Fun And Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008 : Proceedings Fun And Games 2008 Fun N' Games
معرفی کتاب «Fun And Games: Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008 : Proceedings Fun And Games 2008 Fun N' Games» نوشتهٔ Roderick Murray-Smith, Steven Strachan (auth.), Panos Markopoulos, Boris de Ruyter, Wijnand IJsselsteijn, Duncan Rowland (eds.)، منتشرشده توسط نشر Springer-Verlag Berlin Heidelberg. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed proceedings of the Second International Conference on Fun and Games, held in Eindhoven, The Netherlands, in October 2008. The 17 revised full papers, presented together with 2 invited talks were carefully reviewed and selected from a total of 36 submissions. The papers encompass the study of computer games, game development and experiences by researchers from social sciences, computing, electrical engineering, design, etc. Main focus is given to topics such as tightly-coupled embodied control of movement-sensitive mobile devices, hypercomputation and cultural computing, emerging gaming paradigms, concepts and platforms to support gaming, affective aspects of gaming, and finally to the notion of serious games to help provide cognitive or physiological training. Rotational dynamics for design of bidirectional feedback during manual interaction -- Roderick Murray-Smith and -- Steven Strachan Hypercomputation, unconsciousness and entertainment technology -- Matthias Rauterberg Pervasive mobile games--a new mindset for players and developers -- Hannu Korhonen, -- Hannamari Saarenpää and -- Janne Paavilainen EyeMote--towards context-aware gaming using eye movements recorded from wearable electrooculography -- Andreas Bulling, -- Daniel Roggen and -- Gerhard Tröster The audio adventurer: design of a portable audio adventure game -- Philip Mendels and -- Joep Frens Building RFID-based augmented dice with perfect recognition rates -- Steve Hinske,-- Marc Langheinrich and-- Yves Alter. ASEBA -Challenge: an open-source multiplayer introduction to mobile robots programming -- Stéphane Magnenat, -- Basilio Noris and -- Francesco Mondada Test-bed for multimodal games on mobile devices -- Marcello Coiana ... [et al.] Dynamic game balancing by recognizing affect -- Tim J. W. Tijs, -- Dirk Brokken and -- Wijnand A. IJsselsteijn Alone or together: exploring the effect of physical co-presence on the emotional expressions of game playing children across cultures -- Suleman Shahid, -- Emiel Krahmer and -- Marc Swerts Shared fun Is doubled fun: player enjoyment as a function of social setting -- Brian J. Gajadhar, -- Yvonne A.W. de Kort and -- Wijnand A. IJsselsteijn The unlikeability of a cuddly toy Interface: an experimental study of preschoolers' likeability and usability of a 3D game played with a cuddly toy versus a keyboard -- tVero Vanden Abeele, -- Bieke Zaman and -- Mariek Vanden Abeele Think aloud during fMRI: neuronal correlates of subjective experience in video games -- Martin Klasen ... [et al.]. Engagement and EMG in serious gaming: experimenting with sound and dynamics in the levee patroller training game -- Ellen Lisette Schuurink, -- Joske Houtkamp and -- Alexander Toet Log who's playing: psychophysiological game analysis made easy through event logging -- Lennart Nacke, -- Craig Lindley and -- Sophie Stellmach Acting your age in Second life -- Darren J. Reed and -- Geraldine Fitzpatrick Developing an adaptive memory game for seniors -- Elly Zwartkruis-Pelgrim and -- Boris de Ruyter A tangible tabletop game supporting therapy of children with cerebral -- Palsy Ying Li, -- Willem Fontijn and -- Panos Markopoulos A music educational entertainment environment for preschoolers -- Lisette Jansen,-- Betsy van Dijk and-- José Retra. Front Matter....Pages - Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction....Pages 1-10 Hypercomputation, Unconsciousness and Entertainment Technology....Pages 11-20 Pervasive Mobile Games – A New Mindset for Players and Developers....Pages 21-32 EyeMote – Towards Context-Aware Gaming Using Eye Movements Recorded from Wearable Electrooculography....Pages 33-45 The Audio Adventurer: Design of a Portable Audio Adventure Game....Pages 46-58 Building RFID-Based Augmented Dice with Perfect Recognition Rates....Pages 59-64 Aseba -Challenge: An Open-Source Multiplayer Introduction to Mobile Robots Programming....Pages 65-74 Test-Bed for Multimodal Games on Mobile Devices....Pages 75-87 Dynamic Game Balancing by Recognizing Affect....Pages 88-93 Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures....Pages 94-105 Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting....Pages 106-117 The Unlikeability of a Cuddly Toy Interface: An Experimental Study of Preschoolers’ Likeability and Usability of a 3D Game Played with a Cuddly Toy Versus a Keyboard....Pages 118-131 Think Aloud during fMRI: Neuronal Correlates of Subjective Experience in Video Games....Pages 132-138 Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game....Pages 139-149 Log Who’s Playing: Psychophysiological Game Analysis Made Easy through Event Logging....Pages 150-157 Acting Your Age in Second Life....Pages 158-169 Developing an Adaptive Memory Game for Seniors....Pages 170-181 A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy....Pages 182-193 A Music Educational Entertainment Environment for Preschoolers....Pages 194-202 Back Matter....Pages - The Use Of Computing Technology For Entertainment Purposes Is Not A Recent P- Nomenon. Video Game Consoles, Home Computers And Other Entertainment Media Have Been Used Widely For More Than Three Decades, And People Of All Ages Are Spe- Ing An Increasing Amount Of Time And Money On These Technologies. More Recent Is The Rise Of A Vibrant Research Community Focusing On Gaming And Entertainment Applications. Driven By The Growth And The Coming Of Age Of The G- Ing Industry, And By Its Increasing Recognition In The Media And The Minds Of The Broader Public, The Study Of Computer Games, Game Development And Experiences Is Attracting The Interest Of Researchers From Very Diverse Fields: Social Sciences, Comp- Ing, Electrical Engineering, Design, Etc. Research Of This Kind Looks To Extend The Boundaries Of Gaming Technologies. In A Relentless Drive For Innovation, It Looks To Create And Understand An Ever Increasing Range Of Experiences, And Examine How Games Can Provide Value For Educational, Therapeutic And Other ‘serious’ Purposes. These Themes Were Reflected In The Call For Participation And Eventually The Papers Accepted For Presentation. The Fun N’ Games Conference Was The Second Event Of A Bi-annual Series Of C- Ferences. The First Event Of The Series Was Held In Preston In 2006 Organized By The University Of Central Lancashire. Following The Success Of This Event It Was Decided To Run A Follow Up. "This book constitutes the refereed proceedings of the Second International Conference on Fun and Games, held in Eindhoven, The Netherlands, in October 2008." "The 17 revised full papers, presented together with 2 invited talks were carefully reviewed and selected from a total of 36 submissions. The papers encompass the study of computer games, game development and experiences by researchers from social sciences, computing, electrical engineering, design, etc. Main focus is given to topics such as tightly-coupled embodied control of movement-sensitive mobile devices, hypercomputation and cultural computing, emerging gaming paradigms, concepts and platforms to support gaming, affective aspects of gaming, and finally to the notion of serious games to help provide cognitive or physiological training."--Jacket
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