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 |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (456 pages) |
Disciplina | 790.20285 |
Collana | Lecture notes in computer science |
Soggetto topico | Entertainment computing |
ISBN | 3-031-20212-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 -- 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.
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. 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 Game Design -- 2.1 Original Game: When Life Gives You Lemons (WLGYL) -- 2.2 Modified Game: Through Troubled Waters (TTW) -- 3 Method. 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". 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 Limitations and Future Work -- 8 Conclusion -- References. .26em plus .1em minus .1emA Reusable Methodology for Player Clustering Using Wasserstein Autoencoders. |
Record Nr. | UNINA-9910620198703321 |
Cham, Switzerland : , : Springer, , [2022] | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
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 |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (456 pages) |
Disciplina | 790.20285 |
Collana | Lecture notes in computer science |
Soggetto topico | Entertainment computing |
ISBN | 3-031-20212-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 -- 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.
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. 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 Game Design -- 2.1 Original Game: When Life Gives You Lemons (WLGYL) -- 2.2 Modified Game: Through Troubled Waters (TTW) -- 3 Method. 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". 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 Limitations and Future Work -- 8 Conclusion -- References. .26em plus .1em minus .1emA Reusable Methodology for Player Clustering Using Wasserstein Autoencoders. |
Record Nr. | UNISA-996495566903316 |
Cham, Switzerland : , : Springer, , [2022] | ||
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Lo trovi qui: Univ. di Salerno | ||
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Entertainment Computing -- ICEC 2009 [[electronic resource] ] : 8th International Conference, ICEC 2009, Paris, France, September 3-5, 2009, Proceedings / / edited by Stéphane Natkin, Jérome Dupire |
Edizione | [1st ed. 2009.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2009 |
Descrizione fisica | 1 online resource (XIV, 341 p.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
User interfaces (Computer systems)
Artificial intelligence Computer graphics Education—Data processing Personal computers Multimedia information systems User Interfaces and Human Computer Interaction Artificial Intelligence Computer Graphics Computers and Education Personal Computing Multimedia Information Systems |
ISBN | 3-642-04052-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Long Papers -- Player Performance, Satisfaction, and Video Game Enjoyment -- Analysis of Area Revisitation Patterns in World of Warcarft -- Scaling the Level of Difficulty in Single Player Video Games -- Dance Motion Control of a Humanoid Robot Based on Real-Time Tempo Tracking from Musical Audio Signals -- Marker-Less Tracking for Multi-layer Authoring in AR Books -- Personal Space Modeling for Human-Computer Interaction -- Technology-Enhanced Role-Play for Intercultural Learning Contexts -- MusicCommentator: Generating Comments Synchronized with Musical Audio Signals by a Joint Probabilistic Model of Acoustic and Textual Features -- MiniDiver: A Novel Mobile Media Playback Interface for Rich Video Content on an iPhoneTM -- Children’s Choice of Games: The Influence of Prosocial Tendency and Education-Level -- Player Experience Evaluation: An Approach Based on the Personal Construct Theory -- A Plot-Manipulation Algebra to Support Digital Storytelling -- Distributed Episode Control System for Interactive Narrative Entertainment -- Virtual Noctiluca: Interaction between Light and Water Using Real-Time Fluid Simulation and 3D Motion Measurement -- Short Papers -- Sound and Movement Visualization in the AR-Jazz Scenario -- Experimenting with Sound Immersion in an Arts and Crafts Museum -- BayesianBand: Jam Session System Based on Mutual Prediction by User and System -- v.morish’09: A Morphing-Based Singing Design Interface for Vocal Melodies -- New Hitch Haiku: An Interactive Renku Poem Composition Supporting Tool