ACE 2007 : proceedings of the International Conference on Advances in Computer Enterainment Technology, June 13th-15th, 2007, Salzburg, Austria |
Autore | Inakage Masa |
Pubbl/distr/stampa | [Place of publication not identified], : Association for Computing Machinery, 2007 |
Descrizione fisica | 1 online resource (324 p.;) |
Disciplina | 790.20285 |
Collana | ACM Conferences |
Soggetto topico |
Entertainment computing - Programming
Video games Engineering & Applied Sciences Computer Science |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti | ACE '07 |
Record Nr. | UNINA-9910376419303321 |
Inakage Masa
![]() |
||
[Place of publication not identified], : Association for Computing Machinery, 2007 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
ACE 2016 : proceedings of the 13th International Conference on Advances in Computer Entertainment Technology : 2016, 9-12 November, Osaka, Japan / / general chair, Itaru Kuramoto ; program chairs, Hideyuki Ando, Günter Wallner |
Pubbl/distr/stampa | New York : , : ACM, , 2016 |
Descrizione fisica | 1 online resource (373 pages) |
Disciplina | 790.20285 |
Collana | ACM International Conference Proceeding Series |
Soggetto topico |
Entertainment computing
Video games |
ISBN | 1-4503-4773-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Advances in Computer Entertainment 2016
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology |
Record Nr. | UNINA-9910376432003321 |
New York : , : ACM, , 2016 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Advances in Computer Entertainment [[electronic resource] ] : 9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012, Proceedings / / edited by Anton Nijholt, Teresa Romão, Dennis Reidsma |
Edizione | [1st ed. 2012.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2012 |
Descrizione fisica | 1 online resource (XXIV, 599 p. 337 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Application software
User interfaces (Computer systems) Optical data processing Algorithms Computer communication systems Artificial intelligence Information Systems Applications (incl. Internet) User Interfaces and Human Computer Interaction Computer Imaging, Vision, Pattern Recognition and Graphics Algorithm Analysis and Problem Complexity Computer Communication Networks Artificial Intelligence |
ISBN | 3-642-34292-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Applaud Having Fun: A Mobile Game to Cheer your Favourite Sports Team -- Paranga: An Interactive Flipbook -- Augmentation of Toothbrush by Modulating Sounds Resulting from Brushing -- Bathcratch: Touch and Sound-Based DJ Controller Implemented on a Bathtub -- Airstic Drum: a Drumstick for Integration of Real and Virtual Drums -- Enhancing level di_culty and additional content in platform videogames through graph analysis -- A System for Supporting Performers in Stu_ed Suits -- Socially Present Board Game Opponents -- Localizing Global Game Jam: Designing Game Development forCollaborative Learning in the Social Context Producing while Consuming: Social Interaction around Photos shared within Private Groups -- Extensible Sound Description in COLLADA: A Unique File for a Rich Sound Design -- An Automatic Race Track Generating System -- Light Perfume: Designing a Wearable Lighting and Olfactory Accessory for Empathic Interactions -- A Survey of Players Opinions on Interface Customization in World of Warcraft -- 53.090 virtual rusks = 510 real smiles - Using a fun exergame installation for advertising traditional food products -- Designing Playful Interactive Installations for Urban Environments The SwingScape Experience -- Flashback in Interactive Storytelling -- SanjigenJiten : Computer Assisted Language Learning System within a 3D Game Environment -- A caption presentation system for the hearing impaired people attending theatrical performances -- Emergent Gait Evolution of Quadruped Arti_cial Life -- Enjoying Text Input