... mehr

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    Keynote Speeches (Abstracts) -- Virtual and Augmented Reality in Game and Education -- Virtual Characters in Games and Education -- E-Learning Platforms and Tools -- Geometry in Games and Virtual Reality -- Vision, Imaging and Video Technology -- Collaborative and Distributed Environments. To learn while being entertained is always an effective means in education. With the advance in technologies, in particular graphics, multimedia, and virtual reality te- nologies, this has evolved into the specific area of “Edutainment”. The second int- national conference on edutainment, Edutainment 2007, aimed to provide a forum for practitioners and researchers in the field to share their experiences and findings in this fast growing area. Following the success of Edutainment 2006, which was held in Hangzhou, China, Edutainment 2007 was held during June 11–13, 2007 in Hong Kong. This year, we received 393 submissions from 29 different countries and areas, - cluding China (including Taiwan), USA, UK, Germany, Italy, France, Australia, C- ada, Switzerland, Korea, Japan, Singapore and Malaysia. A total of 90 papers were selected, after peer review, for this volume. Topics of these papers fall into six diff- ent areas ranging from fundamental issues in geometry and imaging to virtual reality systems and their applications in entertainment and education. These topics include Virtual Reality in Games and Education, Virtual Characters in Games and Education, E-learning Platforms and Tools, Geometry in Games and Virtual Reality, Vision, Imaging and Video Technology, and Collaborative and Distributed Environments. We are grateful to the International Program Committee and the reviewers for their effort to get all the papers reviewed in a short period of time. We would also like to thank everyone who contributed to organizing the conference.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 4469
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Artificial intelligence; Computer graphics; Education; User interfaces (Computer systems).; Human-computer interaction.; Application software.
    Umfang: Online-Ressource (XVIII, 974 p. Also available online, digital)
  16. Technologies for E-Learning and Digital Entertainment
    Third International Conference, Edutainment 2008 Nanjing, China, June 25-27, 2008 Proceedings
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    E-Learning Platforms and Tools -- WRITE: Writing Revision Instrument for Teaching English -- u-Teacher: Ubiquitous Learning Approach -- A Model for Knowledge Innovation in Online Learning Community -- The Design of Software Architecture for... mehr

