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Entertainment Computing - ICEC 2011 [[electronic resource] ] : 10th International Conference, ICEC 2011, Vancouver, BC, Canada, October 5-8, 2011, Proceedings / / edited by Junia Anacleto, Sidney Fels, Nicholas Graham, Bill Kapralos, Magy Seif El-Nasr, Kevin Stanley
Entertainment Computing - ICEC 2011 [[electronic resource] ] : 10th International Conference, ICEC 2011, Vancouver, BC, Canada, October 5-8, 2011, Proceedings / / edited by Junia Anacleto, Sidney Fels, Nicholas Graham, Bill Kapralos, Magy Seif El-Nasr, Kevin Stanley
Edizione [1st ed. 2011.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Descrizione fisica 1 online resource (XVI, 477 p. 152 illus., 107 illus. in color.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Computer graphics
Computer communication systems
Optical data processing
Artificial intelligence
User Interfaces and Human Computer Interaction
Computer Graphics
Computer Communication Networks
Image Processing and Computer Vision
Artificial Intelligence
ISBN 3-642-24500-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996466036003316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Entertainment Computing - ICEC 2012 [[electronic resource] ] : 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012, Proceedings / / edited by Marc Herrlich, Rainer Malaka, Maic Masuch
Entertainment Computing - ICEC 2012 [[electronic resource] ] : 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012, Proceedings / / edited by Marc Herrlich, Rainer Malaka, Maic Masuch
Edizione [1st ed. 2012.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2012
Descrizione fisica 1 online resource (XX, 611 p. 189 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
Education—Data processing
Multimedia systems 
User interfaces (Computer systems)
Computer graphics
Application software
Personal Computing
Computers and Education
Media Design
User Interfaces and Human Computer Interaction
Computer Graphics
Computer Appl. in Arts and Humanities
ISBN 3-642-33542-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto story telling -- serious games (learning and training) -- self and identity, interactive performance -- mixed reality and 3D worlds -- serious games (health and social) -- player experience -- tools and methods -- user interface -- demonstrations -- industry demonstration -- harnessing collective intelligence with games -- game development and model-driven software development -- mobile gaming, mobile life – interweaving the virtual and the real -- exploring the challenges of ethics, privacy and trust in serious gaming -- open source software for entertainment.
Record Nr. UNISA-996465313403316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2012
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2014 [[electronic resource] ] : 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014, Proceedings / / edited by Yusuf Pisan, Nikitas Marinos Sgouros, Tim Marsh
Entertainment Computing - ICEC 2014 [[electronic resource] ] : 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014, Proceedings / / edited by Yusuf Pisan, Nikitas Marinos Sgouros, Tim Marsh
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2014
Descrizione fisica 1 online resource (XIV, 248 p. 95 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
User interfaces (Computer systems)
Computer graphics
Multimedia systems 
Artificial intelligence
Personal Computing
User Interfaces and Human Computer Interaction
Computer Graphics
Media Design
Artificial Intelligence
ISBN 3-662-45212-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Digital games and interactive entertainment -- Entertainment for purpose and persuasion -- Computational methodologies for entertainment -- Entertainment devices, platforms and systems -- Interactive art, performance and novel interactions.
Record Nr. UNINA-9910484987303321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Entertainment Computing - ICEC 2014 [[electronic resource] ] : 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014, Proceedings / / edited by Yusuf Pisan, Nikitas Marinos Sgouros, Tim Marsh
Entertainment Computing - ICEC 2014 [[electronic resource] ] : 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014, Proceedings / / edited by Yusuf Pisan, Nikitas Marinos Sgouros, Tim Marsh
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2014
Descrizione fisica 1 online resource (XIV, 248 p. 95 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
User interfaces (Computer systems)
Computer graphics
Multimedia systems 
Artificial intelligence
Personal Computing
User Interfaces and Human Computer Interaction
Computer Graphics
Media Design
Artificial Intelligence
ISBN 3-662-45212-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Digital games and interactive entertainment -- Entertainment for purpose and persuasion -- Computational methodologies for entertainment -- Entertainment devices, platforms and systems -- Interactive art, performance and novel interactions.