with Image-enabled IME -- Train Window of Container: Visual and Auditory Representation of Train Movement -- Pinch: An Interface that Relates Applications on Multiple Touch-Screen Devices by Pinching Gesture -- Exploring Playability of Social Network Games -- A Gesture Interface Game for Energy Consumption Awareness -- UBI, The Guardian Dragon: Your Virtual Sidekick -- Construction of a Prototyping Support System for Painted Musical Instruments -- Reex-based Navigation by Inducing Self-motion Perception with Head-Mounted Vection Display -- POPAPY: Instant Paper Craft Made Up in a Microwave Oven -- Games Bridging Cultural Communications -- Existential Waters: On Employing a Game Engine for Artistic Expression within a Theater Play, and on the Implications of this towards Existential Games -- Reframing Haute Couture Handcraftship: How to Preserve Artisans' Abilities with Gesture Recognition -- PURE FLOW: Gallery Installation and Mobile Application -- Juke Cylinder: Sound Image Augmentation to Metamorphose Hands into a Musical Instrument Puppet Theater System for Normal-Hearing and Hearing-Impaired People -- Creative Design Workshop: Exploring Value Propositions with Urban Nepalese Children -- DriveRS: An In-Car Persuasive System for Making Driving Safe and Fun -- When Away Applaud Anyway -- Making a toy educative using electronics -- Enhancing tactile imagination through sound and light -- Streaming DirectX-Based Games on Windows -- Autonomously Acquiring a Video Game Agents Behavior: Letting Players Feel Like Playing with a Human Player -- Chop Chop - A Sound Augmented Kitchen Prototype -- Time Telescopic Replay of Tactile Sensations -- Compact Ultrasound Device for Noncontact Interaction -- A Novel Approach for Constructing Emulator for Microsoft Kinect XBOX 360 Sensor in the .NET Platform -- Tap Till Tired Farm -- Pillow Fight 2.0: A Creative Use of Technology for Physical Interaction -- Immobile Haptic Interface Using Tendon Electrical Stimulation -- STRAVIGATION: a vibrotactile mobile navigation for exploration-like-sightseeing -- Earth Girl: A Multi-Cultural Game about Natural Disaster Prevention and Resilience -- PowerFood: Turns Fruit Eating into Fun and Makes Snacks Not Done -- City Pulse: Supporting Going-Out Activities with a Context-Aware Urban Display -- Physiological Signals Based Fatigue Prediction Model for Motion Sensing Games JECCO: A Creature-Like Tentacle Robot -- Yusabutter: A messaging tool that generates animated texts -- HomeTree an Art Inspired Mobile Eco-feedback Visualization -- Augmenting Trading Card Game: Playing against Virtual Characters used in Fictional Stories -- Changing Environmental Behaviors through Smartphone-based Augmented Experiences -- ona: Development of an interface that implements lifelike behaviors to a plant -- HOJI*HOJI: The hole-type interactive device for entertainment -- t-words: playing with sounds and creating narratives -- Semi-Transparent Augmented Reality System -- Awareness Support for Remote Music Performance -- GENIE: Photo-based Interface For Many Heterogeneous LED Lamps -- Disaster Experience Game in a Real World -- Entertainment Displays Which Restore Negative Images of Shopping Center -- Where Buddhism Encounters Entertainment Computing -- IUstream: Personal Live Streaming Support System with Automatic Collection and Real-time Recommendation of Topics. |
Record Nr. | UNISA-996465669703316 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2012 | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
Advances in Computer Entertainment Technology [[electronic resource] ] : 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings / / edited by Adrian David Cheok, Masahiko Inami, Teresa Romão |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XVI, 895 p. 374 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Application software
