Description
With the advancement of computers and networks, new types of entertainment have emerged such as video games, entertainment robots, and network games. This volume brings together researchers, developers, and practitioners working in the area of entertainment computing, and covers a wide range of issues, from theoretical to hardware/software, systems, human interfaces, and applications. Entertainment Computing presents the latest research and developments in: *Computers and Games: Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications; *Home/Arcade Games and Interactive Movies: Video game computer technologies, motion capture technologies, real-time computer graphic technologies, interactive movie systems, story generation for games/movies, human factors of video games; *Entertainment Robots and Physical Systems: Entertainment robot systems, toy robots and pet robots, entertainment robots for man- machine interfacing, physical games and mental games; *Music Informatics: MDI and its extensions, acoustic computation, computer music for home entertainment, new musical instruments, sound and voice for entertainment; *Sociology and Psychology of Entertainment: Modeling and representation of emotion, mind model for entertainment, psychological aspect of immersion, future of entertainment; social significance of entertainment; *Virtual Reality Technologies for Entertainment: Generations of virtual entertainment environment, interactions in virtual environment, mixed reality technologies for entertainment. This volume comprises the proceedings of the First International Workshop onEntertainment Computing (IWEC 2002), which was sponsored by the International Federation for Information Processing (IFIP), organized in cooperation with the Information Processing Society of Japan (IPSJ), and held in Japan in May 2002.