Intelligent Technologies for Interactive Entertainment First Interna
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Subseries of Lecture Notes in Computer Science
3814
Mark Maybury Oliviero Stock Wolfgang Wahlster (Eds.)
Intelligent Technologies for Interactive Entertainment First International Conference, INTETAIN 2005 Madonna di Campiglio, Italy, November 30 – December 2, 2005 Proceedings
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Series Editors Jaime G. Carbonell, Carnegie Mellon University, Pittsburgh, PA, USA Jörg Siekmann, University of Saarland, Saarbrücken, Germany Volume Editors Mark Maybury The MITRE Corporation, Information Technology Center (ITC) 202 Burlington Road, Bedford, MA 01730-1420, USA E-mail: [email protected] Oliviero Stock Center for Scientific and Technological Research (ITC-irst) via Sommarive 18, 38050 Povo (Trento), Italy E-mail: [email protected] Wolfgang Wahlster Deutsches Forschungszentrum für Künstliche Intelligenz (DFKI) Stuhlsatzenhausweg 3, 66123 Saarbrücken, Germany E-mail: [email protected]
Library of Congress Control Number: 2005936394
CR Subject Classification (1998): I.2, H.5, H.4, H.3, I.3, I.7, J.5 ISSN ISBN-10 ISBN-13
0302-9743 3-540-30509-2 Springer Berlin Heidelberg New York 978-3-540-30509-5 Springer Berlin Heidelberg New York
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Preface
From November 30 to December 2, 2005, INTETAIN 2005 was held in beautiful Madonna di Campiglio, on the majestic mountains of the Province of Trento, Italy. The idea to hold the first international conference that would have as topic “Intelligent Technologies for Interactive Entertainment” seemed to be timely. In the previous couple of years there had been other more specific — or more generic — events where some of the relevant themes had made it to the front stage. With INTETAIN we were aiming at establishing a conference where intelligent computational technologies are at the basis of any interactive application for entertainment. As “intelligent computational technologies” we mean adaptive media presentations, recommendation systems in media scalable crossmedia, affective user interfaces, intelligent speech interfaces, tele-presence in entertainment, collaborative user models and group behavior, collaborative and virtual environments, crossdomain user models, animation and virtual characters, holographic interfaces, augmented,
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