User interfaces (Computer systems) Optical data processing Computer organization Artificial intelligence Information Systems Applications (incl. Internet) User Interfaces and Human Computer Interaction Computer Imaging, Vision, Pattern Recognition and Graphics Computer Systems Organization and Communication Networks Artificial Intelligence |
ISBN | 3-319-76270-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Can Robots and Humans Make Babies Together? (Keynote Speech) -- Contents -- Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies -- Abstract -- 1 Introduction -- 2 Related Research -- 3 Accurate Real-Object Representations -- 3.1 Photogrammetry -- 3.2 3D Scanning -- 4 MR World Materialization -- 4.1 Real Object Registration to the MR World -- 4.2 Real-Time Hand Representation -- 4.3 Object Tracking Accuracy Issues -- 5 Conclusion and Future Work -- Acknowledgment -- References -- Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting -- 1 Introduction -- 2 Related Work -- 3 Our Concept of Supporting Motion Capture Acting -- 4 Prototype Description -- 5 User Tests -- 5.1 Procedure -- 5.2 Description of Acting Scenes -- 6 Evaluation Results -- 6.1 Card Sorting -- 6.2 Interviews -- 6.3 Technology and Usability Evaluation -- 6.4 Observation -- 7 Discussion and Conclusion -- 8 Future Work -- References -- Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience -- Abstract -- 1 Introduction -- 2 Related Work -- 3 MR Experience: "The Old Pharmacy" -- 4 Study: Navigation Styles in a MR Experience -- 4.1 Experimental Design -- 4.2 Demographics -- 4.3 Procedure and Measures -- 4.4 Data Analysis -- 4.5 Quantitative Data Results -- 4.6 Qualitative Data Results -- 5 Discussion -- 6 Conclusion and Future Work -- Acknowledgments -- References -- Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation -- 1 Introduction -- 2 Passive Haptics -- 2.1 Mixed Reality -- 2.2 Controls in Mixed Reality -- 3 Development of a Mixed Reality Application -- 3.1 Setting -- 3.2 Task -- 4 Evaluation -- 4.1 Participants -- 4.2 Results -- 5 Discussion -- References.
An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices -- Abstract -- 1 Introduction -- 2 Using Emotions in Video Games -- 3 Detecting Players Poses -- 4 Results and Discussion -- 5 Conclusion -- References -- Development and Evaluation of an Interactive Therapy Robot -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Internet Survey -- 3.1 Participants -- 3.2 Survey Items -- 3.3 Survey Results -- 4 Implementation -- 4.1 Interactive Functions -- 4.2 Design -- 4.3 System Configuration -- 5 Interview Evaluations of the Interactive Therapy Robot -- 5.1 Interview Style -- 5.2 Participants -- 5.3 Survey Procedure -- 5.4 Interview Results -- 6 Discussion -- 6.1 Target of the Interactive Therapy Robot -- 6.2 The Appearance of the Interactive Therapy Robot -- 6.3 Motions of the Interactive Therapy Robot While Listening and During Conversations -- 7 Conclusions -- 8 Future Work -- Acknowledgement -- Appendix -- References -- Lost Puppy: Towards a Playful Intervention for Wandering Dementia Patients -- 1 Introduction -- 2 Related Work -- 3 Addressing the Senses of People with Dementia -- 4 Context of the Exit -- 4.1 Interviews -- 5 Design of the Proposed Puppy Prototype -- 5.1 A Stuffed Animal -- 5.2 Location -- 5.3 Technical Implementation -- 6 Pilot Evaluation -- 7 Discussion -- 7.1 Improve the Setting, Sensors, Sounds, and Stimuli of the Puppy -- 7.2 Design for Dementia Insights: Towards Guidelines -- 8 Conclusion -- References -- A Dynamic Scenario by Remote Supervision: A Serious Game in the Museum with a Nao Robot -- 1 Introduction -- 2 Robots in Everyday Life -- 3 Playing with Nao in the Museum -- 3.1 First Approach: The Linear Programming of Nao -- 3.2 Modeling and Dynamic Supervision of the Game -- 4 A Dynamic Supervision Approach -- 4.1 Two-Layers Model -- 4.2 Example of the Model for the Robot in Museums. 