Entertainment Computing - ICEC 2020 19th IFIP TC 14 International Conference, ICEC 2020, Xi'an, China, November 10-13, 2020, Proceedings. Information Systems and Applications, incl. Internet/Web, and HCI
معرفی کتاب «Entertainment Computing - ICEC 2020 19th IFIP TC 14 International Conference, ICEC 2020, Xi'an, China, November 10-13, 2020, Proceedings. Information Systems and Applications, incl. Internet/Web, and HCI» نوشتهٔ Nuno J. Nunes,Lizhuang Ma,Meili Wang,Nuno Correia,Zhigeng Pan (eds.)، منتشرشده توسط نشر Springer International Publishing AG در سال 2021. این کتاب در 5 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation. Preface Organization Contents Games Serious Violence: The Effects of Violent Elements in Serious Games 1 Introduction 2 Related Work 2.1 Video Games and Learning 2.2 Attraction to Violence 2.3 Violence in Video Games 2.4 Positive Effect of Violent Video Games 2.5 Violence and Short Term Memory Impairment 2.6 Video Game Narratives and Moral Disengagement 2.7 Anatomy Learning with Interactive Systems 3 Prototype Development 3.1 Game Design 3.2 Audiovisual Stimuli 3.3 Narratives 3.4 Classification of Violence in Video Games 3.5 Ethical Concerns 4 Study 4.1 Material 4.2 First Experiment: Audiovisuals 4.3 Second Experiment: Narratives 5 Result 5.1 Effect on Short-Term Memorization 5.2 Adverse Effect on Memorization from Violent Elements 5.3 Player Experience 5.4 Interviews 6 Discussion 6.1 Limitation 7 Conclusion and Future Work References Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security 1 Introduction 2 Related Work 2.1 Game-Based Learning for Security Topics 2.2 Supporting Information in Game-Based Learning 2.3 Infographics 3 Approach 3.1 Question Scenarios 3.2 Game Procedure 4 Evaluation 4.1 Participants 5 Results 6 Discussion and Limitations 7 Conclusion and Future Work References Automatic Generation of Game Levels Based on Controllable Wave Function Collapse Algorithm 1 Introduction 2 Related Work 2.1 Procedural Content Generation 2.2 Constraint Solving Algorithm 2.3 Wave Function Collapse Algorithm 3 Method 3.1 Automatic Rule System 3.2 Non-local Constraints 4 Experiments and Analysis 4.1 Comparison with the Original WFC Algorithm 4.2 Similarity to Human-Designed Levels 4.3 Real-Time Dynamic Level Generation 5 Conclusion and Future Work References VR-DLR: A Serious Game of Somatosensory Driving Applied to Limb Rehabilitation Training 1 Introduction 2 Related Work 2.1 Rehabilitation Training Based on Traditional Methods 2.2 Rehabilitation Training Based on Robot 2.3 Rehabilitation Training Based on Virtual Serious Games 3 Design and Implementation 3.1 Structure Design 3.2 Function Design 3.3 Game Modes and Display Methods 3.4 Development Tools 4 User Study and Analysis 4.1 Subject of Research 4.2 Method of Research 4.3 Analysis of User Data 5 Conclusion 6 Future Work References A Procedurally Generated World for a Zombie Survival Game 1 Introduction 2 Related Work 3 Implementation 3.1 Path Generation 3.2 Area Generation 3.3 Object Generation 3.4 Terrain Alphamaps and Heightmaps 3.5 Object Instantiation 3.6 Finalization 4 Evaluation and Discussion 4.1 Results and Discussion 5 Conclusion and Future Work References “Let’s Play a Game!” Serious Games for Arabic Children with Dictation Difficulties 1 Introduction and Motivation 2 Mega Challenger User Interface 2.1 Pronunciation of Arabic Letters 2.2 Learn How to Spell Words and Write Numbers 2.3 Learning Directions 3 “Mega Challenger” Game Design Principles 4 Methodology and Experimental Design 4.1 Sampling Procedure 4.2 Clinical Interview 4.3 Dictation Achievement Assessment 4.4 Test Conduction and Evaluation (Data Collection) 5 Results and Discussion 5.1 Usability Test Analysis 5.2 Data Analysis of Student’s Performance in the Pre-assessment and Post-assessment 6 Conclusions 7 Future Work 7.1 Improving the Interaction 