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[null,null,"Titolo",null,"Entertainment computing - ICEC 2022 : 21st IFIP TC 14 international conference, ICEC 2022, Bremen, Germany, November 1-3, 2022, proceedings / / Barbara Göbl [and three others], editors"]
[null,null,"Pubbl/distr/stampa",null,"Cham, Switzerland : , : Springer, , [2022]"]
[{"$nulls":4},"©2022"]
[null,null,"ISBN",null,"3-031-20212-0"]
[null,null,"Descrizione fisica",null,"1 online resource (456 pages)"]
[null,null,"Collana",null,"Lecture notes in computer science ; ; Volume 13477"]
[null,null,"Disciplina",null,"790.20285"]
[null,null,"Soggetti",null,"Entertainment computing"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Intro -- Preface -- Organization -- Contents -- Game Experience -- AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds -- 1 Introduction -- 2 Related Work -- 2.1 Cultural Affordances in Games -- 2.2 Theology and Gaming -- 2.3 Game Design Frameworks and Taxonomies -- 3 AstraVerse Framework -- 3.1 Mythological Derivation -- 3.2 Generative and Evaluative Steps -- 4 Applying the Framework on Hindu Mythology -- 4.1 Mythological Derivation [Step 1]: Establishing a Taxonomy on Mythological Hindu Characters and Mythical Objects -- 4.2 Generative Step [Step 2]: Facilitating the Creation of Characters from the Established Hindu Taxonomy -- 4.3 Constructed Outcomes from Generative Step -- 4.4 Creative Evaluation [Step 3(a)]: Evaluating the Creative Dimension of Workshop Outcomes -- 4.5 Cultural Evaluation [Step 3(b)]: Evaluating the Cultural Validity of Workshop Outcomes -- 5 Results and Discussion -- 6 Future Work and Conclusion -- References -- Comfortably Numb? Violent Video Games and Their Effects on Aggression, Mood, and Pain-Related Responses -- 1 Introduction -- 1.1 Violent Video Games and Aggression Desensitization -- 1.2 Violent Video Games and Pain Desensitization -- 1.3 Hypotheses -- 2 Study 1 -- 2.1 Methods -- 2.2 Results -- 2.3 Discussion -- 3 Study 2 -- 3.1 Methods -- 3.2 Results -- 3.3 Discussion -- 4 Study 3 -- 4.1 Methods -- 4.2 Results -- 4.3 Discussion -- 5 General Discussion -- References -- Discovering the Motivational Constitution of `Playing Games for Fun' -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Concluding Statements -- References "]
[{"$nulls":4},"-- Towards an Understanding of How Players Make Meaning from Post-Play Process Visualizations -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Interview Protocol -- 3.2 Data Analysis -- 4 Results -- 4.1 Sense-Making Methods."]
[{"$nulls":4},"5 Discussion and Implications -- 6 Limitations -- 7 Conclusion -- References -- Entertainment Tools and Methods -- Plot Composition by Mapping Situation Calculus Schemas into Petri Net Representation -- 1 Introduction -- 2 Related Work -- 3 From Situation Calculus to Petri Net Models -- 3.1 The Basic Situation Calculus Model -- 3.2 Deriving a Petri Net from a Situation Calculus Model -- 4 Interactive Storytelling Application -- 4.1 System Architecture -- 4.2 Interactive Dramatization -- 5 Concluding Remarks -- References -- Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-robot Interaction -- 1 Introduction -- 2 Related Work -- 3 Approach -- 3.1 Robot Avatar -- 3.2 Virtual Environment and Interaction Modes -- 3.3 Task of the Game -- 3.4 Robot Behavior -- 4 Evaluation -- 4.1 Method -- 4.2 Findings -- 5 Discussion -- 6 Conclusion -- References -- OptimizingMARL: Developing Cooperative Game Environments Based on Multi-agent Reinforcement Learning -- 1 Introduction -- 2 Related Work -- 3 The Framework OptimizingMARL -- 3.1 Model the Multi-agent Learning Environment -- 3.2 Design Rewards and Distributing Knowledge -- 3.3 Create the Learning Environment -- 4 Experiments -- 4.1 Dungeon Escape Environment -- 4.2 Color Balls Environment -- 4.3 Wild World Environment -- 5 Conclusion -- References -- Game Engine Comparative Anatomy -- 1 Introduction -- 2 Related Work -- 3 Approach -- 3.1 Overview -- 3.2 Engine Selection -- 3.3 Engine Compilation and Analysis -- 4 Godot's Call Graph -- 5 Urho3D's Call Graph -- 6 Comparing Godot and Urho3D -- 7 Discussion -- 8 Conclusion -- References -- Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-surface Interaction -- 1 Introduction -- 2 Related Work -- 3 Materials and Methods -- 3.1 2D Visualization -- 3.2 AR Visualization."]
