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  • © 2003

Entertainment Computing

Technologies and Application

Part of the book series: IFIP Advances in Information and Communication Technology (IFIPAICT, volume 112)

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Table of contents (65 chapters)

  1. Front Matter

    Pages i-xviii
  2. Invited Talks

    1. Front Matter

      Pages 1-1
    2. Under the Influence: Using Natural Language in Interactive Storytelling

      • Marc Cavazza, Fred Charles, Steven J. Mead
      Pages 3-11
  3. Computers & Games

    1. Front Matter

      Pages 21-21
    2. Multiplayer Game Cheating Prevention with Pipelined Lockstep Protocol

      • Ho Lee, Eric Kozlowski, Scott Lenker, Sugih Jamin
      Pages 31-39
    3. Complex Games and Palm Computers

      • Pieter Spronck, Jaap van den Herik
      Pages 41-48
    4. Facilitating Learning in a Real Time Strategy Computer Game

      • Penelope Sweetser, Simon Dennis
      Pages 49-56
    5. A Metric for Entertainment of Boardgames: Its Implication for Evolution of Chess Variants

      • Hiroyuki Iida, Nobuo Takeshita, Jin Yoshimura
      Pages 65-72
    6. The Evolution of Strong Othello Programs

      • Michael Buro
      Pages 81-88
  4. Home/Arcade Games and Interactive Movies

    1. Front Matter

      Pages 89-89
    2. Fly through View Video Generation of Soccer Scene

      • Naho Inamoto, Hideo Saito
      Pages 109-116
    3. Prototyping Mobile Game Applications

      • Johan Sanneblad, Lars Erik Holmquist
      Pages 117-124
    4. Kirifuki: Inhaling and Exhaling Interaction with Visual Objects

      • Soichiro Iga, Fumito Higuchi
      Pages 133-140

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

  • Kwansei Gakuin University/ATR, Japan

    Ryohei Nakatsu

  • University of Tsukuba / PRESTO, JST, Japan

    Junichi Hoshino

Bibliographic Information

Buy it now

Buying options

eBook USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access