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    E-Learning Platforms and Tools -- WRITE: Writing Revision Instrument for Teaching English -- u-Teacher: Ubiquitous Learning Approach -- A Model for Knowledge Innovation in Online Learning Community -- The Design of Software Architecture for E-Learning Platforms -- An Educational Component-Based Digital TV Middleware for the Brazilian’s System -- Designing and Developing Process-Oriented Network Courseware: IMS Learning Design Approach -- Design and Implementation of Game-Based Learning Environment for Scientific Inquiry -- Research and Implementation of Web-Based E-Learning Course Auto-generating Platform -- E-Learning System for Education -- A Humanized Mandarin e-Learning System Based on Pervasive Computing -- An Interactive Simulator for Information Communication Models -- iThaiSTAR – A Low Cost Humanoid Robot for Entertainment and Teaching Thai Dances -- The Study on Visualization Systems for Computer-Supported Collaborative Learning -- Computer-Assisted Paper Wrapping with Visualization -- Hangeul Learning System -- An Ajax-Based Terminology System for E-Learning 2.0 -- Idea and Practice for Paperless Education -- SyTroN: Virtual Desk for Collaborative, Tele-operated and Tele-learning System with Real Devices -- Application of E-Learning Systems -- An Examination of Students’ Perception of Blended E-Learning in Chinese Higher Education -- Research and Application of Learning Activity Management System in College and University E-Learning -- Motivate the Learners to Practice English through Playing with Chatbot CSIEC -- A Strategy for Selecting Super-Peer in P2P and Grid Based Hybrid System -- Personal Knowledge Management in E-Learning Era -- Teaching Machine Learning to Design Students -- A Survey on Use of “New Perspective English Learning System” among University Students—Case Study on Jiangxi Normal University -- Evolving Game NPCs Based on Concurrent Evolutionary Neural Networks -- E-Learning Resource Management -- Knowledge Discovery by Network Visualization -- Research on Emotional Vocabulary-Driven Personalized Music Retrieval -- Research on Update Service in Learning Resources Management System -- On Retrieval of Flash Animations Based on Visual Features -- The Design of Web-Based Intelligent Item Bank -- Methods on Educational Resource Development and Application -- Research on Management of Resource Virtualization Based on Network -- The F-R Model of Teaching in Chinese Universities -- An Approach to a Visual Semantic Query for Document Retrieval -- Modification of Web Content According to the User Requirements -- Virtual Environments with Content Sharing -- Interaction in Game and Education -- Hand Contour Tracking Using Condensation and Partitioned Sampling -- Integrating Gesture Recognition in Airplane Seats for In-Flight Entertainment -- Designing Engaging Interaction with Contextual Patterns for an Educational Game -- Design and Implement of Game Speech Interaction Based on Speech Synthesis Technique -- Two-Arm Haptic Force-Feedbacked Aid for the Shoulder and Elbow Telerehabilitation -- Vision Based Pose Recognition in Video Game -- Memotice Board: A Notice Board with Spatio-temporal Memory -- Mobile Cultural Heritage: The Case Study of Locri -- Integration of Game and Education -- Study of Game Scheme for Elementary Historical Education -- Integration of Game Elements with Role Play in Collaborative Learning — A Case Study of Quasi-GBL in Chinese Higher Education -- A Case of 3D Educational Game Design and Implementation -- Mathematical Education Game Based on Augmented Reality -- Game-Based Learning Scenes Design for Individual User in the Ubiquitous Learning Environment -- Learning Models for the Integration of Adaptive Educational Games in Virtual Learning Environments -- The Potential of Interactive Digital Storytelling for the Creation of Educational Computer Games -- Game Design and Development -- Designing Virtual Players for Game Simulations in a Pedagogical Environment: A Case Study -- The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games -- EFM: A Model for Educational Game Design -- Towards Generalised Accessibility of Computer Games -- Designing Narratology-Based Educational Games with Non-players -- Interactive Game Development with a Projector-Camera System -- Animated Impostors Manipulation for Real-Time Display in Games Design -- Virtual Characters, Animation and Navigation -- Virtual Avatar Enhanced Nonverbal Communication from Mobile Phones to PCs -- Analysis of Role Behavior in Collaborative Network Learning -- Survey on Real-Time Crowds Simulation -- TS-Animation: A Track-Based Sketching Animation System -- Dynamic Axial Curve –Pair Based Deformation -- 3D Freehand Canvas -- Sparse Key Points Controlled Animation for Individual Face Model -- Networked Virtual Marionette Theater -- Tour into Virtual Environment in the Style of Pencil Drawing -- Research and Implementation of Hybrid Tracking Techniques in Augmented Museum Tour System -- Graphics Rendering and Digital Media -- Terrain Synthesis Based on Microscopic Terrain Feature -- A Double Domain Based Robust Digital Image Watermarking Scheme -- ABF Based Face Texturing -- Tile-Based Interactive Texture Design -- Efficient Method for Point-Based Rendering on GPUs -- Efficient Mushroom Cloud Simulation on GPU -- Geometric Modeling in Games and Virtual Reality -- Virtual Artistic Paper-Cut -- A Sufficient Condition for Uniform Convergence of Stationary p-Subdivision Scheme -- Model and Animate Plant Leaf Wilting -- The Technical Research and System Realization of 3D Garment Fitting System Based on Improved Collision-Check Algorithm -- Reconstruction of Tree Crown Shape from Scanned Data -- A Survey of Modeling and Rendering Trees -- Creating Boundary Curves of Point-Set Models in Interactive Environment -- Rational Biquartic Interpolating Surface Based on Function Values -- 3D Modelling for Metamorphosis for Animation. This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 5093
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    Schlagworte: Computer science; Information systems; Computer graphics; Education; Computer Science; Multimedia systems; Artificial intelligence; Computer engineering.; Computer networks .; Application software.; Human-computer interaction.; User interfaces (Computer systems).
    Umfang: Online-Ressource (digital)
  17. Changing Television Environments
    6th European Conference, EUROITV 2008, Salzburg, Austria, July 3-4, 2008 Proceedings
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Interactive TV -- Interactive Television - A Brief Media History -- Interactive Narratives: Exploring the Links between Empathy, Interactivity and Structure -- The Rise and Fall of Juan Perez: Key Pressing Behaviour and Children’s Responses to... mehr