[{"$nulls":4},"4 Future Work and Limitations -- 5 Conclusion -- References -- Player Behavior and Analysis -- Mental Wear and Tear: An Exploratory Study on Mental Fatigue in Video Games Using the Example of League of Legends -- 1 Introduction -- 2 Related Work -- 3 Study -- 3.1 Measures -- 3.2 Participants -- 4 Results -- 5 Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- Difficulty Pacing Impact on Player Motivation -- 1 Introduction -- 2 Difficulty and Motivation -- 3 Difficulty Curves -- 4 Experimentation -- 4.1 Hypotheses -- 4.2 Methodology -- 5 Results -- 6 Discussion -- 7 Conclusion -- References -- Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Person Shooter -- 1 Introduction -- 2 Related Work -- 2.1 Audio Cues -- 2.2 GPR -- 3 Methodology -- 3.1 Difficulty Recommendation -- 3.2 Difficulty Setting with GPR -- 4 Experiment and Result -- 5 Conclusions and Future Work -- References -- Playstyles in Tetris: Beyond Player Skill, Score, and Competition -- 1 Introduction -- 2 Background -- 3 Tetris and Our Variations -- 4 Method -- 5 Results -- 6 Discussion and Limitations -- 7 Conclusion -- References -- A Matter of Closeness: Player-Avatar Relationships as Degree of Including Avatars in the Self -- 1 Introduction -- 2 Theoretical Approaches to Player-Avatar Relationships -- 2.1 Status Quo -- 2.2 The Inclusion-of-Other-In-The-Self Principle -- 2.3 PAR as Inclusion of the Avatar in the Self -- 3 Method -- 4 Results -- 4.1 A Distance-Closeness Continuum -- 4.2 In-Depth Findings: Five Types of PARs and Related Experiences -- 5 Discussion -- References -- Serious Gameplay -- Through Troubled Waters: A Narrative Game for Anger Regulation -- 1 Introduction -- 2 "]
[{"$nulls":4},"Game Design -- 2.1 Original Game: When Life Gives You Lemons (WLGYL) -- 2.2 Modified Game: Through Troubled Waters (TTW) -- 3 Method."]
