Skip to main content
  • Conference proceedings
  • © 2010

Entertainment Computing - ICEC 2010

9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings

  • Unique visibility
  • State-of-the-art survey
  • Fast-track conference proceedings

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 6243)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

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

Conference proceedings info: ICEC 2010.

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

This is a preview of subscription content, log in via an institution to check for access.

Table of contents (77 papers)

  1. Short Papers

    1. Game Theory, User Studies and Story Telling

      1. Analyzing the Parameters of Prey-Predator Models for Simulation Games
        • Seongdong Kim, Christoph Hoffmann, Varun Ramachandran
        Pages 216-223
      2. Analyzing Computer Game Narratives
        • Clark Verbrugge, Peng Zhang
        Pages 224-231
    2. Interaction and User Experience

      1. Re-envisioning the Museum Experience: Combining New Technology with Social-Networking
        • Madhuri Koushik, Eun Jung Lee, Laura Pieroni, Emily Sun, Chun-Wei Yeh
        Pages 248-253
    3. Serious Games

      1. Virtual Blowgun System for Breathing Movement Exercise
        • Peichao Yu, Kazuhito Shiratori, Jun’ichi Hoshino
        Pages 278-285
      2. Event-Based Data Collection Engine for Serious Games
        • Amith Tudur Raghavendra
        Pages 294-301
      3. Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game
        • Junia C. Anacleto, Johana M. R. Villena, Marcos A. R. Silva, Sidney Fels
        Pages 302-307
    4. Tools and Methods

      1. Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights
        • Budianto Tandianus, Henry Johan, Hock Soon Seah
        Pages 308-316
      2. Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log
        • Ruck Thawonmas, Ko Oda, Tomonori Shuda
        Pages 326-333
      3. Research on Eclipse Based Media Art Authoring Tool for the Media Artist
        • Songlin Piao, Jae-Ho Kwak, Whoi-Yul Kim
        Pages 342-349
      4. BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters
        • Ling Li, Gengdai Liu, Mingmin Zhang, Zhigeng Pan, Edwin Song
        Pages 350-357
      5. Choshi Design System from 2D Images
        • Natsuki Takayama, Shubing Meng, Takahashi Hiroki
        Pages 358-365
      6. Player’s Model: Criteria for a Gameplay Profile Measure
        • Emmanuel Guardiola, Stephane Natkin
        Pages 366-371

Other Volumes

  1. Entertainment Computing - ICEC 2010

About this book

The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to leisure, education, culture and work. Entertainment computing at its core has a strong focus on computer games. However, it is not only about computer games. The last ICEC c- ferences have shown that entertainment computing is a much wider field. For instance in games, technology developed for games can be used for a wide range of appli- tions such as therapy or education. Moreover, entertainment does not necessarily have to be understood as games. Entertainment computing finds its way to stage perfo- ances and all sorts of new interactive installations.

Editors and Affiliations

  • Department of Computer Science, KAIST, Dajeon, Korea

    Hyun Seung Yang

  • Technologie-Zentrum Informatik (TZI), Universität Bremen, Bremen, Germany

    Rainer Malaka

  • Graduate School of Systems and Information Engineering, University of Tsukuba, Tsukuba, Japan

    Junichi Hoshino

  • Department of Computer Science and Engineering, Korea University, Seoul, Korea

    Jung Hyun Han

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