4.3 Dynamic Supervision -- 5 Conclusion and Future Work -- References -- Hugvie as a Therapeutic Agent in the Improvement of Interaction Skills in Children with Developmenta ... -- Abstract -- 1 Introduction -- 2 The Study -- 3 Participants -- 4 Methodology -- 4.1 RQ1: How Would the Children Respond to Hugvie? -- 4.2 How Would Children Respond to Technology Embedded in Hugvie? -- 4.3 Is It just a Novelty Effect? -- 5 Observational Notes -- 6 Discussion -- 7 Future Work -- Acknowledgments -- References -- A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Design Process -- 4 Description of the Projects -- 5 Public Presentation and Preliminary Evaluation -- 6 Conclusions -- References -- A Tentative Assumption of Electroacoustic Music as an Enjoyable Music for Diverse People -- Abstract -- 1 Introduction -- 1.1 Workshop -- 1.2 Research on Emotions Evoked by Music -- 1.3 Moving Toward Integration -- 2 Workshop Methods -- 3 Scientifically and Academically Relevant Workshops -- 3.1 Activity 1: Measuring the Effects of the Workshop -- 3.2 Activity 2: Electroacoustic Listening Experiment -- 3.3 Activity 3: Music and Emotion (Symmetric Cognitive Bias) -- 3.4 Activity 4: Music and Its Complexity -- 4 Strategies Toward Funology -- 4.1 Activity Example 4 - Music and Its Complexity -- 4.2 Extension of Awareness and Recognition -- 4.3 Deconstruction of Belief -- 5 Conclusion -- Acknowledgments -- References -- Voice Animator: Automatic Lip-Synching in Limited Animation by Audio -- 1 Introduction -- 2 Related Work -- 2.1 Lip-Sync Animation -- 2.2 Stylized Cartoon Animation -- 2.3 Lip Motion Capture and Estimation -- 3 System Overview -- 3.1 Lip Motion Estimation -- 3.2 Animation Filtering -- 4 Results and Discussion -- 4.1 User Study A: Naturalness. 4.2 User Study B: Our Method Vs. Previous Methods -- 5 Implementation -- 6 Conclusions and Future Work -- References -- Polymorphic Cataloguing and Interactive 3D Visualization for Multiple Context of Digital Content: MoSaIC -- Abstract -- 1 Introduction -- 2 Polymorphic Cataloguing -- 2.1 Modeling of Relationships -- 2.2 Cataloguing Objects with Properties -- 3 Visualization of Catalogue -- 3.1 Polymorphic Topology View -- 3.2 Layer View -- 4 Experiments -- 4.1 Experiment System: MoSaIC -- 4.2 Experiments -- 4.3 Discussion -- 5 Conclusion -- Acknowledgments -- References -- Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games -- Abstract -- 1 Introduction -- 2 Background -- 2.1 Voice Communication in Games -- 2.2 Icebreakers to Facilitate Social Interaction -- 3 RET: A System to Study Icebreaking Tasks in Games -- 3.1 Gameplay -- 3.2 Integration of Icebreaking Tasks -- 4 Study: Exploring the Effects of Icebreaking Tasks in Multiplayer Games -- 4.1 Research Questions -- 4.2 Measures -- 4.3 Participants and Procedure -- 4.4 Quantitative Results -- 4.5 Data Analysis -- 4.6 Qualitative Results -- 5 Discussion -- 5.1 The Effects of Icebreaking Tasks on Player Experience -- 5.2 Adapting Icebreaking Tasks to Games -- 6 Limitations and Future Directions -- 7 Conclusion -- References -- Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research -- 1 Introduction -- 2 Background -- 3 The Game -- 3.1 Iterations and User Testing -- 4 Experiment Design -- 4.1 Measurements -- 4.2 Procedure -- 4.3 Data Processing -- 5 Results -- 6 Discussion -- 7 Conclusion -- References -- Player Adaptivity and Safety in Location-Based Games -- Abstract -- 1 Introduction -- 1.1 Location-Based Games -- 1.2 Adaptivity -- 1.3 Pervasive Exergames -- 2 Gathering Geo-Information -- 2.1 GeoStream. 