Record Nr. UNISA-996199679103316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2014
Materiale a stampa
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Entertainment Computing - ICEC 2015 [[electronic resource] ] : 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - October 2, 2015, Proceedings / / edited by Konstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka
Entertainment Computing - ICEC 2015 [[electronic resource] ] : 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - October 2, 2015, Proceedings / / edited by Konstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015
Descrizione fisica 583 s : ill
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
User interfaces (Computer systems)
Computer graphics
Multimedia systems 
Artificial intelligence
Personal Computing
User Interfaces and Human Computer Interaction
Computer Graphics
Media Design
Artificial Intelligence
ISBN 3-319-24589-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Computer games -- Serious games for learning -- Interactive games -- Design and evaluation methods for Entertainment Computing; Digital storytelling -- Games for health and well-being -- Digital art and installations; Artificial intelligence and machine learning for entertainment -- Interactive television and entertainment.
Record Nr. UNISA-996466313303316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2015 [[electronic resource] ] : 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - October 2, 2015, Proceedings / / edited by Konstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka
Entertainment Computing - ICEC 2015 [[electronic resource] ] : 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - October 2, 2015, Proceedings / / edited by Konstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015
Descrizione fisica 583 s : ill
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
User interfaces (Computer systems)
Computer graphics
Multimedia systems 
Artificial intelligence
Personal Computing
User Interfaces and Human Computer Interaction
Computer Graphics
Media Design
Artificial Intelligence
ISBN 3-319-24589-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Computer games -- Serious games for learning -- Interactive games -- Design and evaluation methods for Entertainment Computing; Digital storytelling -- Games for health and well-being -- Digital art and installations; Artificial intelligence and machine learning for entertainment -- Interactive television and entertainment.
Record Nr. UNINA-9910483917103321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2016 [[electronic resource] ] : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / / edited by Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang
Entertainment Computing - ICEC 2016 [[electronic resource] ] : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / / edited by Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016
Descrizione fisica 1 online resource (XI, 292 p. 89 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
User interfaces (Computer systems)
Computer graphics
Multimedia systems 
Artificial intelligence
Personal Computing
User Interfaces and Human Computer Interaction
Computer Graphics
Media Design
Artificial Intelligence
ISBN 3-319-46100-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Games for Health, Learning, and Social Change -- Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts -- Abstract -- 1 Introduction -- 2 Constructing Structured and Unstructured Learning Contexts -- 2.1 Classroom-Based Lesson Plan -- 2.2 Gamified Learning -- 2.3 Blending Technology into Unstructured Learning Contexts -- 2.4 Game-Enhanced Learning with Tingo -- 3 Discussion and Next Steps -- Acknowledgement -- References -- The Challenge to Nurture Challenge -- Abstract -- 1 Introduction -- 2 Study Design -- 3 Results -- 3.1 Content -- 3.2 Motivational Aspects -- 3.3 Learning Outcome -- 4 Discussion, Conclusions and Outlook -- Acknowledgements -- References -- Game System of Coordination Skills Training for Elderly People -- Abstract -- 1 Introduction -- 2 Previous Studies -- 2.1 Decline in Physical Capabilities with Age -- 2.2 Research Concerning Upper-Limb and Finger Coordination -- 2.3 Game Systems that Improve Physical and Cognitive Function -- 2.4 Analysis of Movements and Cognitive Function in the Elderly -- 3 System Summary -- 3.1 Upper-Limb Grasp Motion -- 3.2 Exercise Support System Summary -- 3.3 A Controller that Measures Upper-Limb Grasp Motion -- 4 Configuration of the Game Unit -- 4.1 Game Unit Overview -- 4.2 Content and Traits of Each Game Unit (a)(b)(c)(d)(e)(f) -- 5 Analysis and Visualization of Upper-Limb Grasp Motion -- 5.1 Motion Analysis -- 5.2 Supporting Training by Visualization -- 6 Evaluation Experiment -- 6.1 Experiment -- 6.2 Target Group -- 6.3 Method -- 6.4 Results -- 7 Investigations -- 8 Conclusion -- References -- A Grammar-Based Framework for Rehabilitation Exergames -- 1 Introduction -- 2 Related Research and Background -- 3 Software Architecture -- 3.1 Exercise Demonstration and Recording -- 3.2 The Exercise-Script Editor.