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    Interactive TV -- Interactive Television - A Brief Media History -- Interactive Narratives: Exploring the Links between Empathy, Interactivity and Structure -- The Rise and Fall of Juan Perez: Key Pressing Behaviour and Children’s Responses to Interactive Television -- Interactive Authoring -- From Time-Shift to Shape-Shift: Towards Nonlinear Production and Consumption of News -- ShapeShifting Documentary: A Golden Age -- HyLive: Hypervideo-Authoring for Live Television -- Composer: Authoring Tool for iTV Programs -- Ubiquitous Interactive Video Editing Via Multimodal Annotations -- Personalisation and Recommender Systems -- Unobtrusive Dynamic Modelling of TV Program Preferences in a Household -- An Ethnographic Study on Recommendations in the Living Room: Implications for the Design of iTV Recommender Systems -- Recommender System for the Multi-channel TV Production -- A New Approach for a Lightweight Multidimensional TV Content Taxonomy: TV Content Fingerprinting -- Modeling Moods in BBC Programs Based on Emotional Context -- Predicting Future User Behaviour in Interactive Live TV -- Mobile TV -- Does Mobile Television Challenge the Dimension of Viewing Television? An Explorative Research on Time, Place and Social Context of the Use of Mobile Television Content -- Relax or Study?: A Qualitative User Study on the Usage of Mobile TV and Video -- Live Dublin – Mobile Phone Live Video Group Communication Experiment -- A Lightweight Mobile TV Recommender -- Social TV -- Local Communities: Back to Life (Live) Through IPTV -- PresenceRemote: Embracing Ambiguity in the Design of Social TV for Senior Citizens -- Investigating the Use of Voice and Text Chat in a Social Television System -- New TV Environments -- Usages of the Secondary Screen in an Interactive Television Environment: Control, Enrich, Share, and Transfer Television Content -- An Experimental Platform Based on MCE for Interactive TV -- Interactive Coffee Tables: Interfacing TV within an Intuitive, Fun and Shared Experience -- YouTube3D: Accessing Web Video Streams through a 3D Interface -- iTV Architectures and Systems -- ZapTV: Personalized User-Generated Content for Handheld Devices in DVB-H Mobile Networks -- Prototyping Interactive and Personalized IPTV-Services on Top of Open IMS Infrastructures -- A Software Component for Content Management and Delivery to Mobile Phones and Digital Television -- Development of a Generic XML Personality Metadata Handler for Distributed Entertainment Services -- EMTV – A Component-Based DTV Middleware Extension for Educational Purposes -- DVB Service Security—A Problem in Development of Multi-service Television -- User Interfaces and Interaction Design -- Where Have You Ended Up Today? Dynamic TV and the Inter-tainment Paradigm -- Media Space Navigator: Navigating Video Content on IPTV Portals -- An Adaptive Cartography of DTV Programs -- Electronic Programme Guide Design for Preschool Children -- Interaction Design in Television Voting: A Usability Study on Music TV and Input Devices -- User Studies -- What You Expect Is What You See -- ’I Want My HDTV’? Underlying Factors of Perceived Usefulness for High Definition Television -- Prospecting the Appropriation of the Digital TV in a Brazilian Project -- Usability & User Experience: Preliminary Results from Evaluating an IPTV Community Platform -- Accessibility -- iTV as a Platform for Rich Multimedia Reminders for People with Dementia -- A Comparative Study of Remote Controls for Digital TV Receivers. This book constitutes the refereed proceedings of the 6th European Conference on Interactive Television, EuroITV 2008, held in Salzburg, Austria, in July 2008. The 42 revised full papers were carefully reviewed and selected from 156 submissions. The contributions cover significant aspects of the interactive television domain including submissions on user studies, technical challenges related to new developments as well as new kind of formats. The papers are organized in topical sections on interactive TV, interactive authoring, personalisation and recommender systems, mobile TV, social TV, new TV environments, iTV architectures and systems, user interfaces and interaction design, user studies, and accessibility.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 5066
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Computer graphics; Application software.; User interfaces (Computer systems).; Human-computer interaction.; Digital humanities.; Interactive television
    Umfang: Online-Ressource (digital)
  18. Computer Vision – ECCV 2008
    10th European Conference on Computer Vision, Marseille, France, October 12-18, 2008, Proceedings, Part I
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Lecture by Prof. Jan Koenderink -- Something Old, Something New, Something Borrowed, Something Blue -- Recognition -- Learning to Localize Objects with Structured Output Regression -- Beyond Nouns: Exploiting Prepositions and Comparative Adjectives... mehr