3 Grappher - A Node-Based Editor for Pervasive Games -- 4 GhostChase - A Case Study -- 5 Adaptivity in GhostChase -- 6 Discussion -- 7 Conclusions and Future Work -- Acknowledgements -- References -- Dreadful Virtualities: A Comparative Case Study of Player Responsespg to a Horror Game in Virtualpg Reality and Flat Screen -- 1 Introduction -- 2 Theoretical Foundation -- 2.1 Horror -- 2.2 Embodied Emotions -- 2.3 Spatial Presence and Immersion -- 3 The Game -- 3.1 Design and Implementation -- 4 Pilot Test -- 5 Experiment Design -- 5.1 Equipment -- 5.2 Questionnaire and Interview Data -- 5.3 Game Metrics and Psycho-Physiological Measures -- 6 Procedure -- 7 Data Analysis and Results -- 7.1 Questionnaire -- 7.2 Interview -- 7.3 Sensor Measures and Game Metrics -- 8 Discussion -- 9 Conclusion -- References -- HapPull: Enhancement of Self-motion by Pulling Clothes -- Abstract -- 1 Introduction -- 2 Related Work -- 3 System -- 3.1 System Configuration -- 3.2 Sensation -- 4 Experiment -- 4.1 Methods -- 4.2 Results and Discussion -- 5 Conclusion -- Acknowledgements -- References -- Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation -- 1 Introduction -- 2 Productivity in Digital Exertion Games -- 3 Music Composition Through Physical Exercise -- 4 Design -- 4.1 Drawing Through Physical Exercise -- 5 Discussion -- 6 Future Work -- 7 Conclusion -- References -- Towards Player Adaptivity in Mobile Exergames -- Abstract -- 1 Introduction -- 2 Player Adaptivity -- 3 User Profiling -- 4 Exergames and Serious Games -- 5 Context-Aware Exergames -- 6 Estimating Player Effort -- 7 Grappher - A Node-Based Editor for Pervasive Games -- 8 User Study -- 8.1 GhostStand - A Mobile Virtual Reality Exergame -- 9 Experimental Setup -- 10 Conclusion -- Acknowledgements -- References. A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness. |
Record Nr. | UNISA-996465500703316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
Advances in Computer Entertainment Technology [[electronic resource] ] : 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings / / edited by Adrian David Cheok, Masahiko Inami, Teresa Romão |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XVI, 895 p. 374 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Application software
User interfaces (Computer systems) Optical data processing Computer organization Artificial intelligence Information Systems Applications (incl. Internet) User Interfaces and Human Computer Interaction Computer Imaging, Vision, Pattern Recognition and Graphics Computer Systems Organization and Communication Networks Artificial Intelligence |
ISBN | 3-319-76270-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Can Robots and Humans Make Babies Together? (Keynote Speech) -- Contents -- Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies -- Abstract -- 1 Introduction -- 2 Related Research -- 3 Accurate Real-Object Representations -- 3.1 Photogrammetry -- 3.2 3D Scanning -- 4 MR World Materialization -- 4.1 Real Object Registration to the MR World -- 4.2 Real-Time Hand Representation -- 4.3 Object Tracking Accuracy Issues -- 5 Conclusion and Future Work -- Acknowledgment -- References -- Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting -- 1 Introduction -- 2 Related Work -- 3 Our Concept of Supporting Motion Capture Acting -- 4 Prototype Description -- 5 User Tests -- 5.1 Procedure -- 5.2 Description of Acting Scenes -- 6 Evaluation Results -- 6.1 Card Sorting -- 6.2 Interviews -- 6.3 Technology and Usability Evaluation -- 6.4 Observation -- 7 Discussion and Conclusion -- 8 Future Work -- References -- Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience -- Abstract -- 1 Introduction -- 2 Related Work -- 3 MR Experience: "The Old Pharmacy" -- 4 Study: Navigation Styles in a MR Experience -- 4.1 Experimental Design -- 4.2 Demographics -- 4.3 Procedure and Measures -- 4.4 Data Analysis -- 4.5 Quantitative Data Results -- 4.6 Qualitative Data Results -- 5 Discussion -- 6 Conclusion and Future Work -- Acknowledgments -- References -- Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation -- 1 Introduction -- 2 Passive Haptics -- 2.1 Mixed Reality -- 2.2 Controls in Mixed Reality -- 3 Development of a Mixed Reality Application -- 3.1 Setting -- 3.2 Task -- 4 Evaluation -- 4.1 Participants -- 4.2 Results -- 5 Discussion -- References.