3.3 Kinect-Based Gameplay -- 3.4 Experience and Reflection -- 4 Conlcusions -- References -- Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Inter ... -- Abstract -- 1 Introduction -- 1.1 Experimental Paradigms in Social Stress Research -- 1.2 Virtual Reality Based Solutions for Stress Research -- 1.3 Objective -- 2 Methods -- 2.1 Study 1 (Cyberball) -- 2.2 Study 2 (TSST) -- 2.3 Technical Implementation -- 3 Results -- 3.1 Study 1 (Cyberball) -- 3.2 Study 2 (TSST) -- 4 Discussion -- 4.1 Limitations and Conclusion -- Acknowledgements -- References -- Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners -- Abstract -- 1 Introduction -- 2 Methodology -- 2.1 Two-Dimensional Framework -- 3 Literature Review -- 3.1 Applied Games -- 3.2 User Experience -- 3.3 Design Thinking -- 4 General Project Characteristics -- 5 Success Factors -- 5.1 Overall Success Factors -- 5.2 Phase 1: Exploration -- 5.3 Phase 2: Analysis -- 5.4 Phase 3: Ideation (Idea + Creation) -- 5.5 Phase 4: Design -- 5.6 Phase 5: Production -- 5.7 Phase 6: Go-Live and Maintenance -- 6 Discussion -- Acknowledgements -- References -- Use and Evaluation of Digital Entertainment -- Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny -- 1 Introduction -- 2 Related Work -- 3 Background: Destiny -- 4 Behavioral Profiling with Extremes -- 5 Player Networks and Characteristics -- 5.1 Network Measures -- 5.2 Archetypes -- 6 Visualizations and Network Integration -- 7 Conclusion and Discussion -- References -- How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2 -- 1 Introduction -- 1.1 Contribution -- 1.2 Just Cause 2 -- 2 Profiling and Progression: Related Work -- 3 Dataset and Features -- 3.1 Feature Definition and Pre-processing -- 4 Analysis.
4.1 Progression Profiling via Cluster Analysis -- 4.2 Player Profile Descriptions -- 4.3 Player Progression Along the Missions -- 4.4 Visualizing Player Behavior Along the Main Story Line -- 5 Results -- 5.1 Player Behaviour over the Missions -- 6 Conclusion and Discussion -- References -- EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game -- Abstract -- 1 Introduction -- 1.1 Social Presence in Online Games -- 1.2 Nonverbal Interaction and Gaze-Based Interaction in Games -- 2 Contribution -- 3 Experiment Description -- 3.1 Participants and Procedure -- 3.2 Technical Setup -- 3.3 Measures -- 3.4 Data Analysis -- 4 Results -- 4.1 Qualitative Data Results -- 5 Discussion & Lessons Learned -- 6 Conclusion -- Acknowledgements -- References -- Evaluating Experiences in Different Virtual Reality Setups -- 1 Introduction -- 2 Background and Related Work -- 2.1 Comparing Experiences in Virtual Reality Environments -- 2.2 Cybersickness -- 3 The Setting -- 3.1 Virtual Environments -- 3.2 The Implemented Scenarios -- 4 Preliminary Study -- 4.1 Participants -- 4.2 Setup -- 4.3 Method -- 5 Findings -- 5.1 Experiences -- 5.2 The Tasks -- 6 Conclusion and Discussion -- References -- Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful- ... -- Abstract -- 1 Introduction -- 2 Literature Review -- 3 The Development of Conceptual Model and Study Propositions -- 3.1 Conceptual Model -- 3.2 Study Hypothesis -- 4 Conclusions -- 5 Contribution and Future Research -- References -- Entertainment Technology -- Avatar Density Based Client Assignment -- 1 Introduction -- 2 Related Work -- 3 Requirements -- 4 Proposed Solution -- 4.1 CAM Components -- 4.2 Base Grouping Factor -- 4.3 Reassignment -- 5 Experiments -- 6 Results -- 7 Conclusion and Future Considerations -- References.
