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Chatbot Research and Design : Third International Workshop, CONVERSATIONS 2019, Amsterdam, The Netherlands, November 19–20, 2019, Revised Selected Papers
Realization of Tai-Chi Motion Using a Humanoid Robot
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Author(s):
Takenori Wama
,
Masayuki Higuchi
,
Hajime Sakamoto
,
Ryohei Nakatsu
Publication date
(Print):
2004
Publisher:
Springer Berlin Heidelberg
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Genome Engineering using CRISPR
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Book Chapter
Publication date (Print):
2004
Pages
: 14-19
DOI:
10.1007/978-3-540-28643-1_2
SO-VID:
8b8ecbd7-06ee-4e13-bd4a-9f533ff4999b
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Book chapters
pp. 3
Herd Behavior Is Sufficient to Reproduce Human Evacuation Decisions During the Great East Japan Earthquake
pp. 3
Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design
pp. 14
Realization of Tai-Chi Motion Using a Humanoid Robot
pp. 20
Building Better Systems for Learning and Training: Bringing the Entertainment Industry and Simulation Technology Together
pp. 21
Game Intelligence: From Animal Play Behavior to Entertainment Computing
pp. 22
Effects of Violent Video Games on Aggressive Behavior, Helping Behavior, Aggressive Thoughts, Angry Feelings, and Physiological Arousal
pp. 23
New Behavioural Approaches for Virtual Environments
pp. 26
Intelligent Local Energy Communities: A Multiagent System Approach
pp. 35
“Kuru-kuru Pitcher”: A Game for the S chaire Internet Chair
pp. 46
Fun and Sports: Enhancing the Home Fitness Experience
pp. 52
A Game-Theoretical Incentive Mechanism for Local Energy Communities
pp. 57
Manipulating Multimedia Contents with Tangible Media Control System
pp. 68
“Tangible Influence”: Towards a New Interaction Paradigm for Computer Games
pp. 73
On the Combination of Game-Theoretic Learning and Multi Model Adaptive Filters
pp. 90
Optical-Flow-Driven Gadgets for Gaming User Interface
pp. 101
The Human-Information Workspace (HI-Space): Ambient Table Top Entertainment
pp. 106
Cooperative Multi-agent Systems for the Multi-target \(\upkappa \)-Coverage Problem
pp. 108
Game-Driven Intelligent Tutoring Systems
pp. 114
Practice! YUBIMOJI AIUEO for Japanese Hand Language Learning
pp. 120
The Bush Telegraph: Networked Cooperative Music-Making
pp. 127
Live Role-Playing Games: Implications for Pervasive Gaming
pp. 132
A Dynamic Scheduling Multiagent System for Truck Dispatching in Open-Pit Mines
pp. 151
From Artistry to Automation: A Structured Methodology for Procedural Content Creation
pp. 157
Commedia Virtuale: Theatre Inspiration for Expressive Avatars
pp. 163
Take the Money and Run? An Ethical Approach to the Relation Between Game Research and Game Industry
pp. 168
Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions
pp. 172
Improvisation in Theatre Rehearsals for Synthetic Actors
pp. 173
Cost-Sensitive Semi-supervised Classification for Fraud Applications
pp. 176
Enjoyment and Entertainment in East and West
pp. 185
Interactive Props and Choreography Planning with the Mixed Reality Stage
pp. 188
Blending NLP and Machine Learning for the Development of Winograd Schemas
pp. 193
The Interactive and Multi-protagonist Film: A Hypermovie on DVD
pp. 204
Apply Social Network Analysis and Data Mining to Dynamic Task Synthesis for Persistent MMORPG Virtual World
pp. 215
Cognitive Map Query Language for Temporal Domains
pp. 216
How Realistic is Realism? Considerations on the Aesthetics of Computer Games
pp. 226
Read-It: A Multi-modal Tangible Interface for Children Who Learn to Read
pp. 235
Exploiting Films and Multiple Subtitles Interaction for Casual Foreign Language Learning in the Living Room
pp. 236
Choose Your Words Wisely: Leveraging Embedded Dialog Trajectories to Enhance Performance in Open-Domain Conversations
pp. 241
CLOVES: A Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning
pp. 248
SEITV – Interactive Multimedia Leisure/Educational Services for Digital TV in MHP
pp. 254
Heuristic Learning in Domain-Independent Planning: Theoretical Analysis and Experimental Evaluation
pp. 254
Tangible Augmented Reality Modeling
pp. 260
Human Body Tracking for Human Computer Intelligent Interaction
pp. 266
A Graphical System for Interactive Rendering of Objects in an Augmented Reality Scenery
pp. 273
TEAM: The Team-Oriented Evolutionary Adaptability Mechanism
pp. 280
Knowledge Injection to Neural Networks with Progressive Learning Strategy
pp. 291
A Scalable and Automated Machine Learning Framework to Support Risk Management
pp. 296
Enhancing the Performance of Dynamic Scripting in Computer Games
pp. 308
Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform
pp. 308
Designing New Data Replication Strategies Automatically
pp. 321
Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues
pp. 332
Trading Bias for Expressivity in Artificial Learning
pp. 333
An Application of Game-Refinement Theory to Mah Jong
pp. 339
The Design and Implementation of Multi-player Card Games on Multi-user Interactive Tabletop Surfaces
pp. 345
Entertainment Feature of a Computer Game Using a Biological Signal to Realize a Battle with Oneself
pp. 351
AI: the Missing Link in Digital Game Interface Design?
