Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings (Lecture Notes in Computer Science (9353))
معرفی کتاب «Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings (Lecture Notes in Computer Science (9353))» نوشتهٔ Konstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka (eds.)، منتشرشده توسط نشر Springer International Publishing : Imprint : Springer. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on 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. Front Matter....Pages - Front Matter....Pages 1-1 A Mobile Game Controller Adapted to the Gameplay and User’s Behavior Using Machine Learning....Pages 3-16 A Participatory Approach for Game Design to Support the Learning and Communication of Autistic Children....Pages 17-31 A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains....Pages 32-44 Adaptive Automated Storytelling Based on Audience Response....Pages 45-58 ADITHO – A Serious Game for Training and Evaluating Medical Ethics Skills....Pages 59-71 A Battle of Wit: Applying Computational Humour to Game Design....Pages 72-85 Advanced Dynamic Scripting for Fighting Game AI....Pages 86-99 Applied Games – In Search of a New Definition....Pages 100-111 Classification of Player Roles in the Team-Based Multi-player Game Dota 2....Pages 112-125 Design-Based Learning in Classrooms Using Playful Digital Toolkits....Pages 126-139 Embedding and Implementation of Quantum Computational Concepts in Digital Narratives....Pages 140-154 EmotionBike: A Study of Provoking Emotions in Cycling Exergames....Pages 155-168 Evaluating the Impact of Highly Immersive Technologies and Natural Interaction on Player Engagement and Flow Experience in Games....Pages 169-181 Evolutionary Changes of Pokemon Game: A Case Study with Focus On Catching Pokemon....Pages 182-194 Game-Based Interactive Campaign Using Motion-Sensing Technology....Pages 195-208 Gamification and Family Housework Applications....Pages 209-223 IdleWars: An Evaluation of a Pervasive Game to Promote Sustainable Behaviour in the Workplace....Pages 224-237 Interactive Digital Gameplay Can Lower Stress Hormone Levels in Home Alone Dogs — A Case for Animal Welfare Informatics....Pages 238-251 KINJIRO: Animatronics for Children’s Reading Aloud Training....Pages 252-260 Rogue-Like Games as a Playground for Artificial Intelligence – Evolutionary Approach....Pages 261-271 Front Matter....Pages 1-1 Software Architectures and the Creative Processes in Game Development....Pages 272-285 Storytelling Variants: The Case of Little Red Riding Hood....Pages 286-300 Tags You Don’t Forget: Gamified Tagging of Personal Images....Pages 301-314 The Design Process Continues....Pages 315-328 Three Apps for Shooting Sports: The Design, Development, and Deployment....Pages 329-342 Yasmine’s Adventures: An Interactive Urban Experience Exploring the Sociocultural Potential of Digital Entertainment....Pages 343-356 Front Matter....Pages 357-357 Asterodrome: Force-of-Gravity Simulations in an Interactive Media Theater....Pages 359-366 Exploring the Importance of “Making” in an Educational Game Design....Pages 367-374 Simple Games – Complex Emotions: Automated Affect Detection Using Physiological Signals....Pages 375-382 Studying an Author-Oriented Approach to Procedural Content Generation through Participatory Design....Pages 383-390 The Role of Embarrassment to Shape Public Interactions....Pages 391-398 Towards Smart City Learning: Contextualizing Geometry Learning with a Van Hiele Inspired Location-Aware Game....Pages 399-406 Front Matter....Pages 407-407 A Simultaneous, Multidisciplinary Development and Design Journey – Reflections on Prototyping....Pages 409-416 A Role-Switching Mechanic for Reflective Decision-Making Game....Pages 417-423 Adaptation to TV Delays Based on the User Behaviour towards a Cheating-Free Second Screen Entertainment....Pages 424-432 Exploring Deep Content in Physical Rehabilitation Games....Pages 433-438 Games, from Engaging to Understanding: A Perspective from a Museum of Computing Machinery....Pages 439-444 Interactive Painterly Rendering for Mobile Devices....Pages 445-450 Lessons from Practicing an Adapted Model Driven Approach in Game Development....Pages 451-456 Measuring Latency in Virtual Reality Systems....Pages 457-462 Front Matter....Pages 407-407 MindSpace: A Cognitive Behavioral Therapy Game for Treating Anxiety Disorders in Children....Pages 463-468 Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders....Pages 469-474 Serious Games: Is Your User Playing or Hunting?....Pages 475-481 Space for Seriousness?....Pages 482-489 Spheres of Play: Designing Games and Interfaces for Media Architectures....Pages 490-495 Supporting the Collaboration between Programmers and Designers Building Game AI....Pages 496-501 The Impact of Sensor Noise on Player Experience in Magic Window Augmented Reality Aiming Games....Pages 502-507 Towards a Framework for Gamification-Based Intervention Mapping in mHealth....Pages 508-513 Front Matter....Pages 515-515 [self.]: Realization / Art Installation / Artificial Intelligence: A Demonstration....Pages 517-522 Bridging Tangible and Virtual Interaction: Rapid Prototyping of a Gaming Idea....Pages 523-528 Can Interactive Art Installations Attract 15 Years Old Students to Coding?....Pages 529-532 Digital Art Application Development: A Project to Increase Motivation in Systems Development Courses for Bachelor Students in Computer Engineering....Pages 533-538 Pedal Tanks....Pages 539-544 The Vocal Range of Movies - Sonifying Gender Representation in Film....Pages 545-550 Front Matter....Pages 551-551 Workshop: AI and Creativity in Entertainment....Pages 553-555 Creating Video Content for Oculus Rift....Pages 556-559 Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media....Pages 560-565 Making as a Pathway to Foster Joyful Engagement and Creativity in Learning....Pages 566-570 Playful Experiences and Game Concepts for Multi-screen Environments....Pages 571-574 Quantum and Entertainment Computing....Pages 575-577 Front Matter....Pages 551-551 Tutorial: Service-Oriented Architecture (SOA) Development for Serious Games....Pages 578-580 Back Matter....Pages -
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