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Entertainment computing - ICEC 2021 : 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2-5, 2021 : proceedings / / Jannicke Baalsrud Hauge [and three others] editors



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Titolo: Entertainment computing - ICEC 2021 : 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2-5, 2021 : proceedings / / Jannicke Baalsrud Hauge [and three others] editors Visualizza cluster
Pubblicazione: Cham, Switzerland : , : Springer, , [2021]
©2021
Descrizione fisica: 1 online resource (549 pages)
Disciplina: 790.20285
Soggetto topico: Entertainment computing
Persona (resp. second.): Baalsrud HaugeJannicke
Nota di contenuto: Intro -- Preface -- Organization -- Contents -- Full Research Papers -- Comparison of Viewing Contents Using Large LED Display and Projector by Psychological Evaluation -- 1 Introduction -- 2 Related Work and Background -- 3 Method -- 3.1 Experimental Condition -- 3.2 Experimental Procedure -- 4 Results and Discussion -- 4.1 Average Value of Subjective Evaluation Items -- 4.2 Consideration of the Average Value of Subjective Evaluation Items -- 4.3 Two-Way Analysis of Variance (Two-Way ANOVA) -- 5 Conclusion -- References -- CS:Show - An Interactive Visual Analysis Tool for First-Person Shooter eSports Match Data -- 1 Introduction -- 2 Related Work -- 3 FPS Match Analysis Criteria -- 4 CS:Show Tool -- 5 Evaluation -- 5.1 Analysis of the Results -- 5.2 Discussion of the Results -- 6 Conclusion and Future Work -- References -- Fun to Enhance Learning, Motivation, Self-efficacy, and Intention to Play in DGBL -- 1 Introduction -- 2 Related Research -- 2.1 Digital Game-Based Learning -- 2.2 Fun in DGBL -- 2.3 Learning in DGBL -- 2.4 Motivation, Attitude, Self-efficacy, and Intention to Play in DGBL -- 2.5 Hypotheses -- 3 Methods -- 3.1 Participants -- 3.2 Procedure -- 3.3 Measures -- 3.4 The Game -- 4 Results -- 4.1 Fun and Learning -- 4.2 Fun and Motivation -- 4.3 Fun and Attitude -- 4.4 Fun and Self-efficacy -- 4.5 Fun and Intention to Play -- 5 Discussion -- 6 Limitations and Future Work -- Appendix -- References -- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay and Arts-Based Techniques -- 1 Introduction -- 2 Self-determination Theory and Intrinsic Motivation -- 2.1 Motivation and Degrees of Interactivity -- 2.2 Creative Storytelling and Collage -- 2.3 Co-design and Facilitation -- 3 Description of the Game -- 3.1 Setup -- 3.2 Narrative and Setting.
3.3 Pre-game Design Session -- 3.4 Playing the Game -- 4 Playtest Results and Findings -- 4.1 Playtest 1 -- 4.2 Playtest 2 and 3 -- 4.3 Survey Results -- 5 Limitations and Future Improvements -- 6 Conclusion -- References -- Cultural Emotion Games as Trajectory Learning in Southeast Asia -- 1 Introduction -- 2 Background -- 2.1 Southeast Asia - Online Learning Outlook -- 2.2 Cultural Emotional Outlook -- 3 Constructing Hypotheses -- 4 Methodology and Data Analysis -- 5 Results -- 6 Analysis of Teachers' Model -- 7 Discussion on Teachers' Model -- 8 Success Story: Model Use with Festive Theme Mobile Learning -- 9 Conclusion -- References -- A Taxonomy of Social Roles for Agents in Games -- 1 Introduction -- 2 Related Work -- 3 Dimensions of Social Interaction in Games -- 4 Social Roles in Games -- 5 Discussion -- 6 Conclusions -- References -- Kill or Spare - Moral Decision-Making in Video Games -- 1 Introduction -- 1.1 Moral Disengagement -- 1.2 Moral Processing and Time Pressure -- 2 Current Study -- 2.1 Method -- 2.2 Participants -- 2.3 Materials -- 2.4 Procedure -- 2.5 Measures -- 3 Results -- 4 Discussion -- 4.1 Conclusion -- References -- Performative Virtual Scenes: A Dynamic VR Environment Design Approach -- 1 Introduction -- 2 Literature Review -- 2.1 VR, Dance and Movement -- 2.2 User Experience in VR: Presence and Immersion -- 2.3 Space and Realism in VR -- 2.4 Light, User Experience and VR -- 3 Study Design -- 3.1 Design of the VR Environments -- 3.2 Methods -- 4 Results and Analysis -- 4.1 Results from Questionnaires -- 4.2 Analysis and Discussion of Interviews -- 5 Conclusion -- References -- A Symbolic Machine Learning Approach for Cybersickness Potential-Cause Estimation -- 1 Introduction -- 2 Literature Review -- 2.1 Symbolic Machine Learning Concepts -- 2.2 Related Work -- 3 Materials and Methods.
