entertainment computing
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2019 ◽  
Vol 8 (4) ◽  
pp. 9307-9313

Recently “entertainment computing” (EC) technology becomes a hit term in Japan. There is a well-known “projection mapping” in this EC. Projection mapping is a video technique that synchronizes real space and virtual space, and the fascinating world view that the fusion of both produces attracts worldwide attention. On the other hand, recently, works combining dancer performance with projection mapping to create a fantastic world are drawing attention. However, in order to make the content persuasive, it is necessary for the performer to perform precise work, such as accurate alignment of the image coordinates of the moving object in the projection video, and it is not easy for everyone to do so. In this study, we aim to entertain not only the people who see the projection mapping but also the performer through the interaction with the projection mapping. So, we prototyped an interactive projection mapping that changes according to user’s movement by projecting to the user. This time we focused on sports like baseball and soccer, and we projected the ball to the user by projection mapping so that we can experience pitching and lifting. Furthermore, we conducted a questionnaire survey to evaluate the sense of use of this system, and the results showed that many people can enjoy by this projection mapping.


Author(s):  
Letizia Jaccheri ◽  
Soudabeh Khodambashi ◽  
Katrien De Moor ◽  
Özlem Özgöbek ◽  
Katina Kralevska

2017 ◽  
Vol 4 (2) ◽  
Author(s):  
Alessandro De Gloria

The present IJSG issue hosts a guest section dedicated to selected papers on accessibility and serious games presented at the workshops and the doctorial consortium at the 15th International Conference on Entertainment Computing 2016 (ICEC). The selection has been managed by Jannicke Baalsrud-Hauge, of the University of Bremen, now also with KTH Stockholm, who acted as workshop chair. This issue also includes a regular paper


2017 ◽  
Vol 4 (2) ◽  
Author(s):  
Jannicke Baalsrud Hauge

This special issue presents five papers bringing new insights into the field of accessibility and serious games. This is a special issue from the workshops and the doctorial consortium from the 15th International Conference on Entertainment Computing 2016 hosted by professor Helmut Hlavacs at the University in Vienna, Austria (https://icec2016.cs.univie.ac.at/index.php?item=home).


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