7.2 Enhancing the Interface 7.3 Enhancing the User Centered Design References Provchastic: Understanding and Predicting Game Events Using Provenance 1 Introduction 2 Related Work 3 Provchastic 3.1 Provenance Unification 3.2 Stochastic Model Creation 3.3 Implementation 4 Case Study 5 Conclusion References Applying and Facilitating Serious Location-Based Games 1 Introduction and Background 2 Aspects of Serious Location-Based Games 2.1 Game Design 2.2 Didactical Design 2.3 Frameworks for Purposeful Integration of Content 2.4 Technical Constraints 2.5 Facilitation 3 Summary References The Braille Typist: A Serious Game Proposal for Braille Typewriter Training 1 Introduction 2 The Braille Emulator 3 The Braille Typist Game Proposal 4 Early Results of the Braille Typist 5 Conclusions and Future Work References Murder Mystery Game Setting Research Using Game Refinement Measurement 1 Introduction 2 Game Process of the MMG 3 Game Refinement Theory 4 Simulation 5 Conclusion References Finding Flow in Training Activities by Exploring Single-Agent Arcade Game Information Dynamics 1 Introduction 2 Related Works 3 Assessment Methodology 3.1 Game Refinement Theory 3.2 Game Refinement Measure for Target Games 3.3 Flow Theory and Force in Mind 4 Data and Analysis and Discussion 5 Conclusion References Players Perception of Loot Boxes 1 Introduction 2 Methodology 3 Analysis 4 Compromise Loot Boxes 5 Conclusions References Braillestick: A Game Control Proposal for Blind Users Based on the Braille Typewriter 1 Introduction 2 Related Work 3 Methodology 4 Obtained Results 5 Conclusions and Future Work References Virtual Reality and Augmented Reality Conquer Catharsis – A VR Environment for Anxiety Treatment of Children and Adolescents 1 Introduction 2 Virtual Reality in Psychology 2.1 Relaxation Therapy 3 Conquer Catharsis: An Immersive Relaxation Therapy Environment 3.1 Game Concept 3.2 Implementation 3.3 Game Design 3.4 Catharsis Island 4 User Study and Results 5 Conclusion References Virtual Reality Games for Stroke Rehabilitation: A Feasibility Study 1 Introduction 2 Related Work 3 Virtual Reality Based System for Stroke Rehabilitation 3.1 Development Method 3.2 Design Principles 3.3 Implementation 3.4 Games 4 Field Study 4.1 Setup and Procedure 4.2 Results and Discussion 5 Conclusion and Future Work References Interactive Simulation of DNA Structure for Mobile-Learning 1 Introduction 2 Simulation of Three-Dimensional DNA Structure 2.1 Double Helix Structure of DNA 2.2 Common Structure 3 Interactive Simulation for Mobile-Learning 3.1 Interactive Design for Mobile Device 3.2 Marker-Based Interactive Simulation 4 Prototype Development 4.1 System Structure and Function 4.2 Result 5 Discussion and Conclusions 5.1 Testing and Discussion 5.2 Conclusion References Augmented Reality Towards Facilitating Abstract Concepts Learning 1 Introduction 2 Related Work 2.1 Learning Framework 2.2 Augmented Reality 2.3 Tangible Interfaces 3 Methods 3.1 System Design 3.2 Participants Demographic and Data Collection 3.3 User Technology Access 3.4 User Study Protocol 4 Results 5 Discussion, Limitations and Future Work 6 Conclusion References Enhancing Whale Watching with Mobile Apps and Streaming Passive Acoustics 1 Introduction 1.1 Digital Entertainment for Nature Conservation 1.2 Enhancing the Whale Watching Experience 1.3 Research Questions 2 Related Work 2.1 Sensing and Engaging Nature 2.2 Digital Entertainment and Nature 2.3 Whale Watching and Ecotourism 3 System Description 3.1 Sensing Hardware and Mobile Application 3.2 Tasks Performed by Whale Watchers 4 Evaluation 4.1 Data Collection 4.2 Data Analysis 5 Conclusions References Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare 1 Introduction 2 Related Work 2.1 Transmedia for Social Change 2.2 XR for Social Change 3 Tell a Tail Transmedia 3.1 Tell a Tail Augmented Reality Comic Book 3.2 