1 feel privileged that the J(jh Advances in Computer Games Conference (ACG 10) takes place in Graz, Styria, Austria. It is the frrst time that Austria acts as host country for this major event. The series of conferences started in Edinburgh, Scotland in 1975 and was then held four times in England, three times in The Netherlands, and once in Germany. The ACG-10 conference in Graz is special in that it is organised together with the 11th World Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO), and the European Union Y outh Chess Championship. The 11 th WCCC and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a high-tech space with multimedia equipment, located in the Schlossberg, in the centre of the city. The help of many sponsors (large and small) is gratefully acknowledged. They will make the organisation of this conference a success. In particular, 1 would like to thank the European Union for designating Graz as the Cultural Capital of Europe 2003. There are 24 accepted contributions by participants from all over the world: Europe, Japan, USA, and Canada. The specific research results ofthe ACG 10 are expected to tind their way to general applications. The results are described in the pages that follow. The international stature together with the technical importance of this conference reaffrrms the mandate of the International Computer Games Association (ICGA) to represent the computer-games community.
This book constitutes the refereed conference proceedings of the 15th International Conference, ACG 2017, held in Leiden, The Netherlands, in July 2017.The 19 revised full papers were selected from 23 submissions and cover a wide range of computer games. They are grouped in four classes according to the order of publication: games and puzzles, go and chess, machine learning and MCTS, and gaming.
This book constitutes the thoroughly refereed post-conference proceedings of the 14th International Conference on Advances in Computer Games, ACG 2015, held in Leiden, The Netherlands, in July 2015. The 22 revised full papers presented were carefully reviewed and selected from 34 submissions. The papers cover a wide range of topics such as Monte-Carlo Tree Search and its enhancements; theoretical aspects and complexity; analysis of game characteristics; search algorithms; and machine learning.
This book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. The 20 revised full papers presented were carefully selected during two rounds of reviewing and improvement from 32 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Reasearch topics addressed are automatic generation, optimization, opponent modelling, search, knowledge representation, and graph history interaction. Games covered are western chess, chinese and japanese chess, checkers, lose checkers, amazons, go, poker, loa, mastermind, awari, ataxx, pool, as well as the two theoretical games connect and sumbers.
th The 24 Computer Graphics International Conference (CGI 2006) was held during June 26–28, 2006, in Hangzhou, China. This volume contains 39 full papers and 39 short papers accepted by CGI 2006. CGI conference was initially founded by the Computer Graphics Society in 1983 and has now become a widely recognized, high-quality academic conference in the field of computer graphics. Recent CGI conferences were held in New York (2005), Crete (2004), Tokyo (2003), Bradford (2002), Hong Kong (2001) and Geneva (2000). The CGI 2006 Program Committee received an overwhelming 387 submissions from many countries worldwide. China and Korea contributed many enthusiastic submissions. Based on the strict review comments of international experts, we selected 38 full papers and 37 short papers for presentations. The main topics covered by the papers in this volume include: • Digital geometry processing and meshes • Physically based animation • Figure modeling and animation • Geometric computing and processing • Non-photorealistic rendering • Image-based techniques • Visualization We are grateful to all the authors who submitted their papers to CGI 2006, to the international Program Committee members and external reviewers for their valuable time and effort spent in the review process, and members of the Organizing Committee for their hard work which made this conference successful. Finally, we would like to thank the National Natural Science Foundation of China and K. C. Wong Education Foundation, Hong Kong, for their financial support.
CSIE2012 is an integrated conference concentrating its focus on Computer Science and Information Engineering . In the proceeding, you can learn much more knowledge about Computer Science and Information Engineering of researchers from all around the world. The main role of the proceeding is to be used as an exchange pillar for researchers who are working in the mentioned fields. In order to meet the high quality of Springer, AISC series, the organization committee has made their efforts to do the following things. Firstly, poor quality paper has been refused after reviewing course by anonymous referee experts. Secondly, periodically review meetings have been held around the reviewers about five times for exchanging reviewing suggestions. Finally, the conference organizers had several preliminary sessions before the conference. Through efforts of different people and departments, the conference will be successful and fruitful.