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    Lecture by Prof. Jan Koenderink -- Something Old, Something New, Something Borrowed, Something Blue -- Recognition -- Learning to Localize Objects with Structured Output Regression -- Beyond Nouns: Exploiting Prepositions and Comparative Adjectives for Learning Visual Classifiers -- Learning Spatial Context: Using Stuff to Find Things -- Segmentation and Recognition Using Structure from Motion Point Clouds -- Poster Session I -- Keypoint Signatures for Fast Learning and Recognition -- Active Matching -- Towards Scalable Dataset Construction: An Active Learning Approach -- GeoS: Geodesic Image Segmentation -- Simultaneous Motion Detection and Background Reconstruction with a Mixed-State Conditional Markov Random Field -- Semidefinite Programming Heuristics for Surface Reconstruction Ambiguities -- Robust Optimal Pose Estimation -- Learning to Recognize Activities from the Wrong View Point -- Joint Parametric and Non-parametric Curve Evolution for Medical Image Segmentation -- Localizing Objects with Smart Dictionaries -- Weakly Supervised Object Localization with Stable Segmentations -- A Perceptual Comparison of Distance Measures for Color Constancy Algorithms -- Scale Invariant Action Recognition Using Compound Features Mined from Dense Spatio-temporal Corners -- Semi-supervised On-Line Boosting for Robust Tracking -- Reformulating and Optimizing the Mumford-Shah Functional on a Graph — A Faster, Lower Energy Solution -- Viewpoint Invariant Pedestrian Recognition with an Ensemble of Localized Features -- Perspective Nonrigid Shape and Motion Recovery -- Shadows in Three-Source Photometric Stereo -- Hamming Embedding and Weak Geometric Consistency for Large Scale Image Search -- Estimating Geo-temporal Location of Stationary Cameras Using Shadow Trajectories -- An Experimental Comparison of Discrete and Continuous Shape Optimization Methods -- Image Feature Extraction Using Gradient Local Auto-Correlations -- Analysis of Building Textures for Reconstructing Partially Occluded Facades -- Nonrigid Image Registration Using Dynamic Higher-Order MRF Model -- Tracking of Abrupt Motion Using Wang-Landau Monte Carlo Estimation -- Surface Visibility Probabilities in 3D Cluttered Scenes -- A Generative Shape Regularization Model for Robust Face Alignment -- Modeling and Recognition of Landmark Image Collections Using Iconic Scene Graphs -- VideoCut: Removing Irrelevant Frames by Discovering the Object of Interest -- ASN: Image Keypoint Detection from Adaptive Shape Neighborhood -- Online Sparse Matrix Gaussian Process Regression and Vision Applications -- Multi-stage Contour Based Detection of Deformable Objects -- Brain Hallucination -- Range Flow for Varying Illumination -- Some Objects Are More Equal Than Others: Measuring and Predicting Importance -- Robust Multiple Structures Estimation with J-Linkage -- Human Activity Recognition with Metric Learning -- Shape Matching by Segmentation Averaging -- Search Space Reduction for MRF Stereo -- Estimating 3D Face Model and Facial Deformation from a Single Image Based on Expression Manifold Optimization -- 3D Face Recognition by Local Shape Difference Boosting -- Efficiently Learning Random Fields for Stereo Vision with Sparse Message Passing -- Recovering Light Directions and Camera Poses from a Single Sphere -- Tracking with Dynamic Hidden-State Shape Models -- Interactive Tracking of 2D Generic Objects with Spacetime Optimization -- A Segmentation Based Variational Model for Accurate Optical Flow Estimation -- Similarity Features for Facial Event Analysis -- Building a Compact Relevant Sample Coverage for Relevance Feedback in Content-Based Image Retrieval -- Discriminative Learning for Deformable Shape Segmentation: A Comparative Study -- Discriminative Locality Alignment -- Stereo -- Efficient Dense Scene Flow from Sparse or Dense Stereo Data -- Integration of Multiview Stereo and Silhouettes Via Convex Functionals on Convex Domains -- Using Multiple Hypotheses to Improve Depth-Maps for Multi-View Stereo -- Sparse Structures in L-Infinity Norm Minimization for Structure and Motion Reconstruction. The four-volume set comprising LNCS volumes 5302/5303/5304/5305 constitutes the refereed proceedings of the 10th European Conference on Computer Vision, ECCV 2008, held in Marseille, France, in October 2008. The 243 revised papers presented were carefully reviewed and selected from a total of 871 papers submitted. The four books cover the entire range of current issues in computer vision. The papers are organized in topical sections on recognition, stereo, people and face recognition, object tracking, matching, learning and features, MRFs, segmentation, computational photography and active reconstruction. .