A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming -- 1 Introduction -- 2 Existing Techniques -- 2.1 Image-Based Streaming -- 2.2 Instruction-Based Streaming -- 3 Hybrid-Streaming System -- 3.1 System Structure Overview -- 3.2 Structure of GamingAnyWhere's Image-Based Streaming -- 3.3 Additional Features -- 4 Implementation -- 4.1 Instruction-Based Streaming -- 4.2 Arrangement at the Client Module -- 5 Measurement -- 5.1 Demo Application for Current Evaluation -- 5.2 System Environment -- 5.3 Procedure of Measuring Graphic Quality -- 5.4 Measuring GPU Usage and Network Traffic Load -- 6 Results -- 6.1 Results of PSNR and SSIM -- 6.2 GPU Workload at Server and Client -- 6.3 Network Bandwidth Consumption -- 7 Discussion -- 7.1 Determination of the Z-Value Threshold -- 7.2 Compatibility with Other Genres of Games -- 7.3 Significance of the Improvement -- 8 Conclusion and Future Works -- References -- Anyboard: A Platform for Hybrid Board Games -- 1 Introduction -- 2 Hybrid Board Games: The ITo Approach -- 2.1 Challenges to the Development of Hybrid Games -- 3 The Anyboard Platform -- 3.1 Design Entities -- 3.2 Interactive Game Tokens and Cardboard Template -- 3.3 AnyboardJS -- 4 Discussion: Making an Anyboard Game -- 5 Conclusion and Future Work -- References -- Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set -- 1 Introduction -- 2 Related Works -- 3 Physical Experience System of Sound and Music -- 3.1 Summary of System Structure -- 3.2 Hardware Structure and Vibration-motor-array Device -- 3.3 Sound-Analysis Unit -- 3.4 Vibration-Motor Control Unit -- 4 Experiment -- 4.1 Evaluation of the Effect of Creating Realistic Sensations with Physical Vibrations in Synchronization with the Ongoing Music.
4.2 Evaluation of the Time Difference Among Vibration Motors for the Illusion of Physical Penetration of Sound -- 5 Discussion -- 5.1 The Effects of Vibration on the Realistic Sensation of Sound -- 5.2 Illusion of the Physical Penetration of Sound -- 6 Conclusions -- References -- The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems -- Abstract -- 1 Introduction -- 2 Pervasive Virtuality -- 2.1 A New Reality-Virtuality Continuum Axis -- 2.2 Defining and Characterizing PV -- 3 Pervasive Virtuality Characteristics -- 3.1 Virtuality -- 3.2 Sociality -- 3.3 Spatiality -- 3.4 Communicability -- 3.5 Interaction -- 3.6 Context-Awareness -- 3.7 Resilience -- 4 Case Study -- 5 Conclusions -- Acknowledgments -- References -- Short Papers -- Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions -- 1 Introduction -- 2 Related Work -- 3 Theoretical Framework -- 4 Game Design -- 5 Conclusion -- References -- Little Fitness Dragon: A Gamified Activity Tracker -- 1 Introduction -- 2 Related Work -- 3 The Design -- 4 Player Experience -- 5 Future Work -- References -- Promoting Stretching Activity with Smartwatch - A Pilot Study -- 1 Introduction -- 2 Active-Assistance Operations -- 3 Evaluation and Feedback -- 4 User Study: Result and Discussion -- 4.1 Procedure -- 4.2 Questionnaire and Result -- 4.3 Discussion -- 5 Conclusion -- References -- Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility -- Abstract -- 1 Introduction -- 2 Method -- 3 Results and Analysis -- 3.1 Basic Level for Designers -- 3.2 Basic Level for Engineers -- 3.3 Advanced Level for Designers and Engineers -- 4 Discussion -- 4.1 Broad Learning Objectives and Outcomes -- 4.2 Structure of the Curriculum Content, Learning Areas and Subjects.
