Cultural Computing: Second IFIP TC 14 Entertainment Computing Symposium, ECS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, ProceedingsRyohei Nakatsu, Naoko Tosa, Fazel Naghdy, Philippe Codognet Welcome to the Second International IFIP Entertainment Computing Symposium on st Cultural Computing (ECS 2010), which was part of the 21 IFIP World Computer Congress, held in Brisbane, Australia during September 21–23, 2010. On behalf of the people who made this conference happen, we wish to welcome you to this inter- tional event. The IFIP World Computer Congress has offered an opportunity for researchers and practitioners to present their findings and research results in several prominent areas of computer science and engineering. In the last World Computer Congress, WCC 2008, held in Milan, Italy in September 2008, IFIP launched a new initiative focused on all the relevant issues concerning computing and entertainment. As a - sult, the two-day technical program of the First Entertainment Computing Symposium (ECS 2008) provided a forum to address, explore and exchange information on the state of the art of computer-based entertainment and allied technologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cultural computing. |
Contents
Multiple Format Search and Rescue Robot as a Competitive Arena | 1 |
An OnLine Classification Approach of Visitors Movements in 3D Virtual Museums | 9 |
A Machine That Daydreams | 21 |
Cluster Analysis for Personalised Mobile Entertainment Content | 36 |
Player Satisfaction in StrategyBased Board Games | 46 |
Comparing Binarisation Techniques for the Processing of Ancient Manuscripts | 55 |
Complex Game Design Modeling | 65 |
A Computationally Enhanced Mechanical Performing Instrument | 75 |
Three Conceptual Approaches | 137 |
Supporting Multiple Perspectives on 3D Museum Artefacts through Interoperable Annotations | 149 |
The Players Engagement | 160 |
Creative Practice in Social Inclusion | 169 |
Public Interaction with ReadyMade Contents | 179 |
Cultural Computing How to Investigate a Form of Unconscious User Experiences in Mixed Realities | 190 |
Emotions as a Communication Medium between the Unconscious and the Conscious | 198 |
Emotional Expression of Korean Dance Assisted by a Virtual Environment System | 208 |
3D Geometric and Haptic Modeling of HandWoven Textile Artifacts | 87 |
Realizations of a Microtonal Composition on a Linux Phone Using Open Source Music Synthesis Software | 101 |
Reading a Patching Language | 111 |
The Promise of Fuzzy Logic in Generalised Music Composition | 118 |
Questioning the Notion of Cultural Computing | 128 |
MachineMade Puzzles and HandMade Puzzles | 214 |
Cultural Computing Creative Power Integrating Culture Unconsciousness and Software | 223 |
Entertainment and Its Future | 233 |
243 | |
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Common terms and phrases
actions activities algorithm allow analysis annotation applied approach aspects behavior carillon cluster cognitive communication complex Component composition concept conceptual graphs Conference conscious considered create cultural defined described developed distance effect elements emotional Engine environment example exhibit experience expression feel Figure force four Framework function Fuzzy Logic graph haptic human idea IFIP implementation important input Intelligent interaction interesting International Japanese knowledge language learning limit machine means measure mechanism method mobile museum objects participants pattern performance play player possible practice present problem produced proposed puzzle question represented robots rules selection social society specific structure techniques textile tion types unconscious understand University video games virtual Zone