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This volume contains papers presented at the 2nd International Conference on Modeling Decisions for Arti?cial Intelligence (MDAI 2005), held in Tsukuba, Japan, July 25–27. This conference follows MDAI 2004 (held in Barcelona, Catalonia, Spain), the proceedings of which were also published in the LNAI series (Vol. 3131). The aim of this conference was to provide a forum for researchers to discuss about theory and tools for modeling decisions, as well as applications that - compass decision-making processes and information fusion techniques. In this second edition, special focus was given to applications related to risk, security and safety. The organizers received 118 papers, from 14 di?ere...
The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-relat...
This book constitutes the refereed proceedings of the Second International Conference on Virtual Storytelling, ICVS 2003, held in Toulouse, France in November 2003. The 27 revised full papers presented together with 3 invited papers were carefully reviewed and selected for presentation. The papers are organized in topical sections on real-time technologies, narrativity and authoring, mediation and interface, virtual characters, mixed reality, and applications.
Dear delegates,friendsand membersofthe growingKES professionalcommunity,w- come to the proceedings of the 9th International Conference on Knowledge-Based and IntelligentInformationandEngineeringSystemshostedbyLa TrobeUniversityin M- bourne Australia. The KES conference series has been established for almost a decade, and it cont- ues each year to attract participants from all geographical areas of the world, including Europe, the Americas, Australasia and the Paci?c Rim. The KES conferences cover a wide range of intelligent systems topics. The broad focus of the conference series is the theory and applications of intelligent systems. From a pure research ?eld, intel- gent systems have advanc...
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.
Software is an essential enabler for science and the new economy. It creates new markets and directions for a more reliable, flexible and robust society and empowers the exploration of our world in ever more depth, but it often falls short of our expectations. Current software methodologies, tools, and techniques are still neither robust nor reliable enough for the constantly evolving market, and many promising approaches have so far failed to deliver the solutions required. This book presents the keynote ‘Engineering Cyber-Physical Systems’ and 64 peer-reviewed papers from the 16th International Conference on New Trends in Intelligent Software Methodology Tools, and Techniques, (SoMeT_1...
Computational approaches to music composition and style imitation have engaged musicians, music scholars, and computer scientists since the early days of computing. Music generation research has generally employed one of two strategies: knowledge-based methods that model style through explicitly formalized rules, and data mining methods that apply machine learning to induce statistical models of musical style. The five chapters in this book illustrate the range of tasks and design choices in current music generation research applying machine learning techniques and highlighting recurring research issues such as training data, music representation, candidate generation, and evaluation. The contributions focus on different aspects of modeling and generating music, including melody, chord sequences, ornamentation, and dynamics. Models are induced from audio data or symbolic data. This book was originally published as a special issue of the Journal of Mathematics and Music.
This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.
This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 submissions for inclusion in the book. 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.