4.3 Standards of Resources Required for Implementation.
Record Nr. UNINA-9910485007003321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2016 [[electronic resource] ] : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / / edited by Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang
Entertainment Computing - ICEC 2016 [[electronic resource] ] : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / / edited by Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang
Edizione [1st ed. 2016.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016
Descrizione fisica 1 online resource (XI, 292 p. 89 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
User interfaces (Computer systems)
Computer graphics
Multimedia systems 
Artificial intelligence
Personal Computing
User Interfaces and Human Computer Interaction
Computer Graphics
Media Design
Artificial Intelligence
ISBN 3-319-46100-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Games for Health, Learning, and Social Change -- Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts -- Abstract -- 1 Introduction -- 2 Constructing Structured and Unstructured Learning Contexts -- 2.1 Classroom-Based Lesson Plan -- 2.2 Gamified Learning -- 2.3 Blending Technology into Unstructured Learning Contexts -- 2.4 Game-Enhanced Learning with Tingo -- 3 Discussion and Next Steps -- Acknowledgement -- References -- The Challenge to Nurture Challenge -- Abstract -- 1 Introduction -- 2 Study Design -- 3 Results -- 3.1 Content -- 3.2 Motivational Aspects -- 3.3 Learning Outcome -- 4 Discussion, Conclusions and Outlook -- Acknowledgements -- References -- Game System of Coordination Skills Training for Elderly People -- Abstract -- 1 Introduction -- 2 Previous Studies -- 2.1 Decline in Physical Capabilities with Age -- 2.2 Research Concerning Upper-Limb and Finger Coordination -- 2.3 Game Systems that Improve Physical and Cognitive Function -- 2.4 Analysis of Movements and Cognitive Function in the Elderly -- 3 System Summary -- 3.1 Upper-Limb Grasp Motion -- 3.2 Exercise Support System Summary -- 3.3 A Controller that Measures Upper-Limb Grasp Motion -- 4 Configuration of the Game Unit -- 4.1 Game Unit Overview -- 4.2 Content and Traits of Each Game Unit (a)(b)(c)(d)(e)(f) -- 5 Analysis and Visualization of Upper-Limb Grasp Motion -- 5.1 Motion Analysis -- 5.2 Supporting Training by Visualization -- 6 Evaluation Experiment -- 6.1 Experiment -- 6.2 Target Group -- 6.3 Method -- 6.4 Results -- 7 Investigations -- 8 Conclusion -- References -- A Grammar-Based Framework for Rehabilitation Exergames -- 1 Introduction -- 2 Related Research and Background -- 3 Software Architecture -- 3.1 Exercise Demonstration and Recording -- 3.2 The Exercise-Script Editor.
3.3 Kinect-Based Gameplay -- 3.4 Experience and Reflection -- 4 Conlcusions -- References -- Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Inter ... -- Abstract -- 1 Introduction -- 1.1 Experimental Paradigms in Social Stress Research -- 1.2 Virtual Reality Based Solutions for Stress Research -- 1.3 Objective -- 2 Methods -- 2.1 Study 1 (Cyberball) -- 2.2 Study 2 (TSST) -- 2.3 Technical Implementation -- 3 Results -- 3.1 Study 1 (Cyberball) -- 3.2 Study 2 (TSST) -- 4 Discussion -- 4.1 Limitations and Conclusion -- Acknowledgements -- References -- Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners -- Abstract -- 1 Introduction -- 2 Methodology -- 2.1 Two-Dimensional Framework -- 3 Literature Review -- 3.1 Applied Games -- 3.2 User Experience -- 3.3 Design Thinking -- 4 General Project Characteristics -- 5 Success Factors -- 5.1 Overall Success Factors -- 5.2 Phase 1: Exploration -- 5.3 Phase 2: Analysis -- 5.4 Phase 3: Ideation (Idea + Creation) -- 5.5 Phase 4: Design -- 5.6 Phase 5: Production -- 5.7 Phase 6: Go-Live and Maintenance -- 6 Discussion -- Acknowledgements -- References -- Use and Evaluation of Digital Entertainment -- Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny -- 1 Introduction -- 2 Related Work -- 3 Background: Destiny -- 4 Behavioral Profiling with Extremes -- 5 Player Networks and Characteristics -- 5.1 Network Measures -- 5.2 Archetypes -- 6 Visualizations and Network Integration -- 7 Conclusion and Discussion -- References -- How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2 -- 1 Introduction -- 1.1 Contribution -- 1.2 Just Cause 2 -- 2 Profiling and Progression: Related Work -- 3 Dataset and Features -- 3.1 Feature Definition and Pre-processing -- 4 Analysis.
4.1 Progression Profiling via Cluster Analysis -- 4.2 Player Profile Descriptions -- 4.3 Player Progression Along the Missions -- 4.4 Visualizing Player Behavior Along the Main Story Line -- 5 Results -- 5.1 Player Behaviour over the Missions -- 6 Conclusion and Discussion -- References -- EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game -- Abstract -- 1 Introduction -- 1.1 Social Presence in Online Games -- 1.2 Nonverbal Interaction and Gaze-Based Interaction in Games -- 2 Contribution -- 3 Experiment Description -- 3.1 Participants and Procedure -- 3.2 Technical Setup -- 3.3 Measures -- 3.4 Data Analysis -- 4 Results -- 4.1 Qualitative Data Results -- 5 Discussion & Lessons Learned -- 6 Conclusion -- Acknowledgements -- References -- Evaluating Experiences in Different Virtual Reality Setups -- 1 Introduction -- 2 Background and Related Work -- 2.1 Comparing Experiences in Virtual Reality Environments -- 2.2 Cybersickness -- 3 The Setting -- 3.1 Virtual Environments -- 3.2 The Implemented Scenarios -- 4 Preliminary Study -- 4.1 Participants -- 4.2 Setup -- 4.3 Method -- 5 Findings -- 5.1 Experiences -- 5.2 The Tasks -- 6 Conclusion and Discussion -- References -- Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful- ... -- Abstract -- 1 Introduction -- 2 Literature Review -- 3 The Development of Conceptual Model and Study Propositions -- 3.1 Conceptual Model -- 3.2 Study Hypothesis -- 4 Conclusions -- 5 Contribution and Future Research -- References -- Entertainment Technology -- Avatar Density Based Client Assignment -- 1 Introduction -- 2 Related Work -- 3 Requirements -- 4 Proposed Solution -- 4.1 CAM Components -- 4.2 Base Grouping Factor -- 4.3 Reassignment -- 5 Experiments -- 6 Results -- 7 Conclusion and Future Considerations -- References.
