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Entertainment Computing - ICEC 2010 [[electronic resource] ] : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings / / edited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
Entertainment Computing - ICEC 2010 [[electronic resource] ] : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings / / edited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XVII, 521 p. 303 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Performing arts
Computer graphics
Computer communication systems
Optical data processing
User Interfaces and Human Computer Interaction
Performing Arts
Computer Graphics
Computer Communication Networks
Image Processing and Computer Vision
Computer Imaging, Vision, Pattern Recognition and Graphics
ISBN 1-280-38860-9
9786613566522
3-642-15399-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Long Papers -- Baby Robot “YOTARO” -- A Card Playing Humanoid for Understanding Socio-emotional Interaction -- DreamThrower: Creating, Throwing and Catching Dreams for Collaborative Dream Sharing -- Everyone Can Do Magic: An Interactive Game with Speech and Gesture Recognition -- Onomatopen: Painting Using Onomatopoeia -- Helping Hands: Designing Video Games with Interpersonal Touch Interaction -- Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience -- The MINWii Project: Renarcissization of Patients Suffering from Alzheimer’s Disease Through Video Game-Based Music Therapy -- Virtual Team Performance Depends on Distributed Leadership -- Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions -- Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks -- Multiple Page Recognition and Tracking for Augmented Books -- Online Scene Modeling for Interactive AR Applications -- Unnecessary Image Pair Detection for a Large Scale Reconstruction -- Online Gaming Traffic Generator for Reproducing Gamer Behavior -- Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression -- Logos, Pathos, and Entertainment -- The Video Cube Puzzle: On Investigating Temporal Coordination -- Emotions: The Voice of the Unconscious -- Short Papers -- Analyzing the Parameters of Prey-Predator Models for Simulation Games -- Analyzing Computer Game Narratives -- Cultural Computing – How Can Technology Contribute the Spiritual Aspect of Our Communication? -- System and Context – On a Discernable Source of Emergent Game Play and the Process-Oriented Method -- Re-envisioning the Museum Experience: Combining New Technology with Social-Networking -- Interactive Environments: A Multi-disciplinary Approach towards Developing Real-Time Performative Spaces -- Explorations in Player Motivations: Virtual Agents -- Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360 -- Virtual Blowgun System for Breathing Movement Exercise -- Development of a Virtual Electric Wheelchair – Simulation and Assessment of Physical Fidelity Using the Unreal Engine 3 -- Event-Based Data Collection Engine for Serious Games -- Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game -- Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights -- An Extraction Method of Lip Movement Images from Successive Image Frames in the Speech Activity Extraction Process -- Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log -- A Framework for Constructing Entertainment Contents Using Flash and Wearable Sensors -- Research on Eclipse Based Media Art Authoring Tool for the Media Artist -- BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters -- Choshi Design System from 2D Images -- Player’s Model: Criteria for a Gameplay Profile Measure -- A Laban-Based Approach to Emotional Motion Rendering for Human-Robot Interaction -- A Biofeedback Game with Physical Actions -- Dial-Based Game Interface with Multi-modal Feedback -- Tangible Interactive Art Using Marker Tracking in Front Projection Environment: The Face Cube -- Entertaining Education: User Friendly Cutting Interface for Digital Textbooks -- Posters -- Affective Interacting Art -- Flexible Harmonic Temporal Structure for Modeling Musical Instrument -- Towards a Service-Oriented Architecture for Interactive Ubiquitous Entertainment Systems -- Narrative Entertainment System with Tabletop Interface -- Automated Composing System for Sub-melody Using HMM: A Support System for Composing Music -- A Study on the Development of Mobile Based SNS-UCC Writing Tool -- Project Sonology: An Experimental Project Exploring the Possibilities of Sound and Audio as the Primary Element of Interactive Entertainment -- Multipresence-Enabled Mobile Spatial Audio Interfaces -- Fluxion: An Innovative Fluid Dynamics Game on Multi-touch Handheld Device -- Robotic Event Extension Experience -- A Sound Engine for Virtual Cities -- NetPot: Easy Meal Enjoyment for Distant Diners -- Glasses-Free 3D Display System Using Grating Film for Viewing Angle Control -- Omni-Directional Display System for Group Activity on Life Review Therapy -- Light-Weight Monocular 3D Display Unit Using Polypyrrole Linear Actuator -- Easy Robot Programming for Beginners and Kids Using Command and Instruction Marker Card -- Automatic Mobile Robot Control and Indication Method Using Augmented Reality Technology -- Eye Contact Communication System between Mobile Robots Using Invisible Code Display -- The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience -- Remote Context Monitoring of Actions and Behaviors in a Location through the Usage of 3D Visualization in Real-Time -- Wave Touch: Educational Game on Interactive Tabletop with Water Simulation -- Healthy Super Mario: Tap Your Stomach and Shout for Active Healthcare -- Interactive Manipulation Model of Group of Individual Bodies for VR Cooking System -- Smile Like Hollywood Star: Face Components as Game Input -- Study on an Information Processing Model with Psychological Memory for a Kansei Robot -- Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children -- Penmanship Learning Support System: Feature Extraction for Online Handwritten Characters -- Development of Wall Amusements Utilizing Gesture Input -- Study on an Emotion Generation Model for a Robot Using a Chaotic Neural Network -- Interactive Tabu Search vs. Interactive Genetic Algorithm -- Instant First-Person Posture Estimation -- Monitoring User’s Brain Activity for a Virtual Coach -- Developing Educational and Entertaining Virtual Humans Using Elckerlyc.
Record Nr. UNISA-996466294703316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings / / edited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
Entertainment Computing - ICEC 2010 : 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings / / edited by Hyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XVII, 521 p. 303 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Performing arts
Computer graphics
Computer communication systems
Optical data processing
User Interfaces and Human Computer Interaction
Performing Arts
Computer Graphics
Computer Communication Networks
Image Processing and Computer Vision
Computer Imaging, Vision, Pattern Recognition and Graphics
ISBN 1-280-38860-9
9786613566522
3-642-15399-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Long Papers -- Baby Robot “YOTARO” -- A Card Playing Humanoid for Understanding Socio-emotional Interaction -- DreamThrower: Creating, Throwing and Catching Dreams for Collaborative Dream Sharing -- Everyone Can Do Magic: An Interactive Game with Speech and Gesture Recognition -- Onomatopen: Painting Using Onomatopoeia -- Helping Hands: Designing Video Games with Interpersonal Touch Interaction -- Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience -- The MINWii Project: Renarcissization of Patients Suffering from Alzheimer’s Disease Through Video Game-Based Music Therapy -- Virtual Team Performance Depends on Distributed Leadership -- Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions -- Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks -- Multiple Page Recognition and Tracking for Augmented Books -- Online Scene Modeling for Interactive AR Applications -- Unnecessary Image Pair Detection for a Large Scale Reconstruction -- Online Gaming Traffic Generator for Reproducing Gamer Behavior -- Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression -- Logos, Pathos, and Entertainment -- The Video Cube Puzzle: On Investigating Temporal Coordination -- Emotions: The Voice of the Unconscious -- Short Papers -- Analyzing the Parameters of Prey-Predator Models for Simulation Games -- Analyzing Computer Game Narratives -- Cultural Computing – How Can Technology Contribute the Spiritual Aspect of Our Communication? -- System and Context – On a Discernable Source of Emergent Game Play and the Process-Oriented Method -- Re-envisioning the Museum Experience: Combining New Technology with Social-Networking -- Interactive Environments: A Multi-disciplinary Approach towards Developing Real-Time Performative Spaces -- Explorations in Player Motivations: Virtual Agents -- Integration of CityGML and Collada for High-Quality Geographic Data Visualization on the PC and Xbox 360 -- Virtual Blowgun System for Breathing Movement Exercise -- Development of a Virtual Electric Wheelchair – Simulation and Assessment of Physical Fidelity Using the Unreal Engine 3 -- Event-Based Data Collection Engine for Serious Games -- Culturally Sensitive Computer Support for Creative Co-authorship of a Sex Education Game -- Real-Time Caustics in Dynamic Scenes with Multiple Directional Lights -- An Extraction Method of Lip Movement Images from Successive Image Frames in the Speech Activity