Tell a Tail Immersive Documentary 4 Tell a Tail Comic AR Pilot Evaluation 5 Tell a Tail 360 Pilot Evaluation 6 Discussion 7 Future Work and Conclusion References Survival on Mars - A VR Experience 1 Introduction 2 Related Work 3 Conditions on Mars 4 Survival on Mars - A VR Experience 4.1 Main Story Line 4.2 Description of Scenes 4.3 Gameplay and Mechanics 4.4 Missions and Challenges 5 Evaluation and Discussion 6 Conclusions and Future Work References Tangible Multi-card Projector-Based Interaction with Physics 1 Introduction 2 Related Work 3 Method 3.1 Hardware 3.2 Tracking and Locating of Cards 3.3 Aligned Projection 3.4 Physical Simulation 3.5 Storyboard 4 Experiment 4.1 Shooting Game 4.2 Passing Game 5 Conclusion References Co-sound: An Interactive Medium with WebAR and Spatial Synchronization 1 Introduction 2 Related work 3 Co-sound 3.1 Design 3.2 Implementation 4 Evaluation and Discussion 4.1 Performance Evaluation 4.2 Subjective Evaluation 5 Conclusion References A Memory Game Proposal for Facial Expressions Recognition in Health Therapies 1 Introduction 2 Related Work 3 Methodology 4 Results and Discussion 5 Conclusions and Future Work References Augmented Reality Media for Experiencing Worship Culture in Japanese Shrines 1 Introduction 2 Preliminary Surveys 3 Media Composition 3.1 Scroll Painting on Which Images Are Projected 3.2 Information on Enshrined Deities 3.3 Manners for Rinsing Hands and Worship 3.4 System Implementation Method 4 User Study in Shrine 4.1 Effects of Proposed Media 4.2 Compatibility with Spaces for Installation 4.3 Acceptability of Multigeneration Worshippers 5 Summary and Future Development Reference Customer Service Training VR Game System Using a Multimodal Conversational Agent 1 Introduction 2 Overview of Customer Service Training System 3 Airport Ground Staff Scenarios 4 Preliminary User Study 5 Conclusion References Artificial Intelligence Procedural Creation of Behavior Trees for NPCs 1 Introduction 2 Related Works 3 Game Mechanics 4 Logic 5 Methodology 5.1 Generation of a New Tree (No Draw) 5.2 Generation of a New Tree (Draw) 5.3 In-between Matches 6 Results 7 Analysis of Trees 7.1 Analysis of Superior Trees (100 Rounds) 7.2 Analysis of Superior Trees (500 Turns) 7.3 Analysis of Superior Trees (1000 Rounds) 8 Conclusion References Developing Japanese Ikebana as a Digital Painting Tool via AI 1 Introduction 2 The Art of Ikebana 3 CycleGAN 4 Experiments 5 Results and Discussion 5.1 A - B1 Transformation 5.2 A - B2 Transformation 5.3 A - B3 Transformation 5.4 Other Results 6 Conclusion References Learning of Art Style Using AI and Its Evaluation Based on Psychological Experiments 1 Introduction 2 Related Works 3 Fluid Art “Sound of Ikebana” 4 Framework of This Research 5 Learning of Various Art Style and Transformation of Art Style 6 Evaluation of Obtained Results Based on Psychological Experiment 6.1 Psychological Experiment 6.2 Analysis 6.3 Consideration 7 Conclusion References Deep Learning-Based Segmentation of Key Objects of Transmission Lines 1 Introduction 2 Proposed Scheme 2.1 Establishment of Data Set 2.2 Simplification of Network Structure 2.3 Selection of Accurate Anchor 3 Experiments 4 Conclusion References Classification of Chinese and Western Painting Images Based on Brushstrokes Feature 1 Introduction 2 Related Works 3 Characteristics of Chinese and Western Paintings 4 Brushstrokes Feature Extraction Methods 4.1 Image Preprocessing 4.2 Morphological Operations 5 The Proposed Method 5.1 CNN Model 5.2 Support Vector Machine Classification 6 Experiment and Result Analysis 6.1 Datasets 6.2 Classification Results 6.3 Discussion 7 Conclusion References Role and Value of Character Design of Social Robots 1 Introduction 2 Background 3 Peculiarities in Character Design Concerning Intelligent Symbiotic Artificial Devices 4 Research Methods 5 Characteristics of the