An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices -- Abstract -- 1 Introduction -- 2 Using Emotions in Video Games -- 3 Detecting Players Poses -- 4 Results and Discussion -- 5 Conclusion -- References -- Development and Evaluation of an Interactive Therapy Robot -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Internet Survey -- 3.1 Participants -- 3.2 Survey Items -- 3.3 Survey Results -- 4 Implementation -- 4.1 Interactive Functions -- 4.2 Design -- 4.3 System Configuration -- 5 Interview Evaluations of the Interactive Therapy Robot -- 5.1 Interview Style -- 5.2 Participants -- 5.3 Survey Procedure -- 5.4 Interview Results -- 6 Discussion -- 6.1 Target of the Interactive Therapy Robot -- 6.2 The Appearance of the Interactive Therapy Robot -- 6.3 Motions of the Interactive Therapy Robot While Listening and During Conversations -- 7 Conclusions -- 8 Future Work -- Acknowledgement -- Appendix -- References -- Lost Puppy: Towards a Playful Intervention for Wandering Dementia Patients -- 1 Introduction -- 2 Related Work -- 3 Addressing the Senses of People with Dementia -- 4 Context of the Exit -- 4.1 Interviews -- 5 Design of the Proposed Puppy Prototype -- 5.1 A Stuffed Animal -- 5.2 Location -- 5.3 Technical Implementation -- 6 Pilot Evaluation -- 7 Discussion -- 7.1 Improve the Setting, Sensors, Sounds, and Stimuli of the Puppy -- 7.2 Design for Dementia Insights: Towards Guidelines -- 8 Conclusion -- References -- A Dynamic Scenario by Remote Supervision: A Serious Game in the Museum with a Nao Robot -- 1 Introduction -- 2 Robots in Everyday Life -- 3 Playing with Nao in the Museum -- 3.1 First Approach: The Linear Programming of Nao -- 3.2 Modeling and Dynamic Supervision of the Game -- 4 A Dynamic Supervision Approach -- 4.1 Two-Layers Model -- 4.2 Example of the Model for the Robot in Museums. 4.3 Dynamic Supervision -- 5 Conclusion and Future Work -- References -- Hugvie as a Therapeutic Agent in the Improvement of Interaction Skills in Children with Developmenta ... -- Abstract -- 1 Introduction -- 2 The Study -- 3 Participants -- 4 Methodology -- 4.1 RQ1: How Would the Children Respond to Hugvie? -- 4.2 How Would Children Respond to Technology Embedded in Hugvie? -- 4.3 Is It just a Novelty Effect? -- 5 Observational Notes -- 6 Discussion -- 7 Future Work -- Acknowledgments -- References -- A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Design Process -- 4 Description of the Projects -- 5 Public Presentation and Preliminary Evaluation -- 6 Conclusions -- References -- A Tentative Assumption of Electroacoustic Music as an Enjoyable Music for Diverse People -- Abstract -- 1 Introduction -- 1.1 Workshop -- 1.2 Research on Emotions Evoked by Music -- 1.3 Moving Toward Integration -- 2 Workshop Methods -- 3 Scientifically and Academically Relevant Workshops -- 3.1 Activity 1: Measuring the Effects of the Workshop -- 3.2 Activity 2: Electroacoustic Listening Experiment -- 3.3 Activity 3: Music and Emotion (Symmetric Cognitive Bias) -- 3.4 Activity 4: Music and Its Complexity -- 4 Strategies Toward Funology -- 4.1 Activity Example 4 - Music and Its Complexity -- 4.2 Extension of Awareness and Recognition -- 4.3 Deconstruction of Belief -- 5 Conclusion -- Acknowledgments -- References -- Voice Animator: Automatic Lip-Synching in Limited Animation by Audio -- 1 Introduction -- 2 Related Work -- 2.1 Lip-Sync Animation -- 2.2 Stylized Cartoon Animation -- 2.3 Lip Motion Capture and Estimation -- 3 System Overview -- 3.1 Lip Motion Estimation -- 3.2 Animation Filtering -- 4 Results and Discussion -- 4.1 User Study A: Naturalness. 