     

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    ISBN: 9783540886822
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    Schriftenreihe: Lecture Notes in Computer Science ; 5302
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    Schlagworte: Computer science; Optical pattern recognition; Information systems; Computer Science; Data mining; Computer vision; Computer graphics; Image processing; Pattern recognition systems.; Digital humanities.
    Umfang: Online-Ressource (XXXVII, 801 p, digital)
  19. Computer Vision – ECCV 2008
    10th European Conference on Computer Vision, Marseille, France, October 12-18, 2008, Proceedings, Part II
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    People -- Floor Fields for Tracking in High Density Crowd Scenes -- The Naked Truth: Estimating Body Shape Under Clothing -- Temporal Surface Tracking Using Mesh Evolution -- Faces -- Grassmann Registration Manifolds for Face Recognition -- Facial... mehr

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    People -- Floor Fields for Tracking in High Density Crowd Scenes -- The Naked Truth: Estimating Body Shape Under Clothing -- Temporal Surface Tracking Using Mesh Evolution -- Faces -- Grassmann Registration Manifolds for Face Recognition -- Facial Expression Recognition Based on 3D Dynamic Range Model Sequences -- Face Alignment Via Component-Based Discriminative Search -- Improving People Search Using Query Expansions -- Poster Session II -- Fast Automatic Single-View 3-d Reconstruction of Urban Scenes -- Fourier Analysis of the 2D Screened Poisson Equation for Gradient Domain Problems -- Anisotropic Geodesics for Perceptual Grouping and Domain Meshing -- Regularized Partial Matching of Rigid Shapes -- Compressive Sensing for Background Subtraction -- Robust 3D Pose Estimation and Efficient 2D Region-Based Segmentation from a 3D Shape Prior -- Linear Time Maximally Stable Extremal Regions -- Efficient Edge-Based Methods for Estimating Manhattan Frames in Urban Imagery -- Multiple Component Learning for Object Detection -- A Probabilistic Approach to Integrating Multiple Cues in Visual Tracking -- Fast and Accurate Rotation Estimation on the 2-Sphere without Correspondences -- A Lattice-Preserving Multigrid Method for Solving the Inhomogeneous Poisson Equations Used in Image Analysis -- SMD: A Locally Stable Monotonic Change Invariant Feature Descriptor -- Finding Actions Using Shape Flows -- Cross-View Action Recognition from Temporal Self-similarities -- Window Annealing over Square Lattice Markov Random Field -- Unsupervised Classification and Part Localization by Consistency Amplification -- Simultaneous Visual Recognition of Manipulation Actions and Manipulated Objects -- Active Contour Based Segmentation of 3D Surfaces -- What Is a Good Nearest Neighbors Algorithm for Finding Similar Patches in Images? -- Learning for Optical Flow Using Stochastic Optimization -- Region-Based 2D Deformable Generalized Cylinder for Narrow Structures Segmentation -- Pose Priors for Simultaneously Solving Alignment and Correspondence -- Latent Pose Estimator for Continuous Action Recognition -- Relevant Feature Selection for Human Pose Estimation and Localization in Cluttered Images -- Determining Patch Saliency Using Low-Level Context -- Edge-Preserving Smoothing and Mean-Shift Segmentation of Video Streams -- Deformed Lattice Discovery Via Efficient Mean-Shift Belief Propagation -- Local Statistic Based Region Segmentation with Automatic Scale Selection -- A Comparative Analysis of RANSAC Techniques Leading to Adaptive Real-Time Random Sample Consensus -- Video Registration Using Dynamic Textures -- Hierarchical Support Vector Random Fields: Joint Training to Combine Local and Global Features -- Scene Segmentation Using the Wisdom of Crowds -- Optimization of Symmetric Transfer Error for Sub-frame Video Synchronization -- Shape-Based Retrieval of Heart Sounds for Disease Similarity Detection -- Learning CRFs Using Graph Cuts -- Feature Correspondence Via Graph Matching: Models and Global Optimization -- Event Modeling and Recognition Using Markov Logic Networks -- Illumination and Person-Insensitive Head Pose Estimation Using Distance Metric Learning -- 2D Image Analysis by Generalized Hilbert Transforms in Conformal Space -- An Efficient Dense and Scale-Invariant Spatio-Temporal Interest Point Detector -- A Graph Based Subspace Semi-supervised Learning Framework for Dimensionality Reduction -- Online Tracking and Reacquisition Using Co-trained Generative and Discriminative Trackers -- Statistical Analysis of Global Motion Chains -- Active Image Labeling and Its Application to Facial Action Labeling -- Real Time Feature Based 3-D Deformable Face Tracking -- Rank Classification of Linear Line Structure in Determining Trifocal Tensor -- Learning Visual Shape Lexicon for Document Image Content Recognition -- Unsupervised Structure Learning: Hierarchical Recursive Composition, Suspicious Coincidence and Competitive Exclusion -- Contour Context Selection for Object Detection: A Set-to-Set Contour Matching Approach -- Tracking -- Robust Object Tracking by Hierarchical Association of Detection Responses -- Improving the Agility of Keyframe-Based SLAM -- Articulated Multi-body Tracking under Egomotion -- Robust Real-Time Visual Tracking Using Pixel-Wise Posteriors. The four-volume set comprising LNCS volumes 5302/5303/5304/5305 constitutes the refereed proceedings of the 10th European Conference on Computer Vision, ECCV 2008, held in Marseille, France, in October 2008. The 243 revised papers presented were carefully reviewed and selected from a total of 871 papers submitted. The four books cover the entire range of current issues in computer vision. The papers are organized in topical sections on recognition, stereo, people and face recognition, object tracking, matching, learning and features, MRFs, segmentation, computational photography and active reconstruction. .

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 5303
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    Schlagworte: Computer science; Optical pattern recognition; Information systems; Computer Science; Data mining; Computer vision; Computer graphics; Image processing; Pattern recognition systems.; Digital humanities.
    Umfang: Online-Ressource (XIX, 851 p, digital)
  20. Computer Vision – ECCV 2008
    10th European Conference on Computer Vision, Marseille, France, October 12-18, 2008, Proceedings, Part III
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Matching -- 3D Non-rigid Surface Matching and Registration Based on Holomorphic Differentials -- Learning Two-View Stereo Matching -- SIFT Flow: Dense Correspondence across Different Scenes -- Learning+Features -- Discriminative Sparse Image Models... mehr

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    Matching -- 3D Non-rigid Surface Matching and Registration Based on Holomorphic Differentials -- Learning Two-View Stereo Matching -- SIFT Flow: Dense Correspondence across Different Scenes -- Learning+Features -- Discriminative Sparse Image Models for Class-Specific Edge Detection and Image Interpretation -- Non-local Regularization of Inverse Problems -- Training Hierarchical Feed-Forward Visual Recognition Models Using Transfer Learning from Pseudo-Tasks -- Learning Optical Flow -- Poster Session III -- Optimizing Binary MRFs with Higher Order Cliques -- Multi-camera Tracking and Atypical Motion Detection with Behavioral Maps -- Automatic Image Colorization Via Multimodal Predictions -- CSDD Features: Center-Surround Distribution Distance for Feature Extraction and Matching -- Detecting Carried Objects in Short Video Sequences -- Constrained Maximum Likelihood Learning of Bayesian Networks for Facial Action Recognition -- Robust Scale Estimation from Ensemble Inlier Sets for Random Sample Consensus Methods -- Efficient Camera Smoothing in Sequential Structure-from-Motion Using Approximate Cross-Validation -- Semi-automatic Motion Segmentation with Motion Layer Mosaics -- Unified Frequency Domain Analysis of Lightfield Cameras -- Segmenting Fiber Bundles in Diffusion Tensor Images -- View Point Tracking of Rigid Objects Based on Shape Sub-manifolds -- Generative Image Segmentation Using Random Walks with Restart -- Background Subtraction on Distributions -- A Statistical Confidence Measure for Optical Flows -- Automatic Generator of Minimal Problem Solvers -- A New Baseline for Image Annotation -- Behind the Depth Uncertainty: Resolving Ordinal Depth in SFM -- Sparse Long-Range Random Field and Its Application to Image Denoising -- Output Regularized Metric Learning with Side Information -- Student-t Mixture Filter for Robust, Real-Time Visual Tracking -- Photo and Video Quality Evaluation: Focusing on the Subject -- The Bi-directional Framework for Unifying Parametric Image Alignment Approaches -- Direct Bundle Estimation for Recovery of Shape, Reflectance Property and Light Position -- A Probabilistic Cascade of Detectors for Individual Object Recognition -- Scale-Dependent/Invariant Local 3D Shape Descriptors for Fully Automatic Registration of Multiple Sets of Range Images -- Star Shape Prior for Graph-Cut Image Segmentation -- Efficient NCC-Based Image Matching in Walsh-Hadamard Domain -- Object Recognition by Integrating Multiple Image Segmentations -- A Linear Time Histogram Metric for Improved SIFT Matching -- An Extended Phase Field Higher-Order Active Contour Model for Networks and Its Application to Road Network Extraction from VHR Satellite Images -- A Generic Neighbourhood Filtering Framework for Matrix Fields -- Multi-scale Improves Boundary Detection in Natural Images -- Estimating 3D Trajectories of Periodic Motions from Stationary Monocular Views -- Unsupervised Learning of Skeletons from Motion -- Multi-layered Decomposition of Recurrent Scenes -- SERBoost: Semi-supervised Boosting with Expectation Regularization -- View Synthesis for Recognizing Unseen Poses of Object Classes -- Projected Texture for Object Classification -- Prior-Based Piecewise-Smooth Segmentation by Template Competitive Deformation Using Partitions of Unity -- Vision-Based Multiple Interacting Targets Tracking via On-Line Supervised Learning -- An Incremental Learning Method for Unconstrained Gaze Estimation -- Partial Difference Equations over Graphs: Morphological Processing of Arbitrary Discrete Data -- Real-Time Shape Analysis of a Human Body in Clothing Using Time-Series Part-Labeled Volumes -- Kernel Codebooks for Scene Categorization -- Multiple Tree Models for Occlusion and Spatial Constraints in Human Pose Estimation -- Structuring Visual Words in 3D for Arbitrary-View Object Localization -- Multi-thread Parsing for Recognizing Complex Events in Videos -- Signature-Based Document Image Retrieval -- An Effective Approach to 3D Deformable Surface Tracking -- MRFs -- Belief Propagation with Directional Statistics for Solving the Shape-from-Shading Problem -- A Convex Formulation of Continuous Multi-label Problems -- Beyond Loose LP-Relaxations: Optimizing MRFs by Repairing Cycles. The four-volume set comprising LNCS volumes 5302/5303/5304/5305 constitutes the refereed proceedings of the 10th European Conference on Computer Vision, ECCV 2008, held in Marseille, France, in October 2008. The 243 revised papers presented were carefully reviewed and selected from a total of 871 papers submitted. The four books cover the entire range of current issues in computer vision. The papers are organized in topical sections on recognition, stereo, people and face recognition, object tracking, matching, learning and features, MRFs, segmentation, computational photography and active reconstruction. .

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 5304
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    Schlagworte: Computer science; Optical pattern recognition; Information systems; Computer Science; Data mining; Computer vision; Computer graphics; Image processing; Pattern recognition systems.; Digital humanities.
    Umfang: Online-Ressource (XIX, 826 p, digital)
  21. Computer Vision – ECCV 2008
    10th European Conference on Computer Vision, Marseille, France, October 12-18, 2008, Proceedings, Part IV
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Segmentation -- Image Segmentation in the Presence of Shadows and Highlights -- Image Segmentation by Branch-and-Mincut -- What Is a Good Image Segment? A Unified Approach to Segment Extraction -- Computational Photography -- Light-Efficient... mehr