Applied for Sightseeing Navigation System -- Using Persuasive Technologies for Energy Consumption Management: A South African Case Study -- Designing Interactive Blimps as Puppets -- Requirements for Supporting Individual Human Creativity in the Design Domain -- Sonic Gestures Applied to a Percussive Dialogue in TanGram Using Wii Remotes -- TNT: Touch ‘n’ Tangibles on LC-Displays -- Entertainment Game to Support Interaction between Teachers and Students -- Multi-layer Based Authoring Tool for Digilog Book -- Community Created Narrations as Mobile Entertainment -- Hardcore Classification: Identifying Play Styles in Social Games Using Network Analysis -- Player Feedback Evaluation: Indicating Mass Public Potential for Pervasive Games -- A Real-Time Video Illustration Using CUDA -- A Distributed Render Farm System for Animation Production -- Extending the Strada Framework to Design an AI for ORTS -- Services in Game Worlds: A Semantic Approach to Improve Object Interaction -- Posters and Demoonstrations -- Glasses-Free 3D Image Viewer by Handmade DIY Craft -- Monocular 3D Vision Using Real-Time Generated Scene with Depth of Field Effect -- RFID Painting Demonstration -- Development and Evaluation of a Digital Vegetation Interaction Game for Children -- 4-Views Display System for Collaborative Tasks on Round Table -- Invisible Two-Dimensional Code Display for Additional Information -- MobiSpell: Educational Mobile Game Design and Development for Teaching Spelling to Young Children -- Live Demonstration of the Pervasive Game “GPS Joker” -- Rapid Interactive Installation Development Using Robust Computer Vision and Image-Based Rendering -- Reinforcement Learning for Blackjack -- “Plug: Secrets of the Museum”: A Pervasive Game Taking Place in a Museum -- In-Game Peer Performance Assessment Role That Fosters Metacognitive Agility and Reflection -- Edutainment Games for Mobile Multimedia Museum Guidance Systems: A Classification Approach -- Orpheus: Automatic Composition System Considering Prosody of Japanese Lyrics -- A Handy Laser Show System for Open Space Entertainment -- Sketch-It-Up! Demo -- Automatic Chat Generation of Emotional Entertainment Characters Using News Information -- Incremental Learning Algorithm for Online Action Game System -- Task-Based Second Language Learning Game System -- Designing a Game Controller for Novice HALO3 Players -- AZ66: How Can We Play with Emotions? -- WHO AM I? : A Art Ludic Installation in Virtual Reality -- Affective Interaction: Challenges at the Ubiquitous Computing Times -- Invited Speakers -- You Are Here -- Game Experience May Vary: Understanding Play -- The New Pact: How Online Worlds Forge a New Form of Alliance between Players and Designers -- The International Game Developer Association (IGDA) Education Special Interest Group (EdSIG) -- Story of a Video Game Workshop: "Ico", an Interactive Fairy Tale for Children Less Interaction -- Japan’s Arcade Games and Their Technology. |
Record Nr. | UNISA-996465659003316 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2009 | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
Entertainment Computing -- ICEC 2009 : 8th International Conference, ICEC 2009, Paris, France, September 3-5, 2009, Proceedings / / edited by Stéphane Natkin, Jérome Dupire |
Edizione | [1st ed. 2009.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2009 |
Descrizione fisica | 1 online resource (XIV, 341 p.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
User interfaces (Computer systems)
Artificial intelligence Computer graphics Education—Data processing Personal computers Multimedia information systems User Interfaces and Human Computer Interaction Artificial Intelligence Computer Graphics Computers and Education Personal Computing Multimedia Information Systems |
ISBN | 3-642-04052-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Long Papers -- Player Performance, Satisfaction, and Video Game Enjoyment -- Analysis of Area Revisitation Patterns in World of Warcarft -- Scaling the Level of Difficulty in Single Player Video Games -- Dance Motion Control of a Humanoid Robot Based on Real-Time Tempo Tracking from Musical Audio Signals -- Marker-Less Tracking for Multi-layer Authoring in AR Books -- Personal Space Modeling for Human-Computer Interaction -- Technology-Enhanced Role-Play for Intercultural Learning Contexts -- MusicCommentator: Generating Comments Synchronized with Musical Audio Signals by a Joint Probabilistic Model of Acoustic and Textual Features -- MiniDiver: A Novel Mobile Media Playback Interface for Rich Video Content on an iPhoneTM -- Children’s Choice of Games: The Influence of Prosocial Tendency and Education-Level -- Player Experience Evaluation: An Approach Based on the Personal Construct Theory -- A Plot-Manipulation Algebra to Support Digital Storytelling -- Distributed Episode Control System for Interactive Narrative Entertainment -- Virtual Noctiluca: Interaction between Light and Water Using Real-Time Fluid Simulation and 3D Motion Measurement -- Short Papers -- Sound and Movement Visualization in the AR-Jazz Scenario -- Experimenting with Sound Immersion in an Arts and Crafts Museum -- BayesianBand: Jam Session System Based on Mutual Prediction by User and System -- v.morish’09: A Morphing-Based Singing Design Interface for Vocal Melodies -- New Hitch Haiku: An Interactive Renku Poem Composition Supporting Tool Applied for Sightseeing Navigation System -- Using Persuasive Technologies for Energy Consumption Management: A South African Case Study -- Designing Interactive Blimps as Puppets -- Requirements for Supporting Individual Human Creativity in the Design Domain -- Sonic Gestures Applied to a Percussive Dialogue in TanGram Using Wii Remotes -- TNT: Touch ‘n’ Tangibles on LC-Displays -- Entertainment Game to Support Interaction between Teachers and Students -- Multi-layer Based Authoring Tool for Digilog Book -- Community Created Narrations as Mobile Entertainment -- Hardcore Classification: Identifying Play Styles in Social Games Using Network Analysis -- Player Feedback Evaluation: Indicating Mass Public Potential for Pervasive Games -- A Real-Time Video Illustration Using CUDA -- A Distributed Render Farm System for Animation Production -- Extending the Strada Framework to Design an AI for ORTS -- Services in Game Worlds: A Semantic Approach to Improve Object Interaction -- Posters and Demoonstrations -- Glasses-Free 3D Image Viewer by Handmade DIY Craft -- Monocular 3D Vision Using Real-Time Generated Scene with Depth of Field Effect -- RFID Painting Demonstration -- Development and Evaluation of a Digital Vegetation Interaction Game for Children -- 4-Views Display System for Collaborative Tasks on Round Table -- Invisible Two-Dimensional Code Display for Additional Information -- MobiSpell: Educational Mobile Game Design and Development for Teaching Spelling to Young Children -- Live Demonstration of the Pervasive Game “GPS Joker” -- Rapid Interactive Installation Development Using Robust Computer Vision and Image-Based Rendering -- Reinforcement Learning for Blackjack -- “Plug: Secrets of the Museum”: A Pervasive Game Taking Place in a Museum -- In-Game Peer Performance Assessment Role That Fosters Metacognitive Agility and Reflection -- Edutainment Games for Mobile Multimedia Museum Guidance Systems: A Classification Approach -- Orpheus: Automatic Composition System Considering Prosody of Japanese Lyrics -- A Handy Laser Show System for Open Space Entertainment -- Sketch-It-Up! Demo -- Automatic Chat Generation of Emotional Entertainment Characters Using News Information -- Incremental Learning Algorithm for Online Action Game System -- Task-Based Second Language Learning Game System -- Designing a Game Controller for Novice HALO3 Players -- AZ66: How Can We Play with Emotions? -- WHO AM I? : A Art Ludic Installation in Virtual Reality -- Affective Interaction: Challenges at the Ubiquitous Computing Times -- Invited Speakers -- You Are Here -- Game Experience May Vary: Understanding Play -- The New Pact: How Online Worlds Forge a New Form of Alliance between Players and Designers -- The International Game Developer Association (IGDA) Education Special Interest Group (EdSIG) -- Story of a Video Game Workshop: "Ico", an Interactive Fairy Tale for Children Less Interaction -- Japan’s Arcade Games and Their Technology. |
Record Nr. | UNINA-9910484763703321 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Entertainment Computing -- ICEC 2013 [[electronic resource] ] : 12th International Conference, ICEC 2013, São Paulo, Brazil, October 16-18, 2013, Proceedings / / edited by Junia C. Anacleto, Esteban W.G. Clua, Flavio S. Correa da Silva, Sidney Fels, Hyun S. Yang |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2013 |
Descrizione fisica | 1 online resource (XIV, 214 p. 72 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
User interfaces (Computer systems) Computer graphics Computers Multimedia systems Artificial intelligence Personal Computing User Interfaces and Human Computer Interaction Computer Graphics Computing Milieux Media Design Artificial Intelligence |
ISBN | 3-642-41106-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes.- A New Chess Variant for Gaming AI -- Systematic Review of Game Design Methods and Tools -- Augmented Home: Integrating a Virtual World Game in a Physical Environment -- Debunking Differences between Younger and Older Adults Using a Collaborative Virtual Environment -- Exploring Opponent Formats: Game Mechanics for Computer-Supported Physical Games -- Investigating the Role of Composition Conventions in Three-Move Mate Problems -- Mappets: An Interactive Plugin for Transmedia Machinima on Unity3D.- Mobile Wars: A Mobile GPGPU Game -- Step By Step: Design of an Interactive Pictorial Activity Game for Teaching Generalization Skills to Children with Autism -- Technologically Mediated Intimate Communication: An Overview and Future Directions -- 2D vs 3D Visualization and Social Networks Entertainment Games: A Human Factor Response Case Study -- A Game Design Analytic System Based on Data Provenance.- Evaluation of Interaction Methods for a Real-Time Augmented Reality Game -- Exercise My Game: Turning Off-The-Shelf Games into Exergames -- How Do People Talk with a Virtual Philosopher: Log Analysis of a Real-World Application -- Life-Like Animation System of Virtual Firefly Based on Animacy Perception -- A Model-Driven Engineering Approach for Immersive Mixed-Reality Environments -- A Technique to Improve Freehand Sketches of Multi-touch Interactions -- An Artificial Emotional Agent-Based Architecture for Games Simulation -- An Enriched Artifacts Activity for Supporting Creative Learning: Perspectives for Children with Impairments -- Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research -- Evaluating Paper Prototype for Tabletop Collaborative Game Applications -- Initial Perceptions of a Touch-Based Tablet Handwriting Serious Game -- Motivation-Based Game Design: A Framework for Evaluating Engagement Potential -- Mubil: Creating an Immersive Experience of Old Books to Support Learning in a Museum-Archive Environment -- Suspended Walking: A Physical Locomotion Interface for Virtual Reality -- Usability Evaluation of an Application Designed for the Older Adults -- Demonstrating Hundreds of AIs in One Scene -- Educational: 3D Design for Mobile Augmented Reality -- Moment of Memory -- The Listening Walker: Interactive Sound Walk in a Virtual City -- VOLTE. |
Record Nr. | UNISA-996465544103316 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2013 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Entertainment Computing -- ICEC 2013 : 12th International Conference, ICEC 2013, São Paulo, Brazil, October 16-18, 2013, Proceedings / / edited by Junia C. Anacleto, Esteban W.G. Clua, Flavio S. Correa da Silva, Sidney Fels, Hyun S. Yang |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2013 |
Descrizione fisica | 1 online resource (XIV, 214 p. 72 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
User interfaces (Computer systems) Computer graphics Computers Multimedia systems Artificial intelligence Personal Computing User Interfaces and Human Computer Interaction Computer Graphics Computing Milieux Media Design Artificial Intelligence |
ISBN | 3-642-41106-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes.- A New Chess Variant for Gaming AI -- Systematic Review of Game Design Methods and Tools -- Augmented Home: Integrating a Virtual World Game in a Physical Environment -- Debunking Differences between Younger and Older Adults Using a Collaborative Virtual Environment -- Exploring Opponent Formats: Game Mechanics for Computer-Supported Physical Games -- Investigating the Role of Composition Conventions in Three-Move Mate Problems -- Mappets: An Interactive Plugin for Transmedia Machinima on Unity3D.- Mobile Wars: A Mobile GPGPU Game -- Step By Step: Design of an Interactive Pictorial Activity Game for Teaching Generalization Skills to Children with Autism -- Technologically Mediated Intimate Communication: An Overview and Future Directions -- 2D vs 3D Visualization and Social Networks Entertainment Games: A Human Factor Response Case Study -- A Game Design Analytic System Based on Data Provenance.