Overview
- Editors:
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Ryohei Nakatsu
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Kwansei Gakuin University/ATR, Japan
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Junichi Hoshino
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University of Tsukuba / PRESTO, JST, Japan
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Table of contents (65 chapters)
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Home/Arcade Games and Interactive Movies
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- Masataka Imura, Jun Kozuka, Koichi Minami, Yoshito Tabata, Tatsuya Shuzui, Kunihiro Chihara
Pages 141-148
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- Shoichiro Iwasawa, Tatsuo Yotsukura, Shigeo Morishima
Pages 157-164
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- Atsushi Nakano, Junichi Hoshino
Pages 165-172
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- Shigeru Kuriyama, Yusuke Irino, Toyohisa Kaneko
Pages 181-188
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Entertainment Robots & Physical Systems
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Front Matter
Pages 189-189
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- Keiko Motoyama, Hidenori Kawamura, Masahito Yamamoto, Azuma Ohuchi
Pages 191-198
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- Naohiro Matsunami, Kumiko Tanaka-Ishii, Ian Frank, Hitoshi Matsubara
Pages 199-206
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- Fusako Kusunoki, Masanori Sugimoto, Hiromichi Hashizume
Pages 207-214
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- Eitan Mendelowitz, Jeff Burke
Pages 215-222
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- Satoru Odo, Kiyoshi Hoshino
Pages 223-230
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Music Informatics
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Front Matter
Pages 231-231
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- Akio Yatsui, Haruhiro Katayose
Pages 249-256
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- Chika Oshima, Yohei Miyagawa, Kazushi Nishimoto, Takashi Shirosaki
Pages 257-264
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- Tomonari Sonoda, Toshiya Ikenaga, Kana Shimizu, Yoichi Muraoka
Pages 265-272
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- Hidenobu Nagata, Naoko Kosugi, Ryoji Kataoka, Takashi Honishi
Pages 273-280
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- Atsuhiro Takasu, Teruhito Kanazawa, Jun Adachi
Pages 281-288
About this book
This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.
Editors and Affiliations
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Kwansei Gakuin University/ATR, Japan
Ryohei Nakatsu
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University of Tsukuba / PRESTO, JST, Japan
Junichi Hoshino