Cultural Computing: Second IFIP TC 14 Entertainment Computing Symposium, ECS 2010, Held as Part of WCC 2010, Brisbane, Australia, September 20-23, 2010, Proceedings

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Ryohei Nakatsu, Naoko Tosa, Fazel Naghdy, Philippe Codognet
Springer Science & Business Media, Aug 23, 2010 - Computers - 244 pages
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
Author Index
243
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