- Evaluation of Interaction Methods for a Real-Time Augmented Reality Game -- Exercise My Game: Turning Off-The-Shelf Games into Exergames -- How Do People Talk with a Virtual Philosopher: Log Analysis of a Real-World Application -- Life-Like Animation System of Virtual Firefly Based on Animacy Perception -- A Model-Driven Engineering Approach for Immersive Mixed-Reality Environments -- A Technique to Improve Freehand Sketches of Multi-touch Interactions -- An Artificial Emotional Agent-Based Architecture for Games Simulation -- An Enriched Artifacts Activity for Supporting Creative Learning: Perspectives for Children with Impairments -- Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research -- Evaluating Paper Prototype for Tabletop Collaborative Game Applications -- Initial Perceptions of a Touch-Based Tablet Handwriting Serious Game -- Motivation-Based Game Design: A Framework for Evaluating Engagement Potential -- Mubil: Creating an Immersive Experience of Old Books to Support Learning in a Museum-Archive Environment -- Suspended Walking: A Physical Locomotion Interface for Virtual Reality -- Usability Evaluation of an Application Designed for the Older Adults -- Demonstrating Hundreds of AIs in One Scene -- Educational: 3D Design for Mobile Augmented Reality -- Moment of Memory -- The Listening Walker: Interactive Sound Walk in a Virtual City -- VOLTE. |
Record Nr. | UNINA-9910483530103321 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Entertainment Computing – ICEC 2017 [[electronic resource] ] : 16th IFIP TC 14 International Conference, Tsukuba City, Japan, September 18-21, 2017, Proceedings / / edited by Nagisa Munekata, Itsuki Kunita, Junichi Hoshino |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Descrizione fisica | 1 online resource (XVII, 515 p. 227 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Education—Data processing
Computers and civilization Application software Computers and Education Computers and Society Computer Appl. in Social and Behavioral Sciences |
ISBN | 3-319-66715-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996465918803316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Entertainment Computing – ICEC 2017 : 16th IFIP TC 14 International Conference, Tsukuba City, Japan, September 18-21, 2017, Proceedings / / edited by Nagisa Munekata, Itsuki Kunita, Junichi Hoshino |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Descrizione fisica | 1 online resource (XVII, 515 p. 227 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Education—Data processing
Computers and civilization Application software Computers and Education Computers and Society Computer Appl. in Social and Behavioral Sciences |
ISBN | 3-319-66715-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910483577203321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Entertainment Computing – ICEC 2018 [[electronic resource] ] : 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, September 17–20, 2018, Proceedings / / edited by Esteban Clua, Licinio Roque, Artur Lugmayr, Pauliina Tuomi |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XIII, 412 p. 134 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
Optical data processing User interfaces (Computer systems) Artificial intelligence Special purpose computers Computers Personal Computing Image Processing and Computer Vision User Interfaces and Human Computer Interaction Artificial Intelligence Special Purpose and Application-Based Systems Computing Milieux |
ISBN | 3-319-99426-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996466422603316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Entertainment Computing – ICEC 2018 : 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, September 17–20, 2018, Proceedings / / edited by Esteban Clua, Licinio Roque, Artur Lugmayr, Pauliina Tuomi |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XIII, 412 p. 134 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
Optical data processing User interfaces (Computer systems) Artificial intelligence Special purpose computers Computers Personal Computing Image Processing and Computer Vision User Interfaces and Human Computer Interaction Artificial Intelligence Special Purpose and Application-Based Systems Computing Milieux |
ISBN | 3-319-99426-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910349409903321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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