
Intelligent Technologies for Interactive Entertainment
Description
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Content
- Title
- Preface
- Organization
- Table of Contents
- Virtual/Mixed/Augmented Reality
- User Interface for Browsing GeotaggedData - Design and Evaluation
- Introduction
- Related Work
- MAA Concept
- Design Process
- User Interface
- User Study
- Study Results and Analysis
- Earth Navigation
- Content Grid UI: Browsing Geotagged Data in Real Time
- Discussion and Concluding Remarks
- References
- Towards Multimodal, Multi-party, and SocialBrain-Computer Interfacing
- Introduction
- Towards BCI for Various Target Populations
- BCI, Computer Science, and Human-Computer Interaction
- Integrating BCI in Human-Computer Interaction
- Multimodal and Hybrid Brain-Computer Interfacing
- Multi-party and Social Brain-Computer Interfacing
- References
- Brain-Computer Interfaces: Proposal of a Paradigmto Increase Output Commands
- Introduction
- Methods
- Data Acquisition
- Training Protocol
- Signal Processing
- Navigation Paradigm
- Use of the System
- Discussion and Conclusion
- References
- Hardware Technologies for Interaction andEntertainment
- Steady State Visual Evoked Potential based Computer Gaming -- The Maze
- Introduction
- Methods
- EEG Data Acquisition
- Calibration Stage
- Spatial Filtering
- Classification
- Game Design and Implementation
- Influence of Window Size and Decision Queue Length on Accuracy
- Results and Discussion
- References
- Single Value Devices
- Introduction
- Survey of Single Value Devices
- Taxonomy of Single Value Devices
- Design Issues
- Single Value Devices Are Objects with Associated Emotions
- Customizability
- Building Blocks for Single Value Devices
- Service Dependence
- Conclusion
- References
- A Kinect-Based Natural Interfacefor Quadrotor Control
- Introduction
- Background
- Quadrotors and the Platform Ar.Drone
- System Architecture
- Conclusion and Remarks
- References
- Smart Material Interfaces: A Vision
- Introduction
- Motivation
- The Vision
- Smart Materials
- SMI vs TUI
- Conclusions: Applications and Future Possibilities
- References
- User-Centered Evaluation of the Virtual Binocular Interface
- Introduction
- ``Viaggiatori di Sguardo'': Overview and Background
- Evaluation
- Set-Up
- Procedure
- Results
- Discussion
- Conclusion
- References
- Displays and Devices
- Does Movement Recognition Precision Affect the PlayerExperience in Exertion Games?
- Introduction
- Background
- Research Focus and Experimental Design
- Participants and Procedure
- Controllers, Motivation and Strategy: Results
- Movement Recognition Precision Affects Immersion: Results
- Conclusions
- References
- Animation and Virtual Characters
- Elckerlyc in Practice - On the Integration of a BML Realizer in Real Applications
- Introduction
- Requirements for a Modular and Extensible Realizer
- Related Work
- Integration with Existing Renderers.
- Design of a Flexible and Extensible BML Realizer
- Ports, Pipes, and Adapters
- Gesture Binding and Other Bindings
- BML Elements and Plan Units
- New Modality Engines
- Integration with Renderers
- Discussion
- References
- Non Verbal Full Body Interaction
- Evaluation of the Mobile Orchestra Explorer Paradigm
- Introduction
- Related Work
- Mobile Orchestra Explorer Evaluation Scenario
- Evaluation
- Mobile User Profile
- Evaluation of the Mobile Orchestra Explorer Paradigm
- Conclusion
- References
- As Wave Impels a Wave Active Experience of Cultural Heritageand Artistic Content
- The Evolution of Museum Experience
- Active Experience of Cultural Content
- Active Experience of a Monumental Building
- Crossing the "Limen"
- System Implementation
- Open Questions and Future Work
- References
- Storytelling
- An Intelligent Instructional Tool for Puppeteeringin Virtual Shadow Puppet Play
- Introduction
- Related Work
- Overview of the Virtual Shadow Puppet Play
- The Architecture of the Intelligent Instructional Toolfor Puppeteer
- Natural Language Storyline Creating Module
- Storyline Analysis and Action Checking Module
- Interface Module
- Preliminary Evaluation and Discussion
- Conclusion and Future Work
- References
- A Tabletop Board Game Interface for Multi-user Interaction with a Storytelling System
- Introduction
- Interface Design
- Discussion and Future Work
- References
- Children Interaction
- Design of an Interactive Playground Based on Traditional Children's Play
- Introduction
- Related Work
- Traditional Children's Play
- Play, Games, and Playgrounds
- A Taxonomy for Playground Play
- A Novel Approach to Interactive Playground Design
- Case Study
- Implementation
- Evaluation
- Conclusions and Recommendations
- References
- Designing a Museum Multi-touch Table for Children
- Introduction
- A Children Specific Design Model for Tangible Interfaces
- Physical and Digital Representations
- Actions and Effects