CSIE 2011 is an international scientific Congress for distinguished scholars engaged in scientific, engineering and technological research, dedicated to build a platform for exploring and discussing the future of Computer Science and Information Engineering with existing and potential application scenarios. The congress has been held twice, in Los Angeles, USA for the first and in Changchun, China for the second time, each of which attracted a large number of researchers from all over the world. The congress turns out to develop a spirit of cooperation that leads to new friendship for addressing a wide variety of ongoing problems in this vibrant area of technology and fostering more collaboration over the world. The congress, CSIE 2011, received 2483 full paper and abstract submissions from 27 countries and regions over the world. Through a rigorous peer review process, all submissions were refereed based on their quality of content, level of innovation, significance, originality and legibility. 688 papers have been accepted for the international congress proceedings ultimately.
This series, since its first volume in 1960 and now the oldest series still being published, covers new developments in computer technology. Each volume contains 5 to 7 chapters, and 3 volumes are produced annually. Most chapters present an overview of a current subfield within computer science, including many citations and often new developments in the field by the authors of the individual chapters. Topics include hardware, software, web technology, communications, theoretic underpinnings of computing and novel applications of computers. The book series is a valuable addition to university courses that emphasize the topics under discussion in that particular volume, as well as belonging on the bookshelf of industrial practitioners who need to implement many of the technologies that are described. In-depth surveys and tutorials on new computer technology Well-known authors and researchers in the field Extensive bibliographies with most chapters Many of the volumes are devoted to single themes or subfields of computer science
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. 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.
Advances in Computers covers new developments in computer technology. Most chapters present an overview of a current subfield within computers, with many citations, and often include new developments in the field by the authors of the individual chapters. Topics include hardware, software, theoretical underpinnings of computing, and novel applications of computers. This current volume emphasizes information security issues and includes topics like certifying computer professionals, non-invasive attacks ("cognitive hacking"), computer files as legal evidence ("computer forensics") and the use of processors on plastic ("smartcards"). The book series is a valuable addition to university courses that emphasize the topics under discussion in that particular volume as well as belonging on the bookshelf of industrial practitioners who need to implement many of the technologies that are described. In-depth surveys and tutorials on new computer technology Well-known authors and researchers in the field Extensive bibliographies with most chapters Five out of seven chapters focus on security issues Discussion of computer forensics, professional certification and smart cards A chapter on how DNA sequencing is accomplished is important in the growing bioinformatics field
These proceedings focus on various aspects of computer science and its applications, thus providing an opportunity for academic and industry professionals to discuss the latest issues and progress in this and related areas. The book includes theory and applications alike.
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 First Pacific Rim Symposium on Image and Video Technology, PSIVT 2006, held in Hsinchu, Taiwan in December 2006. The 76 revised full papers and 58 revised poster papers cover a wide range of topics, including all aspects of video and multimedia, both technical and artistic perspectives and both theoretical and practical issues.
Successful interaction with products, tools and technologies depends on usable designs and accommodating the needs of potential users without requiring costly training. In this context, this book is concerned with emerging ergonomics in design concepts, theories and applications of human factors knowledge focusing on the discovery, design and understanding of human interaction and usability issues with products and systems for their improvement. This book will be of special value to a large variety of professionals, researchers and students in the broad field of human modeling and performance who are interested in feedback of devices’ interfaces (visual and haptic), user-centered design, and design for special populations, particularly the elderly. We hope this book is informative, but even more - that it is thought provoking. We hope it inspires, leading the reader to contemplate other questions, applications, and potential solutions in creating good designs for all.
KI 2008 was the 31st Annual German Conference on Arti?cial Intelligence held September 23–26 at the University of Kaiserslautern and the German Research Center for Arti?cial Intelligence DFKI GmbH in Kaiserslautern, Germany. The conference series started in 1975 with the German Workshop on AI (GWAI), which took place in Bonn, and represents the ?rst forum of its type for the German AI Community. Over the years AI has become a major ?eld in c- puter scienceinGermanyinvolvinga numberof successfulprojects thatreceived much international attention. Today KI conferences are international forums where participants from academia and industry from all over the world meet to exchange their recent research results and to discuss trends in the ?eld. Since 1993 the meeting has been called the “Annual German Conference on Arti?cial Intelligence,” designated by the German acronym KI. This volume contains the papers selected out of 77 submissions, including a number of submissions from outside German-speaking countries. In total, 15 submissions (19%) were accepted for oral and 30 (39%) for poster presentation. Oralpresentationsattheconferenceweresingletrack. Becauseofthis,thechoice of presentation form (oral, poster) was based on how well reviews indicated that the paper would ?t into one or the other format. The proceedings allocate the same space to both types of papers. In addition, we selected six papers that show high application potential - scribing systems or prototypical implementations of innovative AI technologies. They are also included in this volume as two-page extended abstracts.