IFIP TC6 Open Digital Library

7. ICEC 2008: Pittsburgh, PA, USA

Entertainment Computing - ICEC 2008, 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008. Proceedings

Scott M. Stevens, Shirley J. Saldamarco

Springer, Lecture Notes in Computer Science 5309, ISBN: 978-3-540-89221-2



Contents

How I Learned to Love the Bomb: Defconand the Ethics of Computer Games.

Miguel Sicart

 1-10

When Items Become Victims: Brand Memory in Violent and Nonviolent Games.

André Melzer, Brad Bushman, Ulrich G. Hofmann

 11-22

Immersion, the Greatest Hook.

Faisal Qureshi

 23-26

Newsgames: Theory and Design.

Miguel Sicart

 27-33

Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games.

Nuno Afonso, Rui Prada

 34-45

A Surround Display Warp-Mesh Utility to Enhance Player Engagement.

Charles Henden, Erik Champion, Ralf Mühlberger, Jeffrey Jacobson

 46-56

Development and Evaluation of a Centaur Robot.

Satoshi Tsuda, Kuniya Shinozaki, Ryohei Nakatsu

 57-66

Analysis of Japanese Folktales for the Purpose of Story Generation.

Takaaki Kato, Takenori Wama, Koji Miyazaki, Ryohei Nakatsu

 67-76

Strategic Path Planning on the Basis of Risk vs. Time.

Ashish C. Singh, Lawrence B. Holder

 77-87

Fear Inducer: A Mixed Reality Audio Experience.

Jurgen Westerhoff

 88-93

Game Bot Detection Based on Avatar Trajectory.

Kuan-Ta Chen, Andrew Liao, Hsing-Kuo Kenneth Pao, Hao-Hua Chu

 94-105

Achievement of Carrying Objects by Small-Sized Humanoid Robot.

Hiroyuki Nakagawa, Ryohei Nakatsu

 106-115

Interactive Multimedia Contents in the IllusionHole.

Tokuo Yamaguchi, Kazuhiro Asai, Yoshifumi Kitamura, Fumio Kishino

 116-121

Creating an Emotionally Adaptive Game.

Tim J. W. Tijs, Dirk Brokken, Wijnand IJsselsteijn

 122-133

Robust Interactive Storytelling Framework for Automatic TV Content/Story Production.

Hussein Karam Hussein Abd El-Sattar

 134-148

Designing Toys That Come Alive: Curious Robots for Creative Play.

Kathryn Elizabeth Merrick

 149-154

Musical B-boying: A Wearable Musical Instrument by Dancing.

Minoru Fujimoto, Naotaka Fujita, Yoshinari Takegawa, Tsutomu Terada, Masahiko Tsukamoto

 155-160

Hybrid Visual Tracking for Augmented Books.

Hyun Seung Yang, Kyusung Cho, Jaemin Soh, Jinki Jung, Junseok Lee

 161-166

Towards Emotional Characters in Computer Games.

Robert Schaap, Rafael Bidarra

 167-172

Sense Cup: A Design of a New Interactive Holistic Sense Convergence Device for Digital Storytelling.

Hyun Sang Cho, Soohyun Lim, Tatsuya Yamazaki, Minsoo Hahn

 173-178

Frame Selection for Automatic Comic Generation from Game Log.

Tomonori Shuda, Ruck Thawonmas

 179-184

Conscientious Objector: Pacifism, Politics and Abusing the Player in Doom 3.

Dan Pinchbeck

 185-189

Experiences Employing Novice Wizard Operators in a Gallery Setting.

Steven Dow, Blair MacIntyre

 190-196

Fast Rendering of Large Crowds Using GPU.

HunKi Park, JungHyun Han

 197-202

Physiological Player Sensing: New Interaction Devices for Video Games.

Jérôme Dupire, Viviane Gal, Alexandre Topol

 203-208

Hitch Haiku: An Interactive Supporting System for Composing Haiku Poem.

Naoko Tosa, Hideto Obara, Michihiko Minoh

 209-216

Posters

Dome Displays for Educational Games and Activities in the Museum and on the Road.

Kerry Handron, Jeffrey Jacobson

 217-220

Game-Based Simulation for the Evaluation of Threat Detection in a Seaport Environment.

Allen Christiansen, Damian Johnson, Lawrence B. Holder

 221-224

BCI for Games: A 'State of the Art' Survey.

Anton Nijholt

 225-228

In-Depth Observation of Video Gamers.

Jorge Alves Lino, Ben Salem

 229-231

BioMedia for Entertainment.

Ben Salem, Adrian David Cheok, Adria Bassaganyes

 232-242