4 Potential-Cause Estimation Approach -- 5 Discussion -- 6 Conclusion -- References -- Fundamental Study of Color Combinations by Using Deuteranope-Simulation Filter for Controlling the Handicap of Color Vision Diversity in Video Games -- 1 Introduction -- 2 Related Work -- 3 Proposed System -- 4 Experiment -- 4.1 Outline of the Experiment -- 4.2 Experimental Results -- 5 Discussion -- 6 Summary -- References -- Social Gaming Patterns During a Pandemic Crisis: A Cross-cultural Survey -- 1 Introduction -- 2 Related Work -- 3 Study -- 3.1 Participants -- 3.2 Analysis -- 4 Results -- 4.1 Changes in Social Gaming Styles -- 4.2 Ego-Network Profiles -- 5 Discussion -- 5.1 Limitations -- 6 Conclusions -- References -- A Real-Time Drum-Wise Volume Visualization System for Learning Volume-Balanced Drum Performance -- 1 Introduction -- 2 Related Research -- 2.1 Support for Practicing Musical Instruments -- 2.2 Sound Source Separation Technology -- 3 Proposed Method -- 3.1 Calculation Procedure -- 3.2 Source Separation Used for Volume Balance Estimation -- 4 Proposed System -- 4.1 Implementation -- 4.2 Usage -- 5 Experiment -- 6 Results and Discussions -- 7 Conclusion -- References -- Speech Recognition Game Interface to Increase Intimacy with Characters -- 1 Introduction -- 2 Related Works -- 2.1 Voice Dialogue Interaction -- 2.2 A Subsection Sample -- 3 System Overview -- 4 Composition of Game Content -- 4.1 Scenario -- 4.2 Characters -- 4.3 Game Screen Configuration -- 4.4 Event -- 4.5 Improvement of the Interface Through Preliminary Experiments -- 5 User Study -- 5.1 Experiment 1 -- 5.2 Experiment 2 -- 6 Conclusion -- References -- Game Development as a Serious Game with Live-Programming and Time-Travel Mechanics -- 1 Introduction -- 1.1 Contribution -- 2 Related Work -- 3 Live Development -- 3.1 System Architecture -- 3.2 Visual Programming.