[{"$nulls":4},"3.1 Measurements -- 3.2 Sampling and Experiment Procedure -- 3.3 Data Analysis -- 4 Results -- 4.1 Quantitative Results -- 4.2 Qualitative Results -- 5 Discussion -- 6 Conclusion -- References -- Incorporating the Theory of Attention in Applied Game Design -- 1 Introduction -- 2 Related Work -- 2.1 Areas of Involvement -- 2.2 Balance and Rhythm -- 2.3 Attention in Applied Games -- 3 Implementation -- 3.1 Case 1: Virtual Reality (VR) Person-Centred Care (PCC) -- 3.2 Case 2: When Life Gives You Lemons (WLGYL) -- 3.3 The Lens of Attention -- 3.4 Design Discussions -- 4 Discussion -- 5 Conclusion -- References -- Exergames in the GAME2AWE Platform with Dynamic Difficulty Adjustment -- 1 Introduction -- 2 GAME2AWE Platform -- 2.1 Scope -- 2.2 Methodology -- 2.3 Example Games -- 3 Dynamic Difficulty Adjustment -- 3.1 Background -- 3.2 GAME2AWE Approach -- 3.3 Building the Fun Prediction Model -- 4 Conclusions -- References -- Art and Entertainment -- Improvement of Deep Learning Technology to Create 3D Model of Fluid Art -- 1 Introduction -- 2 Sound of Ikebana -- 3 3D Reconstruction of Sound of Ikebana -- 3.1 Phase only Correlation Method -- 3.2 GANs -- 3.3 Improvement of 3D Modeling for Sound of Ikebana -- 3.4 Results -- 4 Conclusion -- References -- Method for Music Game Control Using Myoelectric Sensors -- 1 Introduction -- 2 Music Game Control Optimization System -- 2.1 System Implementation -- 2.2 Sensing Devices for Measuring EMG -- 2.3 Evaluation of Muscle Fatigue -- 2.4 Music Game -- 3 Evaluation of the Proposed Method -- 3.1 Experimental Method -- 3.2 Experimental Results -- 3.3 Discussion -- 4 Conclusion and Future Work -- References -- Creation of Fluid Art \"Sound of Ikebana\" Under Microgravity Using Parabolic Flight -- 1 Introduction -- 2 Related Works -- 3 Fluid Art \"Sound of Ikebana\" -- 3.1 Fluid Art -- 3.2 \"Sound of Ikebana\"."]
[{"$nulls":4},"4 Microgravity Generation Method -- 4.1 Parabolic Flight -- 4.2 Free-Fall -- 5 Creation of Fluid Art Under Microgravity -- 5.1 Basic Methodology -- 5.2 Sound of Ikebana Creation Using Parabolic Flight -- 5.3 Sound of Ikebana Under the Parabolic Flight -- 5.4 Three-Dimensional Materialization of the Sound of Ikebana Under Microgravity -- 6 Conclusion -- References -- Design Explorations of Interactive Point Cloud Based Virtual Environments Using Volumetric Capture and Visualisation Techniques -- 1 Introduction -- 2 Related Work -- 3 Development Pipeline -- 4 Prototype: Tilia x europaea -- 4.1 Point-Cloud Representation -- 4.2 Representation of Natural Processes -- 4.3 Interactions -- 4.4 Sound -- 4.5 Locomotion and Area Traversal -- 5 Evaluation -- 6 Conclusion and Future Work -- References -- Game Communities -- Predicting Success Factors of Video Game Titles and Companies -- 1 Introduction -- 2 Related Work -- 3 Approach -- 3.1 Dataset and Processing -- 3.2 Prediction Outcomes -- 4 Validation -- 4.1 Measures -- 4.2 Procedure -- 4.3 Participants -- 5 Results and Discussion -- 5.1 General Findings -- 5.2 Survivability -- 5.3 Player Ratings -- 5.4 Return on Investment -- 6 Implications -- 7 Limitations and Future Work -- 8 Conclusion -- A Appendix -- A.1 Survivability -- A.2 Player Rating -- A.3 Sharpe Ratio (ROI) -- References -- The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players -- 1 Introduction -- 2 Related Work -- 3 Design -- 4 Method -- 4.1 Participants -- 4.2 Procedure -- 4.3 Data Analysis -- 5 Results -- 5.1 External Scoreboard -- 5.2 Internal Scoreboard -- 5.3 Direct Opponent -- 5.4 Last Teamfight -- 5.5 Webcams -- 5.6 Qualitative Feedback -- 6 Discussion -- 7 "]
[{"$nulls":4},"Limitations and Future Work -- 8 Conclusion -- References."]
[{"$nulls":4},".26em plus .1em minus .1emA Reusable Methodology for Player Clustering Using Wasserstein Autoencoders."]