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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 : 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 : 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 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
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. UNISA-996464385503316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing and Serious Games [[electronic resource] ] : First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings / / edited by Erik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, Jannicke Baalsrud Hauge
Entertainment Computing and Serious Games [[electronic resource] ] : First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings / / edited by Erik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, Jannicke Baalsrud Hauge
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XIV, 490 p. 171 illus., 146 illus. in color.)
Disciplina 005.437
4.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Optical data processing
Computer communication systems
Special purpose computers
Artificial intelligence
User Interfaces and Human Computer Interaction
Computer Imaging, Vision, Pattern Recognition and Graphics
Computer Communication Networks
Special Purpose and Application-Based Systems
Artificial Intelligence
ISBN 3-030-34644-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996466273303316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing and Serious Games : First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings / / edited by Erik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, Jannicke Baalsrud Hauge
Entertainment Computing and Serious Games : First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings / / edited by Erik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, Jannicke Baalsrud Hauge
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XIV, 490 p. 171 illus., 146 illus. in color.)
Disciplina 005.437
4.019
794.81
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Optical data processing
Computer communication systems
Special purpose computers
Artificial intelligence
User Interfaces and Human Computer Interaction
Computer Imaging, Vision, Pattern Recognition and Graphics
Computer Communication Networks
Special Purpose and Application-Based Systems
Artificial Intelligence
ISBN 3-030-34644-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910357852903321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serious Games [[electronic resource] ] : 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings / / edited by Stefan Göbel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Oliveira, Tim Marsh, Polona Caserman
Serious Games [[electronic resource] ] : 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings / / edited by Stefan Göbel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Oliveira, Tim Marsh, Polona Caserman
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XII, 296 p. 75 illus.)
Disciplina 794.81526
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Optical data processing
Computer graphics
Artificial intelligence
Education—Data processing
Application software
User Interfaces and Human Computer Interaction
Image Processing and Computer Vision
Computer Graphics
Artificial Intelligence
Computers and Education
Computer Appl. in Social and Behavioral Sciences
ISBN 3-030-02762-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Invited Talks and Workshops -- eSport: Friend or Foe -- Academic Game Design Education: A Comparative Perspective -- Making serious games with reusable software components -- Serious Games Studies -- The Development of the Serious Game „Composites Cup on Tortuga” with the Support of “Kraken” -- Evaluating the adoption of Physical Board Game Ludo as Serious Game for Assessing Cognitive Abilities of Players -- Two Decades of Traffic System Education Using the Simulation Game MOBILITY -- See Me Roar: On the Over-positive, Cross-Cultural Response to an AR Game for Math Learning -- GAP: A Game for Improving Awareness about Passwords -- MiniColon; Teaching Kids Computational Thinking using an Interactive Serious Game -- Evaluation of an Augmented Reality Multiplayer Learning Game -- Prism, a Game to Promote Autism Acceptance among Elementary School Students -- Game-based Learning and Teaching -- Individuals’ variables in cognitive abilities using a narrative serious game -- Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab Predicting Learning Performance in Serious Games -- Connecting Theory and Design Through Research: Cognitive Skills Training Games -- Modeling Consumers’ Observational Learning in Digital Gaming: A Conceptual Model -- Design of a BCI Controlled Serious Game for Concentration Training -- A concept of a training environment for police using VR game technology -- The Virtual House of Medusa: Guiding museum visitors through a co-located Mixed Reality Installation -- Game Development – Serious Games Design, Models, Tools & Emerging Technologies -- Recognition of Full-Body Movements in VR-based Exergames using Hidden Markov Model -- A Review of Serious Games for Programming -- Examining approaches for mobility detection through Smartphone Sensors -- Towards a more reflective social media use through serious games and co-design -- Development of a Wii Balance Board Array System for Exergames -- Building a hybrid approach for a game scenario using a tangible interface in Human Robot Interaction -- Game Design Principles in a Game Programming Framework -- Making Serious Programming Games Adaptive -- Serious Games for Health -- The ExerCube: Participatory Design of an Immersive Fitness Game Environment -- Instant Measurement of the Difficulty Level of Exergames with Simple Uni-Dimensional Level Goals for Cerebral Palsy Players -- An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders -- SmartLife – Exergames and smart textiles to promote Energy-related Behaviours among Adolescents. .
Record Nr. UNISA-996466453103316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Serious Games : 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings / / edited by Stefan Göbel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Oliveira, Tim Marsh, Polona Caserman
Serious Games : 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings / / edited by Stefan Göbel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Oliveira, Tim Marsh, Polona Caserman
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XII, 296 p. 75 illus.)
Disciplina 794.81526
794.81
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Optical data processing
Computer graphics
Artificial intelligence
Education—Data processing
Application software
User Interfaces and Human Computer Interaction
Image Processing and Computer Vision
Computer Graphics
Artificial Intelligence
Computers and Education
Computer Appl. in Social and Behavioral Sciences
ISBN 3-030-02762-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Invited Talks and Workshops -- eSport: Friend or Foe -- Academic Game Design Education: A Comparative Perspective -- Making serious games with reusable software components -- Serious Games Studies -- The Development of the Serious Game „Composites Cup on Tortuga” with the Support of “Kraken” -- Evaluating the adoption of Physical Board Game Ludo as Serious Game for Assessing Cognitive Abilities of Players -- Two Decades of Traffic System Education Using the Simulation Game MOBILITY -- See Me Roar: On the Over-positive, Cross-Cultural Response to an AR Game for Math Learning -- GAP: A Game for Improving Awareness about Passwords -- MiniColon; Teaching Kids Computational Thinking using an Interactive Serious Game -- Evaluation of an Augmented Reality Multiplayer Learning Game -- Prism, a Game to Promote Autism Acceptance among Elementary School Students -- Game-based Learning and Teaching -- Individuals’ variables in cognitive abilities using a narrative serious game -- Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab Predicting Learning Performance in Serious Games -- Connecting Theory and Design Through Research: Cognitive Skills Training Games -- Modeling Consumers’ Observational Learning in Digital Gaming: A Conceptual Model -- Design of a BCI Controlled Serious Game for Concentration Training -- A concept of a training environment for police using VR game technology -- The Virtual House of Medusa: Guiding museum visitors through a co-located Mixed Reality Installation -- Game Development – Serious Games Design, Models, Tools & Emerging Technologies -- Recognition of Full-Body Movements in VR-based Exergames using Hidden Markov Model -- A Review of Serious Games for Programming -- Examining approaches for mobility detection through Smartphone Sensors -- Towards a more reflective social media use through serious games and co-design -- Development of a Wii Balance Board Array System for Exergames -- Building a hybrid approach for a game scenario using a tangible interface in Human Robot Interaction -- Game Design Principles in a Game Programming Framework -- Making Serious Programming Games Adaptive -- Serious Games for Health -- The ExerCube: Participatory Design of an Immersive Fitness Game Environment -- Instant Measurement of the Difficulty Level of Exergames with Simple Uni-Dimensional Level Goals for Cerebral Palsy Players -- An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders -- SmartLife – Exergames and smart textiles to promote Energy-related Behaviours among Adolescents. .
Record Nr. UNINA-9910349395403321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Serious Games [[electronic resource] ] : Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings / / edited by Mariano Alcañiz, Stefan Göbel, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Tim Marsh
Serious Games [[electronic resource] ] : Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings / / edited by Mariano Alcañiz, Stefan Göbel, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Tim Marsh
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017
Descrizione fisica 1 online resource (XI, 332 p. 129 illus.)
Disciplina 794.8
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
Education—Data processing
Artificial intelligence
Application software
User interfaces (Computer systems)
Computers and civilization
Personal Computing
Computers and Education
Artificial Intelligence
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Computers and Society
ISBN 3-319-70111-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Theory -- Technologies -- Applications.
Record Nr. UNISA-996466463103316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Serious Games : Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings / / edited by Mariano Alcañiz, Stefan Göbel, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Tim Marsh
Serious Games : Third Joint International Conference, JCSG 2017, Valencia, Spain, November 23-24, 2017, Proceedings / / edited by Mariano Alcañiz, Stefan Göbel, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Tim Marsh
Edizione [1st ed. 2017.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017
Descrizione fisica 1 online resource (XI, 332 p. 129 illus.)
Disciplina 794.8
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
Education—Data processing
Artificial intelligence
Application software
User interfaces (Computer systems)
Computers and civilization
Personal Computing
Computers and Education
Artificial Intelligence
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Computers and Society
ISBN 3-319-70111-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Theory -- Technologies -- Applications.
Record Nr. UNINA-9910484222703321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui