Buch, Englisch, Band 13056, 542 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 838 g
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2¿5, 2021, Proceedings
Buch, Englisch, Band 13056, 542 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 838 g
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
ISBN: 978-3-030-89393-4
Verlag: Springer International Publishing
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Full research papers.- Comparison of Viewing Contents Using Large LED Display and Projector by Psychological Evaluation.- CS:Show - An Interactive Visual Analysis Tool for First-Person Shooter eSports Match Data.- Fun to Enhance Learning, Motivation, Self-efficacy and Intention to Play in DGBL.- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay & Arts-Based Techniques.- Cultural Emotion Games as Trajectory Learning in Southeast Asia.- A taxonomy of social roles for agents in games.- Kill or spare – Moral decision-making in video games.- Performative Virtual Scenes: A Dynamic VR Environment Design Approach.- A symbolic machine learning approach for cybersickness potential-cause estimation.- Fundamental Study of Color Combinations by Using Deuteranope-Simulation Filter for Controlling the Handicap of Color Vision Diversity in Video Games.- Social Gaming Patterns During a Pandemic Crisis: A Cross-Cultural Survey.- A Real-time Drum-wise Volume Visualization System for Learning Volume-Balanced Drum Performance.- Speech Recognition Game Interface to Increase Intimacy with Characters.- Game Development as a Serious Game with Live-Programming and Time-Travel Mechanics.- AI Game Agents based on Evolutionary Search and (Deep) Reinforcement Learning: a Practical Analysis with Flappy Bird.- Instruction Pictograms for Interactive Entertainment.- How Awe Affects Players’ Entertainment Experiences Over Six Weeks of Playing.- The Gilmorehill Mystery: A Location-based Game for Campus Exploration.- reco.mu: A Music Recommendation System Depending on Listerner’s Preference by Creating a Branching Playlist.- Towards Suitable Free-to-Play Games for Children.- Provenance in Gamified Business Systems.- Computational Narrative Blending Based on Planning.- Linkages between Gameplay Preferences and Fondness for Game Music.- That sound’s Juicy! Exploring Juicy Audio Effects in Video Games.- What is aGame Mechanic?.- A Method for Supporting Verbalization to Facilitate Observation in Illustration Copy-Drawing.- Works in Progress.- Optimization of first-person shooter game control using heart rate sensor.- Virtual Guia Fortress: a 3D-printed eXtended Reality Playset.- Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets.- Interaction toolkit for programming interactions with marker-based tangibles in Virtual Reality.- Sketch Recognition for Interactive Game Experiences Using Neural Network.- Basic Research on How to Apply Foundation Makeup Evenly on Your Own Face.- Identifying the impact of game music both within and beyond gameplay.- Investigating Impact of Augmented Reality on Game Design to Facilitate Learning Experiences in Logistics Operations using Immersive AR Interfaces.- Amnesia in the Atlantic: an AI Driven Serious Game on Marine Biodiversity.- A VR-based Serious Game Associated to EMG Signal Processing and Sensory Feedback for Upper Limb Prosthesis Training.- A Review on the Contribution of ClassDojo as Point System Gamification in Education.- Assessing the Support for Creativity of a Playground for Live Coding Machine Learning.- Safety Risks in Location-Based Augmented Reality Games.- Workshops.- Virtualization of Digital Location-based Experiences.- Artificial Intelligence and Entertainment Science Workshop: Towards Empathic Entertainment Technology.- Aesthetic Perspectives on Computational Media Design.- Workshop on Interactive Immersive Entertainment: VR/XR/AR in Digital Entertainment (WIIE).- Tutorials.- Cross-sector/discipline project planning for serious interactive digital narratives.- Interactive Entertainment / Experiential Works.- “The Woods” AR Game.- "Sentenced to Transportation: An iDoc for Australia's Convict Past.- Casa das Máquinas: an Artificial Dialogue of Portuguese Poetry.- Student Game and Interactive Entertainment Competition.- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay and Arts-Based Techniques.- An introduction to ChemiKami AR.- ¡Juéguelo!: An Interactive Compilation of Traditional Colombian Games Revised.-