4.2 User Study B: Our Method Vs. Previous Methods -- 5 Implementation -- 6 Conclusions and Future Work -- References -- Polymorphic Cataloguing and Interactive 3D Visualization for Multiple Context of Digital Content: MoSaIC -- Abstract -- 1 Introduction -- 2 Polymorphic Cataloguing -- 2.1 Modeling of Relationships -- 2.2 Cataloguing Objects with Properties -- 3 Visualization of Catalogue -- 3.1 Polymorphic Topology View -- 3.2 Layer View -- 4 Experiments -- 4.1 Experiment System: MoSaIC -- 4.2 Experiments -- 4.3 Discussion -- 5 Conclusion -- Acknowledgments -- References -- Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games -- Abstract -- 1 Introduction -- 2 Background -- 2.1 Voice Communication in Games -- 2.2 Icebreakers to Facilitate Social Interaction -- 3 RET: A System to Study Icebreaking Tasks in Games -- 3.1 Gameplay -- 3.2 Integration of Icebreaking Tasks -- 4 Study: Exploring the Effects of Icebreaking Tasks in Multiplayer Games -- 4.1 Research Questions -- 4.2 Measures -- 4.3 Participants and Procedure -- 4.4 Quantitative Results -- 4.5 Data Analysis -- 4.6 Qualitative Results -- 5 Discussion -- 5.1 The Effects of Icebreaking Tasks on Player Experience -- 5.2 Adapting Icebreaking Tasks to Games -- 6 Limitations and Future Directions -- 7 Conclusion -- References -- Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research -- 1 Introduction -- 2 Background -- 3 The Game -- 3.1 Iterations and User Testing -- 4 Experiment Design -- 4.1 Measurements -- 4.2 Procedure -- 4.3 Data Processing -- 5 Results -- 6 Discussion -- 7 Conclusion -- References -- Player Adaptivity and Safety in Location-Based Games -- Abstract -- 1 Introduction -- 1.1 Location-Based Games -- 1.2 Adaptivity -- 1.3 Pervasive Exergames -- 2 Gathering Geo-Information -- 2.1 GeoStream. 3 Grappher - A Node-Based Editor for Pervasive Games -- 4 GhostChase - A Case Study -- 5 Adaptivity in GhostChase -- 6 Discussion -- 7 Conclusions and Future Work -- Acknowledgements -- References -- Dreadful Virtualities: A Comparative Case Study of Player Responsespg to a Horror Game in Virtualpg Reality and Flat Screen -- 1 Introduction -- 2 Theoretical Foundation -- 2.1 Horror -- 2.2 Embodied Emotions -- 2.3 Spatial Presence and Immersion -- 3 The Game -- 3.1 Design and Implementation -- 4 Pilot Test -- 5 Experiment Design -- 5.1 Equipment -- 5.2 Questionnaire and Interview Data -- 5.3 Game Metrics and Psycho-Physiological Measures -- 6 Procedure -- 7 Data Analysis and Results -- 7.1 Questionnaire -- 7.2 Interview -- 7.3 Sensor Measures and Game Metrics -- 8 Discussion -- 9 Conclusion -- References -- HapPull: Enhancement of Self-motion by Pulling Clothes -- Abstract -- 1 Introduction -- 2 Related Work -- 3 System -- 3.1 System Configuration -- 3.2 Sensation -- 4 Experiment -- 4.1 Methods -- 4.2 Results and Discussion -- 5 Conclusion -- Acknowledgements -- References -- Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation -- 1 Introduction -- 2 Productivity in Digital Exertion Games -- 3 Music Composition Through Physical Exercise -- 4 Design -- 4.1 Drawing Through Physical Exercise -- 5 Discussion -- 6 Future Work -- 7 Conclusion -- References -- Towards Player Adaptivity in Mobile Exergames -- Abstract -- 1 Introduction -- 2 Player Adaptivity -- 3 User Profiling -- 4 Exergames and Serious Games -- 5 Context-Aware Exergames -- 6 Estimating Player Effort -- 7 Grappher - A Node-Based Editor for Pervasive Games -- 8 User Study -- 8.1 GhostStand - A Mobile Virtual Reality Exergame -- 9 Experimental Setup -- 10 Conclusion -- Acknowledgements -- References. A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness. |
Record Nr. | UNINA-9910349459203321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Computers in entertainment : CIE |
Pubbl/distr/stampa | New York, : ACM Press, 2003- |
Disciplina | 790.20285 |
Soggetto topico | Entertainment computing |
