This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP. The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.
Affect and emotion play an important role in our everyday lives: They are present whatever we do, wherever we are, and wherever we go, without us being aware of them for much of the time. When it comes to interaction, be it with humans, technology, or humans via technology, we suddenly become more aware of emotion, either by seeing the other’s emotional expression, or by not getting an emotional response while anticipating one. Given this, it seems only sensible to explore affect and emotion in human-computer interaction, to investigate the underlying principles, to study the role they play, to develop methods to quantify them, and to finally build applications that make use of them. This is the research field for which, over ten years ago, Rosalind Picard coined the phrase "affective computing". The present book provides an account of the latest work on a variety of aspects related to affect and emotion in human-technology interaction. It covers theoretical issues, user experience and design aspects as well as sensing issues, and reports on a number of affective applications that have been developed in recent years.
This book collects a selection of the papers presented at the 21st International Tyrrhenian Workshop on Digital Communications, organized by CNIT and dedicated this year to the theme "Trustworthy Internet". The workshop provided a lively discussion on the challenges involved in reshaping the Internet into a trustworthy reality, articulated around the Internet by and for People, the Internet of Contents, the Internet of Services and the Internet of Things, supported by the Network Infrastructure foundation. The papers have been revised after the workshop to take account of feedbacks received by the audience. The book also includes: i) an introduction by the Editors, setting the scene and presenting evolution scenarios; ii) five papers written by the session chairmen, reputed scientists, and each dedicated to a facet of the trustworthy Internet vision; iii) a concluding paper, reporting the outcomes of a panel held at the conclusion of the workshop, written by the two keynote speakers.
The Encyclopedia of Cloud Computing provides IT professionals, educators, researchers and students with a compendium of cloud computing knowledge. Authored by a spectrum of subject matter experts in industry and academia, this unique publication, in a single volume, covers a wide range of cloud computing topics, including technological trends and developments, research opportunities, best practices, standards, and cloud adoption. Providing multiple perspectives, it also addresses questions that stakeholders might have in the context of development, operation, management, and use of clouds. Furthermore, it examines cloud computing's impact now and in the future. The encyclopedia presents 56 chapters logically organized into 10 sections. Each chapter covers a major topic/area with cross-references to other chapters and contains tables, illustrations, side-bars as appropriate. Furthermore, each chapter presents its summary at the beginning and backend material, references and additional resources for further information.
This book constitutes the refereed proceedings of the 6th European Conference on Interactive Television, EuroITV 2008, held in Salzburg, Austria, in July 2008. The 42 revised full papers were carefully reviewed and selected from 156 submissions. The contributions cover significant aspects of the interactive television domain including submissions on user studies, technical challenges related to new developments as well as new kind of formats. The papers are organized in topical sections on interactive TV, interactive authoring, personalisation and recommender systems, mobile TV, social TV, new TV environments, iTV architectures and systems, user interfaces and interaction design, user studies, and accessibility.
This book contains revised selected papers from the Second International Conference on Information Technologies for Performing Arts, Media Access and Entertainment, ECLAP 2013, held in Porto, Portugal, in April 2013. The 24 papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: perspectives and (digital) strategies for cultural heritage institutions; trust, quality and tools for cultural heritage digital libraries; educational services for the performing arts; dance in the world of data and objects; acting and natural interaction; and music and opera of a digital generation.
This volume constitutes the selected paqpers of the third international conference on Metadata and Semantic Research, MTSR 2009, held in Milan, Italy, in September/October 2009. In order to give a novel perspective in which both theoretical and application aspects of metadata research contribute in the growth of the area, this book mirrors the structure of the Congress, grouping the papers into three main categories: 1) theoretical research: results and proposals, 2) applications: case studies and proposals, 3) special track: metadata and semantics for agriculture, food and environment. The book contains 32 full papers (10 for the first category, 10 for the second and 12 for the third), selected from a preliminary initial set of about 70 submissions.