Download Intelligent Technologies for Interactive Entertainment: by Mark Maybury, Oliviero Stock, Wolfgang Wahlster PDF

By Mark Maybury, Oliviero Stock, Wolfgang Wahlster

This ebook constitutes the refereed lawsuits of the 1st overseas convention on clever applied sciences for Interactive leisure, INTETAIN 2005 held in Madonna di Campiglio, Italy in November/December 2005.

Among the clever computational applied sciences coated are adaptive media displays, advice platforms in media scalable crossmedia, affective consumer interfaces, clever speech interfaces, tele-presence in leisure, collaborative person versions and staff habit, collaborative and digital environments, pass area person versions, animation and digital characters, holographic interfaces, augmented, digital and combined truth, special effects and multimedia, pervasive multimedia, inventive language environments, computational humour, etc.

The 21 revised complete papers and 15 brief papers awarded including 12 demonstration papers have been conscientiously reviewed and chosen from a complete of 39 submissions. The papers hide a variety of themes, together with clever interactive video games, clever song platforms, interactive cinema, edutainment, interactive paintings, interactive museum courses, urban and tourism explorers assistants, buying assistants, interactive genuine television, interactive social networks, interactive storytelling, own diaries, web content and blogs, and entire supporting environments for precise populations (impaired, kids, elderly).

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Additional info for Intelligent Technologies for Interactive Entertainment: First International Conference, INTETAIN 2005, Madonna di Campaglio, Italy, November 30 -

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5 Technical Architecture The prototype ChiKho implementation currently online involves 4 cities with 5 trial games per city. At each game session, trials are chosen randomly from a set of available trials. Trials contents have been developed by students of the participating countries, according to our specifications and under the supervision of local educational experts. The set of trials is ever growing (in terms of typologies and of instances). At present ChiKho features 32 instances, for a total of about 13 MB of contents.

The launch of ChiKho has been done in four contemporaneous exhibitions that have been held at cultural institutions and palaces in Kedainiai, London, Genoa and Plovdiv from June 16th to 21st. On the last day, a special ChiKho International Event Match has been played with mixed teams in order to support also international collaboration. At all the exhibitions we conducted test sessions in order to evaluate the impact of ChiKho on users and check its validity as an edutainment tool. The sessions involved a total of 48 teams each constituted by two players.

Contents are stored in a SQL server database. g. ). We have implemented an XML-based protocol for data exchange. On the client’s side, requests to Web services are encoded in SOAP strings. net Dataset, the server’s results are encoded and serialized as specific objects which are ad-hoc interpreted by the clients. net environment. ChiKho involves a huge amount of multimedia contents that are delivered before and during the games. We have tested several network configurations, obtaining good results but with a 56K modem connection, where loading times are high (about 20 seconds), the introductory animation is frequently interrupted and playing the trialgames is sometimes not smooth.

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