Soggetto genere / forma | Periodicals. |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Periodico |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910142510803321 |
New York, : ACM Press, 2003- | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Computers in entertainment : CIE |
Pubbl/distr/stampa | New York, : ACM Press, 2003- |
Disciplina | 790.20285 |
Soggetto topico | Entertainment computing |
Soggetto genere / forma | Periodicals. |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Periodico |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996211761703316 |
New York, : ACM Press, 2003- | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
Engineering play [[electronic resource] ] : a cultural history of children's software / / Mizuko Ito |
Autore | Itō Mizuko |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, 2009 |
Descrizione fisica | 1 online resource (247 p.) |
Disciplina | 790.20285 |
Collana | The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning |
Soggetto topico |
Children's software - Development - United States - History
Computer-assisted instruction - United States Computers and children - United States Entertainment computing - United States |
Soggetto genere / forma | Electronic books. |
ISBN |
0-262-29155-X
1-282-69456-1 9786612694561 0-262-25891-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Series Foreword; Acknowledgments; 1 Introduction; 2 Academics; 3 Entertainment; 4 Construction; 5 Conclusion; Notes; References; Index |
Record Nr. | UNINA-9910455258903321 |
Itō Mizuko
![]() |
||
Cambridge, Mass., : MIT Press, 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Engineering play : a cultural history of children's software / / Mizuko Ito |
Autore | Itō Mizuko |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2009 |
Descrizione fisica | 1 online resource (247 p.) |
Disciplina | 790.20285 |
Collana | The John D. and Catherine T. MacArthur Foundation series on digital media and learning |
Soggetto topico |
Children's software - Development - United States - History
Computer-assisted instruction - United States Computers and children Entertainment computing - United States |
Soggetto non controllato |
EDUCATION/Digital Media & Learning
GAME STUDIES/Games in Education SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-29155-X
1-282-69456-1 9786612694561 0-262-25891-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Series Foreword; Acknowledgments; 1 Introduction; 2 Academics; 3 Entertainment; 4 Construction; 5 Conclusion; Notes; References; Index |
Record Nr. | UNINA-9910778539103321 |
Itō Mizuko
![]() |
||
Cambridge, Mass., : MIT Press, ©2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Engineering play : a cultural history of children's software / / Mizuko Ito |
Autore | Itō Mizuko |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2009 |
Descrizione fisica | 1 online resource (247 p.) |
Disciplina | 790.20285 |
Collana | The John D. and Catherine T. MacArthur Foundation series on digital media and learning |
Soggetto topico |
Children's software - Development - United States - History
Computer-assisted instruction - United States Computers and children Entertainment computing - United States |
Soggetto non controllato |
EDUCATION/Digital Media & Learning
GAME STUDIES/Games in Education SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-29155-X
1-282-69456-1 9786612694561 0-262-25891-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Contents; Series Foreword; Acknowledgments; 1 Introduction; 2 Academics; 3 Entertainment; 4 Construction; 5 Conclusion; Notes; References; Index |
Record Nr. | UNINA-9910821621003321 |
Itō Mizuko
![]() |
||
Cambridge, Mass., : MIT Press, ©2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|