Extraction Process -- Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log -- A Framework for Constructing Entertainment Contents Using Flash and Wearable Sensors -- Research on Eclipse Based Media Art Authoring Tool for the Media Artist -- BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters -- Choshi Design System from 2D Images -- Player’s Model: Criteria for a Gameplay Profile Measure -- A Laban-Based Approach to Emotional Motion Rendering for Human-Robot Interaction -- A Biofeedback Game with Physical Actions -- Dial-Based Game Interface with Multi-modal Feedback -- Tangible Interactive Art Using Marker Tracking in Front Projection Environment: The Face Cube -- Entertaining Education: User Friendly Cutting Interface for Digital Textbooks -- Posters -- Affective Interacting Art -- Flexible Harmonic Temporal Structure for Modeling Musical Instrument -- Towards a Service-Oriented Architecture for Interactive Ubiquitous Entertainment Systems -- Narrative Entertainment System with Tabletop Interface -- Automated Composing System for Sub-melody Using HMM: A Support System for Composing Music -- A Study on the Development of Mobile Based SNS-UCC Writing Tool -- Project Sonology: An Experimental Project Exploring the Possibilities of Sound and Audio as the Primary Element of Interactive Entertainment -- Multipresence-Enabled Mobile Spatial Audio Interfaces -- Fluxion: An Innovative Fluid Dynamics Game on Multi-touch Handheld Device -- Robotic Event Extension Experience -- A Sound Engine for Virtual Cities -- NetPot: Easy Meal Enjoyment for Distant Diners -- Glasses-Free 3D Display System Using Grating Film for Viewing Angle Control -- Omni-Directional Display System for Group Activity on Life Review Therapy -- Light-Weight Monocular 3D Display Unit Using Polypyrrole Linear Actuator -- Easy Robot Programming for Beginners and Kids Using Command and Instruction Marker Card -- Automatic Mobile Robot Control and Indication Method Using Augmented Reality Technology -- Eye Contact Communication System between Mobile Robots Using Invisible Code Display -- The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience -- Remote Context Monitoring of Actions and Behaviors in a Location through the Usage of 3D Visualization in Real-Time -- Wave Touch: Educational Game on Interactive Tabletop with Water Simulation -- Healthy Super Mario: Tap Your Stomach and Shout for Active Healthcare -- Interactive Manipulation Model of Group of Individual Bodies for VR Cooking System -- Smile Like Hollywood Star: Face Components as Game Input -- Study on an Information Processing Model with Psychological Memory for a Kansei Robot -- Vegetation Interaction Game: Digital SUGOROKU of Vegetation Succession for Children -- Penmanship Learning Support System: Feature Extraction for Online Handwritten Characters -- Development of Wall Amusements Utilizing Gesture Input -- Study on an Emotion Generation Model for a Robot Using a Chaotic Neural Network -- Interactive Tabu Search vs. Interactive Genetic Algorithm -- Instant First-Person Posture Estimation -- Monitoring User’s Brain Activity for a Virtual Coach -- Developing Educational and Entertaining Virtual Humans Using Elckerlyc.
Record Nr. UNINA-9910484153503321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 2012 [[electronic resource] ] : 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012, Proceedings / / edited by Marc Herrlich, Rainer Malaka, Maic Masuch
Entertainment Computing - ICEC 2012 [[electronic resource] ] : 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012, Proceedings / / edited by Marc Herrlich, Rainer Malaka, Maic Masuch
Edizione [1st ed. 2012.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2012
Descrizione fisica 1 online resource (XX, 611 p. 189 illus.)
Disciplina 790.20285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Personal computers
Education—Data processing
Multimedia systems 
User interfaces (Computer systems)
Computer graphics
Application software
Personal Computing
Computers and Education
Media Design
User Interfaces and Human Computer Interaction
Computer Graphics
Computer Appl. in Arts and Humanities
ISBN 3-642-33542-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto story telling -- serious games (learning and training) -- self and identity, interactive performance -- mixed reality and 3D worlds -- serious games (health and social) -- player experience -- tools and methods -- user interface -- demonstrations -- industry demonstration -- harnessing collective intelligence with games -- game development and model-driven software development -- mobile gaming, mobile life – interweaving the virtual and the real -- exploring the challenges of ethics, privacy and trust in serious gaming -- open source software for entertainment.
