Intelligent Technologies for Interactive Entertainment (Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunication
By: Anton Nijholt (volume_editor), Hendri Hondorp (volume_editor), Dennis Reidsma (volume_editor)Paperback
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These are the proceedings of the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). The ?rst edition of this conference, organised in Madonna di Campiglio, saw the gathering of a diverse audience with broad and varied interests. With presentations on topics ranging from underlying technology to intelligent interaction and entertainment applications, several inspiring invited lectures, a demonstration session and a hands-on design garage, that ?rst edition of INTETAIN generated a lot of - teraction between participants in a lively atmosphere. We hope that we have managed to continue this direction with the third edition, which will take place in Amsterdam,following the secondedition heldin Cancun. ' The submissions for short and long papers this year show a certain focus on topics such as emergent games, exertion interfaces and embodied interaction, but also cover important topicsofthepreviouseditions,suchas,a?ectiveuserinterfaces,storytelling,s- sors, tele-presence in entertainment, animation, edutainment, and (interactive) art.
The presentationof the accepted papers,together with the manyinteractive demonstrations of entertainment and art installations, and other participative activities to be held during the conference, should go some way towards recre- ing the open and interactive atmosphere that has been the goal of INTETAIN since its beginning. In addition to the aforementioned papers and demonstrations, we are happy to presentcontributionsfrom threeexcellent invitedspeakersfor INTETAIN 09.
Keynote Speakers.- Entertainment Computing, Social Transformation and the Quantum Field.- Non-verbal Full Body Emotional and Social Interaction: A Case Study on Multimedia Systems for Active Music Listening.- Full Papers.- Home Exercise in a Social Context: Real-Time Experience Sharing Using Avatars.- Generating Instructions in a 3D Game Environment: Efficiency or Entertainment?.- Interactive Documentary: A Production Model for Nonfiction Multimedia Narratives.- A Design Approach to Decentralized Interactive Environments.- Accessible Gaming through Mainstreaming Kinetic Controller.- Interactive Play Objects: The Influence of Multimodal Output on Open-Ended Play.- Swinxsbee: A Shared Interactive Play Object to Stimulate Children's Social Play Behaviour and Physical Exercise.- Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application.- iTheater Puppets Tangible Interactions for Storytelling.- Automatic and Interactive Key Posture Design by Combing the PIK with Parametric Posture Splicing.- Web-Enabled 3D Game Playing for Looped Knight's Tour.- Robosonic: Randomness-Based Manipulation of Sounds Assisted by Robots.- Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games.- Immersion in Movement-Based Interaction.- Short Papers.- Mood Swings: An Affective Interactive Art System.- Navigating a Maze with Balance Board and Wiimote.- Experiences with Interactive Multi-touch Tables.- The Hyper-trapeze: A Physically Active Audio-Visual Interface for Performance and Play.- Dead on Arrival: Adapting Games to Finish at a Given Time or Location.- Design and Implementation of a Mobile Exergaming Platform.- Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments.- Stay Tuned! An Automatic RSS Feeds Trans-coder.- An Experiment in Improvised Interactive Drama.- Big Fat Wand: A Pointing Device for Open Space Edutainment.- Enhancing Mediated Interpersonal Communication through Affective Haptics.- Opinion Elicitation in Second Life.- Hidden Markov Models Implementation for Tangible Interfaces.
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- ID: 9783642023149
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