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    Preface

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    These are the proceedings of the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). The first edition of this conference, organised in Madonna di Campiglio, saw the gathering of a diverse audience with broad and varied interests. With presentations on topics ranging from underlying technology to intelligent interaction and entertainment applications, several inspiring invited lectures, a demonstration session and a hands-on design garage, that first edition of INTETAIN generated a lot of interaction between participants in a lively atmosphere. We hope that we have managed to continue this direction with the third edition, which will take place in Amsterdam, following the second edition held in Cancun. The submissions for short and long papers this year show a certain focus on topics such as emergent games, exertion interfaces and embodied interaction, but also cover important topics of the previous editions, such as, affective user interfaces, story telling, sensors, tele-presence in entertainment, animation, edutainment, and (interactive) art. The presentation of the accepted papers, together with the many interactive demonstrations of entertainment and art installations, and other participative activities to be held during the conference, should go some way towards recreating the open and interactive atmosphere that has been the goal of INTETAIN since its beginning. In addition to the aforementioned papers and demonstrations, we are happy to present contributions from three excellent invited speakers for INTETAIN 09. Matthias Rauterberg of Eindhoven University, in his contribution titled “Entertainment Computing, Social Transformation and the Quantum Field��?, takes a broad view as he discusses positive aspects of entertainment computing regarding its capacity for social transformation. Michael Mateas, of the University of California, Santa Cruz, talks about his work in interactive art and storytelling. Antonio Camurri, of InfoMus Lab, Genova, discusses an approach to Human Music Interaction that assigns a more active role to users listening to and interacting with music, in his contribution titled “Non-verbal full body emotional and social interaction: a case study on multimedia systems for active music listening��?

    Entertainment computing, social transformation and the quantum field

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    Abstract. Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be a normative position to enhance human living through social transformation. One possible option in this direction is a shared ‘conscious ’ field. Several ideas about a new kind of field based on quantum effects are presented and discussed. Assuming that social transformation is based on a shared collective unconscious I propose designing entertainment technology for a new kind of user experience that can transform in a positive manner the individual unconscious and therefore the collective unconscious as well. Our ALICE project can be seen as a first attempt in this direction. Key words: culture, social responsibility, entertainment, computing, quantum field

    Entertainment computing, social transformation and the quantum field

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    Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be a normative position to enhance human living through social transformation. One possible option in this direction is a shared `conscious' field. Several ideas about a new kind of field based on quantum effects are presented and discussed. Assuming that social transformation is based on a shared collective unconscious I propose designing entertainment technology for a new kind of user experience that can transform in a positive manner the individual unconscious and therefore the collective unconscious as well. Our ALICE project can be seen as a first attempt in this direction

    Preface : Special Issue on Physical Movements and Playful Interaction

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    This Special Issue of IJART is devoted to the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). This 3rd conference was held in Amsterdam, the Netherlands, in June 2009. It was organized by the Human Media Interaction (HMI) department of the University of Twente in the Netherlands and the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering (ICST), Ghent (Belgium). The global theme of INTETAIN 09 was 'Playful interaction, with others and with the environment'. Authors were asked to contribute to this theme by focusing on intelligent computational technologies used to build interactive systems, by discussing interactive applications for entertainment, or by focusing on supporting device technologies underlying interactive systems.\ud Previous INTETAIN conferences were held in Madonna di Campiglio (Italy) in 2005 and in Cancun (Mexico) in 2007. The 3rd conference saw the gathering of a diverse audience with broad and varied interests, with a certain focus on topics such as emergent games, exertion interfaces and embodied interaction, but it also covered important topics of the previous editions, such as, affective user interfaces, storytelling, sensors, tele-presence in entertainment, animation, edutainment, and (interactive) art. During the conference there were special activities on game design, demonstrations, and excellent invited speakers. Matthias Rauterberg of Eindhoven University, in his contribution titled 'Entertainment Computing, Social Transformation and the Quantum Field', took a broad view as he discussed positive aspects of entertainment computing regarding its capacity for social transformation. Michael Mateas, of the University of California, Santa Cruz, talked about his work in interactive art and storytelling. Antonio Camurri, of InfoMus Lab, Genova, discussed an approach to Human Music Interaction that assigns a more active role to users listening to and interacting with music, in his contribution titled 'Non-verbal full body emotional and social interaction: a case study on multimedia systems for active music listening'.\ud For this special issue of IJART we invited a selection of the INTETAIN 09 authors to submit revised and extended versions of their papers. All papers had in common that they addressed physical movements in the interaction with an application. In addition to the INTETAIN 09 authors we invited a few other researchers to contribute. After an additional reviewing process we selected four papers for inclusion in this special issue. The papers that have been selected for this Special Issue cover topics such as interactive toys, open-ended play, game experience, exertion interactions, bodily interactions, shared experiences, affective interactive art, emotion visualization, and interacting with 3D game environments
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