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  • Conference proceedings
  • © 2004

Entertainment Computing - ICEC 2004

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

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 3166)

Conference series link(s): ICEC: International Conference on Entertainment Computing

Conference proceedings info: ICEC 2004.

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Table of contents (82 papers)

  1. Front Matter

  2. Advanced Interaction Design

    1. Front Matter

      Pages 33-33
    2. Kuru-kuru Pitcher”: A Game for the S chaire Internet Chair

      • Kazuya Adachi, Michael Cohen, Uresh Duminduwardena, Kayoko Kanno
      Pages 35-45
    3. Fun and Sports: Enhancing the Home Fitness Experience

      • Wijnand IJsselsteijn, Yvonne de Kort, Joyce Westerink, Marko de Jager, Ronald Bonants
      Pages 46-56
    4. Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities

      • Volker Wulf, Eckehard F. Moritz, Christian Henneke, Kanan Al-Zubaidi, Gunnar Stevens
      Pages 80-89
    5. The Human-Information Workspace (HI-Space): Ambient Table Top Entertainment

      • Andrew J. Cowell, Richard May, Nick Cramer
      Pages 101-107
    6. Game-Driven Intelligent Tutoring Systems

      • Marco A. Gómez-Martín, Pedro P. Gómez-Martín, Pedro A. González-Calero
      Pages 108-113
    7. Practice! YUBIMOJI AIUEO for Japanese Hand Language Learning

      • Takao Terano, Fusako Kusunoki, Yasushi Harada, Miki Namatame
      Pages 114-119
    8. The Bush Telegraph: Networked Cooperative Music-Making

      • Rodney Berry, Mao Makino, Naoto Hikawa, Masami Suzuki
      Pages 120-123
  3. Art, Design, and Media

    1. Front Matter

      Pages 125-125

Other Volumes

  1. Entertainment Computing – ICEC 2004

About this book

The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.

Editors and Affiliations

  • Technische Universiteit Eindhoven, Eindhoven, The Netherlands

    Matthias Rauterberg

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

Tax calculation will be finalised at checkout

Other ways to access