pp. 354
A Multi-modal Audience Engagement Measurement System
pp. 355
Engaging Game Characters: Informing Design with Player Perspectives
pp. 359
Emergent Stories in Massively Multiplayer Online Games: Using Improvisational Techniques to Design for Emotional Impact
pp. 365
Towards a Framework for Design Guidelines for Young Children’s Computer Games
pp. 377
Social Translucence of the Xbox Live Voice Channel
pp. 378
Learning Latent Variable Models with Discriminant Regularization
pp. 386
Artifact-Based Human-Computer Interface for the Handicapped
pp. 393
A Home Page Is Where the Heart Is: Using Games Based Design Techniques to Enhance Contact Centre Interfaces
pp. 398
Avoiding Average: Recording Interaction Data to Design for Specific User Groups
pp. 399
Continuous Multi-agent Path Finding via Satisfiability Modulo Theories (SMT)
pp. 402
Physiological Response to Games and Non-games: A Contrastive Study
pp. 409
Probabilistic Opponent-Model Search in Bao
pp. 420
Agent Wars with Artificial Immune Systems
pp. 421
Unsupervised Feature Value Selection Based on Explainability
pp. 429
MMOG Player Classification Using Hidden Markov Models
pp. 435
Expanding Spheres: A Collision Detection Algorithm for Interest Management in Networked Games
pp. 441
Electronic Augmentation of Traditional Board Games
pp. 445
Reducing the Need for Manual Annotated Datasets in Aspect Sentiment Classification by Transfer Learning and Weak-Supervision
pp. 445
Strategy Selection in Games Using Co-evolution Between Artificial Immune Systems
pp. 451
Level of Detail Modelling in a Computer Game Engine
pp. 457
Networked Mobile Gaming for 3G-Networks
pp. 465
Quantifying Gaze-Based Strategic Patterns in Physics Vector Field Divergence
pp. 468
Mobile Games for Training Tactile Perception
pp. 499
Associated Emotion and Its Expression in an Entertainment Robot QRIO
pp. 505
Position-Aware IEEE 802.11b Mobile Video Services
pp. 509
A Human-Pet Interactive Entertainment System over the Internet
pp. 513
Developing and Evaluating Mobile Entertainment Applications: The Case of the Music Industry
pp. 518
An Entertaining Way to Access Web Content
pp. 522
Design of an Interface for Technology Supported Collaborative Learning – The RAFT Approach
pp. 529
iFP: A Music Interface Using an Expressive Performance Template
pp. 553
Harmonics Table: Audiovisual Expression of Group Interaction on a Sensing Table
pp. 559
Hello-Fish: Interacting with Pet Fishes Through Animated Digital Wallpaper on a Screen
pp. 565
Background Music Generation Using Music Texture Synthesis
pp. 571
A Progressive Sounding Object Model in Virtual Environment
pp. 579
Automatic Visual Data Management System
pp. 586
Development of Extemporaneous Performance by Synthetic Actors in the Rehearsal Process
pp. 592
An Efficient CLOD Method for Large-Scale Terrain Visualization
pp. 598
Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games
pp. 602
EffecTV: A Real-Time Software Video Effect Processor for Entertainment
pp. 606
Web-Based Tool for Analyzing Emotions Through Images and Generating a Music Therapy System
pp. 610
Turning Photo Annotating Tasks into Instant Messaging Fun: Prototyping, User Trials, and Roadmapping
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