Robots to Be Studied 6 Characteristics of the Robots to Be Studied 6.1 Shape 6.2 Color 6.3 Motion 6.4 Tone of Voice 6.5 Sound 6.6 Dialogue (Tone of Voice) 6.7 Behavior 7 Considerations 8 Concluding Remarks References Edutainment and Art Clas-Maze: An Edutainment Tool Combining Tangible Programming and Living Knowledge 1 Introduction 2 Related Work 2.1 Children’s Programming Education 2.2 Cultivate Children’s Garbage Classification 2.3 Summary of Related Work 3 Clas-Maze Description 4 User Study 4.1 Goals of Study 4.2 Participants and Environment 4.3 Experimental Design 4.4 Data Acquisition 4.5 Video Data Coding and Quantization 5 Result Analysis 6 Limitation and Discussion 7 Conclusion and Future Work References To Binge or not to Binge: Viewers’ Moods and Behaviors During the Consumption of Subscribed Video Streaming 1 Introduction 2 Related Work 3 In the Wild Study 3.1 Participants and Procedure 3.2 Study Results 4 Discussion 5 Conclusions References Psychological Evaluation for Images/Videos Displayed Using Large LED Display and Projector 1 Introduction 2 Method 2.1 Experimental Conditions 2.2 Experimental Procedure 3 Results and Discussion 3.1 Means and Standard Deviations 3.2 Consideration on Scores of Each Evaluation Item 4 Conclusion References To Borrow Arrows with Thatched Boats: An Educational Game for Early Years Under the Background of Chinese Three Kingdoms Culture 1 Introduction 2 Related Work 3 System Design 4 Implementation 5 Experiment and Discussion 6 Conclusion References João em Foco: A Learning Object About the Dyslexia Disorder 1 Introduction 2 Dyslexia: Concept, Diagnostics and Treatment 3 Related Work 4 Development 4.1 João em Foco Operation 4.2 Validation Process 5 Final Considerations References 3D Modeling 3D Modeling and 3D Materialization of Fluid Art that Occurs in Very Short Time 1 Introduction 2 Fluid Art 2.1 Fluid Dynamics and Fluid Art 2.2 Generation of Fluid Art 2.3 What Is Japanese Beauty? 2.4 3D Modeling of Sound of Ikebana and Its Application 3 Related Research on 3D Reconstruction 4 Generation of 3D Model of Fluid Art 4.1 Basic Concept and Method 4.2 Camera Settings 4.3 Three-Dimensional Shape Reconstruction by Phase-Only Correlation Method 4.4 The 3D Materialization of Fluid Art 5 Conclusion References A 3D Flower Modeling Method Based on a Single Image 1 Introduction 2 Flower Dataset 2.1 Flower Model Preprocessing 2.2 Panda3D Rendering Flower Model 2.3 Distinction of Flower Dataset 3 Generate Flower RGBD Images Based on MVF3D 3.1 MVF3D Architecture 3.2 Experimental Results 4 3D Reconstruction Based on RGBD Images of Flowers 4.1 Flower RGB Image Feature Extraction and Matching Method 4.2 Flower Point Cloud Registration Method 4.3 Flower Meshing Method 5 Conclusions and Future Works References Dynamic 3D Scanning Based on Optical Tracking 1 Introduction 2 Methodology 2.1 Overall System Description 2.2 Monocular Optical Tracking System 3 Experimental Results 3.1 Error Assessment 3.2 Point Cloud Details 4 Conclusion and Outlook References Animation Body2Particles: Designing Particle Systems Using Body Gestures 1 Introduction 2 Related Work 3 System Configuration 3.1 Body Tracking 3.2 Firework Animation 4 User Interface Design 4.1 Preliminary Study 4.2 Parameter Mapping 4.3 Gesture Control 5 User Study 6 Results 7 Conclusion References Discussion on the Art of Embryonic Form of Computer Animation—the Peepshow 1 Retrospect of Regional Cultural Exchanges Under Specific Historical Conditions 1.1 The Origin of Peepshow 1.2 The Peepshow Is the Predecessor of Computer Animation Media 2 The Peep Show Is an Art Form of Media and Advertisement 2.1 Concept and Types of Media 2.2 The Peep Show Is the Predecessor of Animation Film Media 2.3 The Toyo-Flavored Peep Show “Kamishibai” 3 Contribution and Innovation References Author Index
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