Baalsrud Hauge / Gonzalez-Calero / C. S. Cardoso | Entertainment Computing ¿ ICEC 2021 | Buch | 978-3-030-89393-4 | sack.de

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

Baalsrud Hauge / Gonzalez-Calero / C. S. Cardoso

Entertainment Computing ¿ ICEC 2021

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


This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Baalsrud Hauge / Gonzalez-Calero / C. S. Cardoso Entertainment Computing ¿ ICEC 2021 jetzt bestellen!

Zielgruppe


Research

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.-


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