A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming -- 1 Introduction -- 2 Existing Techniques -- 2.1 Image-Based Streaming -- 2.2 Instruction-Based Streaming -- 3 Hybrid-Streaming System -- 3.1 System Structure Overview -- 3.2 Structure of GamingAnyWhere's Image-Based Streaming -- 3.3 Additional Features -- 4 Implementation -- 4.1 Instruction-Based Streaming -- 4.2 Arrangement at the Client Module -- 5 Measurement -- 5.1 Demo Application for Current Evaluation -- 5.2 System Environment -- 5.3 Procedure of Measuring Graphic Quality -- 5.4 Measuring GPU Usage and Network Traffic Load -- 6 Results -- 6.1 Results of PSNR and SSIM -- 6.2 GPU Workload at Server and Client -- 6.3 Network Bandwidth Consumption -- 7 Discussion -- 7.1 Determination of the Z-Value Threshold -- 7.2 Compatibility with Other Genres of Games -- 7.3 Significance of the Improvement -- 8 Conclusion and Future Works -- References -- Anyboard: A Platform for Hybrid Board Games -- 1 Introduction -- 2 Hybrid Board Games: The ITo Approach -- 2.1 Challenges to the Development of Hybrid Games -- 3 The Anyboard Platform -- 3.1 Design Entities -- 3.2 Interactive Game Tokens and Cardboard Template -- 3.3 AnyboardJS -- 4 Discussion: Making an Anyboard Game -- 5 Conclusion and Future Work -- References -- Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set -- 1 Introduction -- 2 Related Works -- 3 Physical Experience System of Sound and Music -- 3.1 Summary of System Structure -- 3.2 Hardware Structure and Vibration-motor-array Device -- 3.3 Sound-Analysis Unit -- 3.4 Vibration-Motor Control Unit -- 4 Experiment -- 4.1 Evaluation of the Effect of Creating Realistic Sensations with Physical Vibrations in Synchronization with the Ongoing Music.
4.2 Evaluation of the Time Difference Among Vibration Motors for the Illusion of Physical Penetration of Sound -- 5 Discussion -- 5.1 The Effects of Vibration on the Realistic Sensation of Sound -- 5.2 Illusion of the Physical Penetration of Sound -- 6 Conclusions -- References -- The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems -- Abstract -- 1 Introduction -- 2 Pervasive Virtuality -- 2.1 A New Reality-Virtuality Continuum Axis -- 2.2 Defining and Characterizing PV -- 3 Pervasive Virtuality Characteristics -- 3.1 Virtuality -- 3.2 Sociality -- 3.3 Spatiality -- 3.4 Communicability -- 3.5 Interaction -- 3.6 Context-Awareness -- 3.7 Resilience -- 4 Case Study -- 5 Conclusions -- Acknowledgments -- References -- Short Papers -- Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions -- 1 Introduction -- 2 Related Work -- 3 Theoretical Framework -- 4 Game Design -- 5 Conclusion -- References -- Little Fitness Dragon: A Gamified Activity Tracker -- 1 Introduction -- 2 Related Work -- 3 The Design -- 4 Player Experience -- 5 Future Work -- References -- Promoting Stretching Activity with Smartwatch - A Pilot Study -- 1 Introduction -- 2 Active-Assistance Operations -- 3 Evaluation and Feedback -- 4 User Study: Result and Discussion -- 4.1 Procedure -- 4.2 Questionnaire and Result -- 4.3 Discussion -- 5 Conclusion -- References -- Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility -- Abstract -- 1 Introduction -- 2 Method -- 3 Results and Analysis -- 3.1 Basic Level for Designers -- 3.2 Basic Level for Engineers -- 3.3 Advanced Level for Designers and Engineers -- 4 Discussion -- 4.1 Broad Learning Objectives and Outcomes -- 4.2 Structure of the Curriculum Content, Learning Areas and Subjects.
4.3 Standards of Resources Required for Implementation.
Record Nr. UNISA-996465984103316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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
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
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (549 pages)
Disciplina 790.20285
Collana Lecture Notes in Computer Science
Soggetto topico Entertainment computing
ISBN 3-030-89394-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNINA-9910508448703321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
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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
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
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (549 pages)
Disciplina 790.20285
Collana Lecture Notes in Computer Science
Soggetto topico Entertainment computing
ISBN 3-030-89394-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
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.
Record Nr. UNISA-996464385503316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui