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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 2023 [[electronic resource] ] : 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings / / edited by Paolo Ciancarini, Angelo Di Iorio, Helmut Hlavacs, Francesco Poggi
Entertainment Computing – ICEC 2023 [[electronic resource] ] : 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings / / edited by Paolo Ciancarini, Angelo Di Iorio, Helmut Hlavacs, Francesco Poggi
Autore Ciancarini Paolo
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (531 pages)
Disciplina 004.16
Altri autori (Persone) Di IorioAngelo
HlavacsHelmut
PoggiFrancesco
Collana Lecture Notes in Computer Science
Soggetto topico Microcomputers
Artificial intelligence
Image processing - Digital techniques
Computer vision
User interfaces (Computer systems)
Human-computer interaction
Computers, Special purpose
Computer networks
Personal Computing
Artificial Intelligence
Computer Imaging, Vision, Pattern Recognition and Graphics
User Interfaces and Human Computer Interaction
Special Purpose and Application-Based Systems
Computer Communication Networks
ISBN 981-9982-48-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Game Experience -- Player Engagement and Analysis -- Serious Gameplay -- Entertainment Methods and Tools -- Extended Reality -- Game Design -- Interactive Entertainment -- Student Game Competition -- Workshops and Tutorials -- Aesthetics and Empowerment.
Record Nr. UNINA-9910763594903321
Ciancarini Paolo  
Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment Computing – ICEC 2023 [[electronic resource] ] : 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings / / edited by Paolo Ciancarini, Angelo Di Iorio, Helmut Hlavacs, Francesco Poggi
Entertainment Computing – ICEC 2023 [[electronic resource] ] : 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings / / edited by Paolo Ciancarini, Angelo Di Iorio, Helmut Hlavacs, Francesco Poggi
Autore Ciancarini Paolo
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (531 pages)
Disciplina 004.16
Altri autori (Persone) Di IorioAngelo
HlavacsHelmut
PoggiFrancesco
Collana Lecture Notes in Computer Science
Soggetto topico Microcomputers
Artificial intelligence
Image processing - Digital techniques
Computer vision
User interfaces (Computer systems)
Human-computer interaction
Computers, Special purpose
Computer networks
Personal Computing
Artificial Intelligence
Computer Imaging, Vision, Pattern Recognition and Graphics
User Interfaces and Human Computer Interaction
Special Purpose and Application-Based Systems
Computer Communication Networks
ISBN 981-9982-48-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Game Experience -- Player Engagement and Analysis -- Serious Gameplay -- Entertainment Methods and Tools -- Extended Reality -- Game Design -- Interactive Entertainment -- Student Game Competition -- Workshops and Tutorials -- Aesthetics and Empowerment.
Record Nr. UNISA-996565866903316
Ciancarini Paolo  
Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Performance Evaluation of Computer and Communication Systems. Milestones and Future Challenges [[electronic resource] ] : IFIP WG 6.3/7.3 International Workshop, PERFORM 2010, in Honor of Günter Haring on the Occasion of His Emeritus Celebration, Vienna, Austria, October 14-16, 2010, Revised Selected Papers / / edited by Karin Anna Hummel, Helmut Hlavacs, Wilfried Gansterer
Performance Evaluation of Computer and Communication Systems. Milestones and Future Challenges [[electronic resource] ] : IFIP WG 6.3/7.3 International Workshop, PERFORM 2010, in Honor of Günter Haring on the Occasion of His Emeritus Celebration, Vienna, Austria, October 14-16, 2010, Revised Selected Papers / / edited by Karin Anna Hummel, Helmut Hlavacs, Wilfried Gansterer
Edizione [1st ed. 2011.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Descrizione fisica 1 online resource (XII, 255 p.)
Disciplina 004.24
Collana Theoretical Computer Science and General Issues
Soggetto topico Application software
Computer networks
Software engineering
Algorithms
Artificial intelligence
Information storage and retrieval systems
Computer and Information Systems Applications
Computer Communication Networks
Software Engineering
Artificial Intelligence
Information Storage and Retrieval
ISBN 3-642-25575-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Disappointments and Delights, Fears and Hopes Induced by a Few Decades in Performance Evaluation.-  Model Interoperability for Performance Engineering: Survey of Milestones and Evolution -- Tools for Performance Evaluation of Computer Systems: Historical Evolution and Perspectives -- Energy: A New Criteria for Performances in Large Scale Distributed Systems -- From the Origins of Performance Evaluation to New Green ICT Performance Engineering -- Predicting Disk Scheduling Performance with Virtual Machines -- Modeling Wireless Sensor Networks Using Finite-Source Retrial Queues with Unreliable Orbit -- Markov Chains and Spectral Clustering -- On the Analysis of Queues with Heavy Tails: A Non-extensive Maximum Entropy Formalism and a Generalisation of the Zipf-Mandelbrot Distribution -- Performance Evaluation with Hidden Markov Models -- Network Protocol Performance Bounding Exploiting Properties of Infinite Dimensional Linear Equations -- Modelling Social-Aware Forwarding in Opportunistic Networks -- On Lookahead Strategy for Movement-Based Location Update: A General Formulation -- Bayesian Estimation of Network-Wide Mean Failure Probability in 3G Cellular Networks -- Time Is Perception Is Money – Web Response Times in Mobile Networks with Application to Quality of Experience -- On Traffic Domination in Communication Networks -- Improving Clustering Techniques in Wireless Sensor Networks Using Thinning Process -- AWPS – An Architecture for Pro-active Web Performanc Management -- Analysis of Web Logs: Challenges and Findings -- A Matrix-Analytic Solution for Randomized Load Balancing Models with PH Service Times.
Record Nr. UNISA-996466257003316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui