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Titlebook: Entertainment Computing; Technologies and App Ryohei Nakatsu,Junichi Hoshino Book 2003 IFIP International Federation for Information Proces

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Fly through View Video Generation of Soccer Scenedevelopment of networks and computers will soon make it possible to provide a form of real-time video that allows the viewer to select any desired view of the action. This paper introduces a novel method for generating an arbitrary view of a scene in a soccer match. This allows the viewers to observ
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Prototyping Mobile Game Applicationsthese devices to design new game concepts, however, can be difficult and take much time. We have developed OpenTrek — a free, Rapid Application Development game platform for mobile devices. OpenTrek is to be used as a prototype platform on standard Personal Digital Assistants (PDAs) to quickly visua
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A Method for Real-Time Rendering of Water Droplets Taking into Account Interactive Depth of Field Efdroplets, whose applications include drive simulators. Because of the complexity of shape and motion, the animation of water droplets requires long calculation time. This paper proposes a method for real-time animations of water droplets running down on a glass plate, using graphics hardware. The pr
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Digital Storytelling with DINAH: Dynamic, Interactive, Narrative Authoring Heuristicnts of a compelling narrative are preserved. We use DINAH to further explore the potential and utility of interactive, computer-generated narrative, both as a learning tool and an entertainment technology.
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Book 2003t parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good
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1868-4238 y important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives,
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Alexander Schmitt,Wolfgang Minker however able to interfere with the course of action by issuing advice to the characters. This is achieved by recognising corresponding speech acts and mapping them to the plans which implement characters’ behaviours in the story. We discuss some examples based on a preliminary, yet fully implemented, prototype.
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