- Exploration and Collaboration
- Engagement and Fun
- Development of a Museum Application for Children
- Observations and Conclusions
- References
- Affective User Interfaces
- Automatic Recognition of Affective Body Movementin a Video Game Scenario
- Introduction
- Methodology and Data Analysis
- Low-Level Motion Description
- Automatic Recognition System and Evaluation
- Discussion
- References
- Towards Mimicry Recognition during Human Interactions: Automatic Feature Selection and Representation
- Introduction
- Mimicry to Be Expected in Social Interaction
- Experiment Setup
- Data Collection
- Annotation
- Methodology
- Conclusions and Future Work
- References
- Social Interaction
- A Playable Evolutionary Interface for Performanceand Social Engagement
- Introduction
- Play Scenario
- Background
- Prior Work
- Wayfaring Swarms Overview
- Agent Properties and Evolutionary Design of Swarms
- Creating a Playable Media Configuration
- Methodology: Swarm Feature Extraction Applied to SoundModels
- Recognizing Clusters
- Temporal Variation of Emergent Features
- Measuring Emergent Shape
- Methodology: Play Scenario with Sound Model
- Sound Model: Synthesis Methods
- Sound Model: Designing Coherent Transformations
- Concluding Narrative: Informal Observations of InitialResults
- References
- Social Interaction in a Cooperative Brain-Computer Interface Game
- Introduction
- Background
- Inducing Social Interaction
- Measuring Social Interaction
- Steady-State Visually Evoked Potentials
- Methodology
- Participants
- The Game
- Experimental Setup
- Data Acquisition, Processing and Analysis
- Results
- Discussion
- Conclusion
- References
- Posters
- LUCIA: An Open Source 3D Expressive Avatarfor Multimodal h.m.i.
- Introduction
- Data Acquisition Environment
- Architecture and Implementations
- Emotional Synthesis
- Conclusions
- References
- The AnimaTricks System: Animating Intelligent Agents from High-Level Goal Declarations
- Introduction
- Declarative Languages for Animated Agents
- The AnimaTricks System
- Creating Animations: Language and Pipeline
- Conclusions and Future Work
- References
- A Framework for Designing3D Virtual Environments
- Introduction
- Related Work
- Architecture of the Framework
- Design and Characteristics of Our Platform
- Adopted Tools
- The Framework
- Modular Structure
- The Final Touch
- Conclusions
- References
- Demos
- The Mobile Orchestra Explorer
- Realtime Expressive Movement Detection Using the EyesWeb XMI Platform
- i-Theatre: Tangible Interactive Storytelling
- Introduction
- The i-Theatre Storytelling Process
- Operation Modes
- Tangible Interface
- Conclusion and Future Work
- References
- An Invisible Line: Remote Communication Using Expressive Behavior
- Teaching by Means of a Technologically Augmented Environment: The Stanza Logo-Motoria
- Introduction
- Resonant Memory Application
- Fiaba Magica Application
- System Architecture
- Future Developments
- References
- INSIDE: Intuitive Sonic Interaction Designfor Education and Entertainment
- Intuitive Sonic Interaction Design
- Description of the Demo
- Requirements
- Setup
- Interest in Participating to Kids' INTETAIN
- My Presenting Avatar
- Introduction
- References
- Interacting with emotional virtual agents
- Introduction
- Demonstration Setup
- Technical Description and Requirements
- Reference
- Traditional Shadow Puppet Play - The Virtual Way
- Introduction
- Overview of the Virtual Shadow Puppet Play
- Conclusion
- References
- The Attentive Machine: Be Different!
- Social Feature Extraction
- Find the Most Interesting People
- User Feedback
- Requirements
- References
- SBM2011 - Workshop on Social Behavior in Music
- Towards a Dynamic Approach to the Study of Emotions Expressed by Music
- Introduction
- Definition of Emotion
- Perception of Emotion vs. Induction of Emotion
- The Dynamic Aspects of Music
- Method
- Participants
- Materials and Procedure
- Results
- Reliability of the Emotional Dynamic Judgments
- Dynamic Judgments during Live Performance?
- Perspectives
- References
- Mutual Engagement in Social Music Making
- Introduction
- Mutual Engagement
- Design Features
- Evaluation Techniques
- Explorations of Multi-person Musical Experiences
- Daisyphone and Daisyfield
- Summary
- References
- Measuring Ensemble Synchrony through Violin Performance Parameters: A Preliminary Progress Report
- Introduction
- Data Acquisition and Pre-processing
- Recordings Procedure
- Score-Performance Alignment
- Towards an Analysis of Intonation Adjustments
- Temporal Matching of Different Experimental Set-Ups
- Data Post-processing and Score Representation
- Preliminary Results and Discussion
- References
- Communication in Orchestra Playing as Measuredwith Granger Causality
- Introduction
- Brief Methods
- Results and Discussions
- References
- Author Index
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