Record Nr. UNISA-996465313403316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2012
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Entertainment Computing - ICEC 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 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 2016 : 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 : 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
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Immersive Education : 4th European Summit, EiED 2014, Vienna, Austria, November 24-26, 2014, Revised Selected Papers / / edited by Martin Ebner, Kai Erenli, Rainer Malaka, Johanna Pirker, Aaron E. Walsh
Immersive Education : 4th European Summit, EiED 2014, Vienna, Austria, November 24-26, 2014, Revised Selected Papers / / edited by Martin Ebner, Kai Erenli, Rainer Malaka, Johanna Pirker, Aaron E. Walsh
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015
Descrizione fisica 1 online resource (XII, 137 p. 57 illus.)
Disciplina 370.285
Collana Communications in Computer and Information Science
Soggetto topico User interfaces (Computer systems)
Education—Data processing
Multimedia systems 
Optical data processing
User Interfaces and Human Computer Interaction
Computers and Education
Media Design
Computer Imaging, Vision, Pattern Recognition and Graphics
ISBN 3-319-22017-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910299228803321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Multi-disciplinary Trends in Artificial Intelligence [[electronic resource] ] : 12th International Conference, MIWAI 2018, Hanoi, Vietnam, November 18–20, 2018, Proceedings / / edited by Manasawee Kaenampornpan, Rainer Malaka, Duc Dung Nguyen, Nicolas Schwind
Multi-disciplinary Trends in Artificial Intelligence [[electronic resource] ] : 12th International Conference, MIWAI 2018, Hanoi, Vietnam, November 18–20, 2018, Proceedings / / edited by Manasawee Kaenampornpan, Rainer Malaka, Duc Dung Nguyen, Nicolas Schwind
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XV, 271 p. 106 illus., 73 illus. in color.)
Disciplina 006.3
Collana Lecture Notes in Artificial Intelligence
Soggetto topico Artificial intelligence
Computer communication systems
Special purpose computers
Optical data processing
Algorithms
Computers
Artificial Intelligence
Computer Communication Networks
Special Purpose and Application-Based Systems
Computer Imaging, Vision, Pattern Recognition and Graphics
Algorithm Analysis and Problem Complexity
Information Systems and Communication Service
ISBN 3-030-03014-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Artificial intelligence -- Natural language processing -- Knowledge representation and reasoning -- Planning and scheduling Computer vision -- Machine learning -- Modeling and simulation -- Distributed artificial intelligence.
Record Nr. UNISA-996466285403316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
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Multi-disciplinary Trends in Artificial Intelligence : 12th International Conference, MIWAI 2018, Hanoi, Vietnam, November 18–20, 2018, Proceedings / / edited by Manasawee Kaenampornpan, Rainer Malaka, Duc Dung Nguyen, Nicolas Schwind
Multi-disciplinary Trends in Artificial Intelligence : 12th International Conference, MIWAI 2018, Hanoi, Vietnam, November 18–20, 2018, Proceedings / / edited by Manasawee Kaenampornpan, Rainer Malaka, Duc Dung Nguyen, Nicolas Schwind
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Descrizione fisica 1 online resource (XV, 271 p. 106 illus., 73 illus. in color.)
Disciplina 006.3
Collana Lecture Notes in Artificial Intelligence
Soggetto topico Artificial intelligence
Computer communication systems
Special purpose computers
Optical data processing
Algorithms
Computers
Artificial Intelligence
Computer Communication Networks
Special Purpose and Application-Based Systems
Computer Imaging, Vision, Pattern Recognition and Graphics
Algorithm Analysis and Problem Complexity
Information Systems and Communication Service
ISBN 3-030-03014-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Artificial intelligence -- Natural language processing -- Knowledge representation and reasoning -- Planning and scheduling Computer vision -- Machine learning -- Modeling and simulation -- Distributed artificial intelligence.
Record Nr. UNINA-9910349393303321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui