Mader / Verhulst / Baalsrud-Hauge | Entertainment Computing – ICEC 2026 | Buch | 978-3-032-41831-9 | www.sack.de

Buch, Englisch, Format (B × H): 155 mm x 235 mm

Reihe: Lecture Notes in Computer Science

Mader / Verhulst / Baalsrud-Hauge

Entertainment Computing – ICEC 2026

25th IFIP TC 14 International Conference and IES, Paris, France, October 6-9, 2026, Proceedings
Erscheinungsjahr 2027
ISBN: 978-3-032-41831-9
Verlag: Springer

25th IFIP TC 14 International Conference and IES, Paris, France, October 6-9, 2026, Proceedings

Buch, Englisch, Format (B × H): 155 mm x 235 mm

Reihe: Lecture Notes in Computer Science

ISBN: 978-3-032-41831-9
Verlag: Springer


This book constitutes the refereed proceedings of the 25th IFIP International Conference on Entertainment Computing, ICEC 20256 held in Paris, France, during October 2026.

The 25 full papers and 6 short Interactive Entertainment Showcase papers included in this book were carefully reviewed and selected from a total of 133 submissions. They deal with recent and potential future developments in the field, focusing on topics such as Design and Analysis, Digital Art & Installations, XR Entertainment, Serious Games, Inclusivity of Gaming and Interactive Entertainment, Experiential Aspects in Entertainment, Computational Methodologies for Entertainment, etc. 

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Zielgruppe


Research

Weitere Infos & Material


.- Conference paper

.- A Factorial Ablation Study of Drives, Emotion, Personality, Culture, and Affective Systems in NPC Behavior.
.- Using a Semantic Graph for Video Game Authorship: a Proof of Concept.
.- An Unusual Day: Designing Emotional Interactive Stories in VR.
.- Talking to the Game: A Review of Natural Language Interaction in Video Games.
.- Influence Maximization in VTuber Collaboration Networks.
.- Introducing Automated Testing in Playcentric Game Design Education.
.- Software Engineering for Digital Game Development: A Tertiary Study.
.- Reading the Face, Hearing the Pause: Making LLM Avatars Legible in Public Spaces.
.- Design Principles of Exergames: the Silver Explorer Project.
.- A Comparative Performance Analysis of NPC Behavior Architectures for Crowd-Scale Pedestrians in Open-World Games.
.- Remote Autograph: Designing an In-the-Wild Fan Service Experience for VTuber Real-World Events.
.- Falling on Deaf Ears: A Human-AI Comparative Study on Spatial Audio Perception in Virtual Environment.
.- A Three-Dimensional Mixed Reality Feedback System for Supporting Basketball Shooting Skill Acquisition in Novice Players.
.- Understanding Microstreamers at Scale: Analysis of Channels and Introductions.
.- Combining VR and Chatbot-Based Training to Improve Metaphorical Understanding.
.- Multi-Agent LLM-Based Narrative Generation Through Archetypal Character Functions.
.- FUN: A Flow, Utility and Nostalgia Temporal Approach Applied in Fun Analysis.
.- Evaluating Hierarchical Planning in Multi-scale AI for Grand Strategy and 4X Games.
.- BlindPath: A Partially Observable LLM Navigation Benchmark.
.- Comparing LLM-Driven Pipelines for FPS Level Layout Generation: An Expert Evaluation.
.- Between Plot and World: Curated Openness in Large Open-World Role-Playing Games.
.- CRAVE: A Critic-Refined Affective Visual Novel Engine via Fine-Grained Affective Guidance.
.- The Impact of Virtual and Physical Fourth-Wall Breaks on Gameplay.
.- EMS-Assisted Finger Training for Improving Game Input Speed and Precision.
.- Chocolate-Covered Broccoli or Avocado? Designing an Inquiry-Based Science Educational Game for Biodiversity Conservation.

.- Interactive entertainment showcase

.- XR Cork Trainer: An Interactive XR Experience for Cork Quality Inspection.
.- The Lloyd’s Register Tangible VR Book: A Playful Mixed-Reality Interface for Exploring Maritime Heritage.
.- 12 Abroad ST. : Typography and words as a visual narrative tool : the contributions and benefits of ASCII Art in Video Games.
.- The Silver Explorer Prototype.
.- Soundgarden: Designing a Virtual Interactive Environment Through the Lens of Sound.
.- New Atlantis: An Integrated Immersive Suite for Cultural Mediation and Research-Creation — Metaverse Platform and CAVE Device.



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