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    Segmentation -- Image Segmentation in the Presence of Shadows and Highlights -- Image Segmentation by Branch-and-Mincut -- What Is a Good Image Segment? A Unified Approach to Segment Extraction -- Computational Photography -- Light-Efficient Photography -- Flexible Depth of Field Photography -- Priors for Large Photo Collections and What They Reveal about Cameras -- Understanding Camera Trade-Offs through a Bayesian Analysis of Light Field Projections -- Poster Session IV -- CenSurE: Center Surround Extremas for Realtime Feature Detection and Matching -- Searching the World’s Herbaria: A System for Visual Identification of Plant Species -- A Column-Pivoting Based Strategy for Monomial Ordering in Numerical Gröbner Basis Calculations -- Co-recognition of Image Pairs by Data-Driven Monte Carlo Image Exploration -- Movie/Script: Alignment and Parsing of Video and Text Transcription -- Using 3D Line Segments for Robust and Efficient Change Detection from Multiple Noisy Images -- Action Recognition with a Bio–inspired Feedforward Motion Processing Model: The Richness of Center-Surround Interactions -- Linking Pose and Motion -- Automated Delineation of Dendritic Networks in Noisy Image Stacks -- Calibration from Statistical Properties of the Visual World -- Regular Texture Analysis as Statistical Model Selection -- Higher Dimensional Affine Registration and Vision Applications -- Semantic Concept Classification by Joint Semi-supervised Learning of Feature Subspaces and Support Vector Machines -- Learning from Real Images to Model Lighting Variations for Face Images -- Toward Global Minimum through Combined Local Minima -- Differential Spatial Resection - Pose Estimation Using a Single Local Image Feature -- Riemannian Anisotropic Diffusion for Tensor Valued Images -- FaceTracer: A Search Engine for Large Collections of Images with Faces -- What Does the Sky Tell Us about the Camera? -- Three Dimensional Curvilinear Structure Detection Using Optimally Oriented Flux -- Scene Segmentation for Behaviour Correlation -- Robust Visual Tracking Based on an Effective Appearance Model -- Key Object Driven Multi-category Object Recognition, Localization and Tracking Using Spatio-temporal Context -- A Pose-Invariant Descriptor for Human Detection and Segmentation -- Texture-Consistent Shadow Removal -- Scene Discovery by Matrix Factorization -- Simultaneous Detection and Registration for Ileo-Cecal Valve Detection in 3D CT Colonography -- Constructing Category Hierarchies for Visual Recognition -- Sample Sufficiency and PCA Dimension for Statistical Shape Models -- Locating Facial Features with an Extended Active Shape Model -- Dynamic Integration of Generalized Cues for Person Tracking -- Extracting Moving People from Internet Videos -- Multiple Instance Boost Using Graph Embedding Based Decision Stump for Pedestrian Detection -- Object Detection from Large-Scale 3D Datasets Using Bottom-Up and Top-Down Descriptors -- Making Background Subtraction Robust to Sudden Illumination Changes -- Closed-Form Solution to Non-rigid 3D Surface Registration -- Implementing Decision Trees and Forests on a GPU -- General Imaging Geometry for Central Catadioptric Cameras -- Estimating Radiometric Response Functions from Image Noise Variance -- Solving Image Registration Problems Using Interior Point Methods -- 3D Face Model Fitting for Recognition -- A Multi-scale Vector Spline Method for Estimating the Fluids Motion on Satellite Images -- Continuous Energy Minimization Via Repeated Binary Fusion -- Unified Crowd Segmentation -- Quick Shift and Kernel Methods for Mode Seeking -- A Fast Algorithm for Creating a Compact and Discriminative Visual Codebook -- A Dynamic Conditional Random Field Model for Joint Labeling of Object and Scene Classes -- Local Regularization for Multiclass Classification Facing Significant Intraclass Variations -- Saliency Based Opportunistic Search for Object Part Extraction and Labeling -- Stereo Matching: An Outlier Confidence Approach -- Improving Shape Retrieval by Learning Graph Transduction -- Cat Head Detection - How to Effectively Exploit Shape and Texture Features -- Motion Context: A New Representation for Human Action Recognition -- Active Reconstruction -- Temporal Dithering of Illumination for Fast Active Vision -- Compressive Structured Light for Recovering Inhomogeneous Participating Media -- Passive Reflectometry -- Fusion of Feature- and Area-Based Information for Urban Buildings Modeling from Aerial Imagery. The four-volume set comprising LNCS volumes 5302/5303/5304/5305 constitutes the refereed proceedings of the 10th European Conference on Computer Vision, ECCV 2008, held in Marseille, France, in October 2008. The 243 revised papers presented were carefully reviewed and selected from a total of 871 papers submitted. The four books cover the entire range of current issues in computer vision. The papers are organized in topical sections on recognition, stereo, people and face recognition, object tracking, matching, learning and features, MRFs, segmentation, computational photography and active reconstruction. .

     

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    ISBN: 9783540886938
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    Schriftenreihe: Lecture Notes in Computer Science ; 5305
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    Schlagworte: Computer science; Optical pattern recognition; Information systems; Computer Science; Data mining; Computer vision; Computer graphics; Image processing; Pattern recognition systems.; Digital humanities.
    Umfang: Online-Ressource (XIX, 891 p, digital)
  22. Intelligent Technologies for Interactive Entertainment
    First International Conference, INTETAIN 2005, Madonna di Campaglio, Italy, November 30 - December 2, 2005, Proceedings
    Erschienen: 2005
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Long Papers -- COMPASS2008: Multimodal, Multilingual and Crosslingual Interaction for Mobile Tourist Guide Applications -- Discovering the European Heritage Through the ChiKho Educational Web Game -- Squidball: An Experiment in Large-Scale Motion... mehr