3.3 Live Editing -- 3.4 Live Clipboard -- 4 Time Travel -- 4.1 Features -- 4.2 Implementation -- 5 Evaluation -- 6 Summary and Conclusions -- References -- AI Game Agents Based on Evolutionary Search and (Deep) Reinforcement Learning: A Practical Analysis with Flappy Bird -- 1 Introduction -- 2 Related Work -- 3 Theoretical Background -- 3.1 Genetic Algorithms -- 3.2 Reinforcement Learning and Deep Reinforcement Learning -- 4 Problem Description and Modeling -- 4.1 Modeling Flappy Bird as an AI Agent -- 4.2 Reward Function -- 5 Experimental Methodology -- 5.1 NEAT -- 5.2 Q-Learning -- 5.3 PPO -- 6 Results and Discussions -- 6.1 NEAT -- 6.2 Q-Learning -- 6.3 PPO -- 7 Conclusion -- References -- Instruction Pictograms for Interactive Entertainment -- 1 Introduction -- 2 Previous Studies -- 2.1 Communication Tool -- 2.2 Moving Pictograms -- 2.3 Behavior Communication Methods -- 3 Designing Instruction Pictograms -- 3.1 Types of Experiential Behaviors Required for Exhibits -- 3.2 Requirements of Instruction Pictograms -- 3.3 Design Requirements and Production Methods -- 3.4 Production Case of Pictograms -- 4 Evaluation -- 4.1 Designing Systems for Evaluation -- 4.2 Comparison of Still Pictograms and Moving Pictograms -- 4.3 Evaluation of Users in Their Forties Up to Their Seventies -- 5 Practical Use Cases of Instruction Pictograms -- 5.1 Use Case of Pictograms in Sect. 3 -- 5.2 Application Case -- 6 Conclusion -- References -- How Awe Affects Players' Entertainment Experiences Over Six Weeks of Playing -- 1 Introduction -- 2 Awe and Video Game Entertainment -- 2.1 Defining Video Game Entertainment Experiences -- 2.2 The 'Wow-Effect' of Gaming: The Emotion Awe -- 2.3 Awe as Facilitator of Players' Entertainment Response -- 3 Method -- 4 Results -- 5 Discussion -- References -- The Gilmorehill Mystery: A Location-Based Game for Campus Exploration.
1 Introduction -- 2 Background -- 2.1 Pervasive and Location-Based Games -- 2.2 Serious Games -- 2.3 Augmented Reality and Learning -- 2.4 Related Work -- 3 Design -- 3.1 Concept -- 3.2 Story -- 3.3 Points of Interest and Characters -- 3.4 Puzzles -- 3.5 Player Motivation -- 3.6 User Interface -- 4 Implementation and Evaluation -- 4.1 Stage One -- 4.2 Stage 2 -- 5 Limitations -- 6 Conclusion -- References -- reco.mu: A Music Recommendation System Depending on Listener's Preference by Creating a Branching Playlist -- 1 Introduction -- 2 Related Work -- 3 Proposed Method and Its Effectiveness -- 3.1 Branching Playlist -- 3.2 Experiment and Results -- 4 Prototype System -- 4.1 Design of Branching Playlist -- 4.2 Usage -- 5 Results and Analysis -- 5.1 Creating Playlists -- 5.2 Playing Playlists -- 5.3 Results from Questionnaires on Playlist Creation -- 6 Discussion -- 6.1 Playlist Creation and Questionnaires -- 6.2 Playlist Playback -- 7 Conclusion and Future Work -- References -- Towards Suitable Free-to-Play Games for Children -- 1 Introduction -- 2 Related Work -- 2.1 Free-to-Play -- 2.2 Free-to-Play and Children -- 2.3 Ethics and Dark Design -- 3 Research Method -- 3.1 Subject Selection -- 3.2 Data Collection Procedure -- 3.3 Analysis Procedure -- 4 Results and Discussion -- 4.1 Exploiting Psychological Behavior -- 4.2 Game Play and User Interface -- 4.3 Choosing Features -- 4.4 Customize the Development Process to Children -- 4.5 Responsibility -- 5 Conclusion and Future Work -- References -- Provenance in Gamification Business Systems -- 1 Introduction -- 2 Related Work -- 2.1 Gamification in the Workplace -- 2.2 Provenance in Games -- 3 Provenance in Gamification -- 3.1 Entity and Activities -- 3.2 Derivations -- 3.3 Agents and Responsability -- 4 The Gamification Business Model Application -- 4.1 Defining Metrics and Targets.
4.2 Gamification Business Model Using Data Provenance.
Titolo autorizzato: Entertainment computing - ICEC 2021  Visualizza cluster
ISBN: 3-030-89394-4
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 996464385503316
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Serie: Lecture notes in computer science ; ; 13056.