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    Long Papers -- COMPASS2008: Multimodal, Multilingual and Crosslingual Interaction for Mobile Tourist Guide Applications -- Discovering the European Heritage Through the ChiKho Educational Web Game -- Squidball: An Experiment in Large-Scale Motion Capture and Game Design -- Generating Ambient Behaviors in Computer Role-Playing Games -- Telepresence Techniques for Controlling Avatar Motion in First Person Games -- Parallel Presentations for Heterogenous User Groups – An Initial User Study -- Performing Physical Object References with Migrating Virtual Characters -- AI-Mediated Interaction in Virtual Reality Art -- Laughter Abounds in the Mouths of Computers: Investigations in Automatic Humor Recognition -- AmbientBrowser: Web Browser for Everyday Enrichment -- Ambient Intelligence in Edutainment: Tangible Interaction with Life-Like Exhibit Guides -- Drawings as Input for Handheld Game Computers -- Let’s Come Together — Social Navigation Behaviors of Virtual and Real Humans -- Interacting with a Virtual Rap Dancer -- Grounding Emotions in Human-Machine Conversational Systems -- Water, Temperature and Proximity Sensing for a Mixed Reality Art Installation -- Geogames: A Conceptual Framework and Tool for the Design of Location-Based Games from Classic Board Games -- Disjunctor Selection for One-Line Jokes -- Multiplayer Gaming with Mobile Phones – Enhancing User Experience with a Public Screen -- Learning Using Augmented Reality Technology: Multiple Means of Interaction for Teaching Children the Theory of Colours -- Presenting in Virtual Worlds: Towards an Architecture for a 3D Presenter Explaining 2D-Presented Information -- Short Papers -- Entertainment Personalization Mechanism Through Cross-Domain User Modeling -- User Interview-Based Progress Evaluation of Two Successive Conversational Agent Prototypes -- Adding Playful Interaction to Public Spaces -- Report on a Museum Tour Report -- A Ubiquitous and Interactive Zoo Guide System -- Styling and Real-Time Simulation of Human Hair -- Motivational Strategies for an Intelligent Chess Tutoring System -- Balancing Narrative Control and Autonomy for Virtual Characters in a Game Scenario -- Web Content Transformed into Humorous Dialogue-Based TV-Program-Like Content -- Content Adaptation for Gradual Web Rendering -- Getting the Story Right: Making Computer-Generated Stories More Entertaining -- Omnipresent Collaborative Virtual Environments for Open Inventor Applications -- SpatiuMedia: Interacting with Locations -- Singing with Your Mobile: From DSP Arrays to Low-Cost Low-Power Chip Sets -- Bringing Hollywood to the Driving School: Dynamic Scenario Generation in Simulations and Games -- Demos -- Webcrow: A Web-Based Crosswords Solver -- COMPASS2008: The Smart Dining Service -- DaFEx: Database of Facial Expressions -- PeaceMaker: A Video Game to Teach Peace -- A Demonstration of the ScriptEase Approach to Ambient and Perceptive NPC Behaviors in Computer Role-Playing Games -- Multi-user Multi-touch Games on DiamondTouch with the DTFlash Toolkit -- Enhancing Social Communication Through Story-Telling Among High-Functioning Children with Autism -- Tagsocratic: Learning Shared Concepts on the Blogosphere -- Delegation Based Multimedia Mobile Guide -- Personalized Multimedia Information System for Museums and Exhibitions -- Lets Come Together – Social Navigation Behaviors of Virtual and Real Humans -- Automatic Creation of Humorous Acronyms.

     

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    ISBN: 9783540316510
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    Schriftenreihe: Lecture Notes in Computer Science ; 3814
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Artificial intelligence; Computer graphics; User interfaces (Computer systems).; Human-computer interaction.; Application software.; Digital humanities.
    Umfang: Online-Ressource (XV, 342 p. Also available online, digital)
  23. Digital Design of Nature
    Computer Generated Plants and Organics
    Erschienen: 2005
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Illustrates and exemplifies methods for the creation of artificial plant models, and the application of these methods within areas such as simulation, virtual reality, botany, landscaping, and architecture. The models are combined to create gardens,... mehr

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    Illustrates and exemplifies methods for the creation of artificial plant models, and the application of these methods within areas such as simulation, virtual reality, botany, landscaping, and architecture. The models are combined to create gardens, parks, and even entire landscapes

     

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    ISBN: 9783540271048
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    RVK Klassifikation: ST 340 ; LH 65829
    Schriftenreihe: X.media.publishing
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    Schlagworte: Computer science; Information systems; Computer vision; Computer graphics; Botany; Mass media; Computer Science; Computer Science; Computer Graphics; Information systems; Computer vision; Botany; Mass media
    Umfang: Online-Ressource (XII, 295 p. 190 illus, digital)
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    Description based upon print version of record

    CONTENTS; 1 Computer-Generated Plants; 2 Plants; 3 Some Mathematics; 4 Procedural Modeling; 5 Rule-Based Modeling; 6 Rule-Based Object Production; 7 Modeling Terrain; 8 Modeling Vegetation; 9 Rendering; 10 Level-of-Detail; 11 Landscape Sketches; 12 Media Art; A Practical Plant Modeling; B Glossary; Figure credits; Bibliography; Index;

  24. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
    6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 2011. Proceedings
    Autor*in: Chang, Maiga
    Erschienen: 2011
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The... mehr

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    This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 6872
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    Schlagworte: Computer science; Information systems; Computer Science; Multimedia systems; Computer graphics; Education; Application software.; Human-computer interaction.; User interfaces (Computer systems).; Interactive multimedia.
    Weitere Schlagworte: Animation techniques; Collaborative learning; Digital classroom; Game-based learning; Interactive learning; Paperback / softback; Research; VR-based education; Virtual characters
    Umfang: Online-Ressource (XXIV, 560p, digital)
  25. Technologies for Interactive Digital Storytelling and Entertainment
    Second International Conference, TIDSE 2004, Darmstadt, Germany, June 24-26, 2004, Proceedings
    Autor*in: Göbel, Stefan
    Erschienen: 2004
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783540222835
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 3105
    Array
    Schlagworte: Artificial intelligence; Computer graphics; Computer science; Information systems; Multimedia systems; Computer Science
    Umfang: Online-Ressource