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Fun and Games : Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings / edited by Panos Markopoulos, Wijnand IJsselsteijn, Duncan Rowland.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Contributor:
Markopoulos, P. (Panos), editor.
IJsselsteijn, W. A. (Wijnand A.), editor.
Rowland, Duncan, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
LNCS sublibrary. Programming and software engineering ; SL 2, 5294.
Programming and Software Engineering ; 5294
Language:
English
Subjects (All):
User interfaces (Computer systems).
Computer engineering.
Application software.
Multimedia systems.
Artificial intelligence.
Computers and civilization.
User Interfaces and Human Computer Interaction.
Computer Engineering.
Information Systems Applications (incl. Internet).
Multimedia Information Systems.
Artificial Intelligence.
Computers and Society.
Local Subjects:
User Interfaces and Human Computer Interaction.
Computer Engineering.
Information Systems Applications (incl. Internet).
Multimedia Information Systems.
Artificial Intelligence.
Computers and Society.
Physical Description:
1 online resource (XII, 203 pages).
Edition:
First edition 2008.
Contained In:
Springer eBooks
Place of Publication:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2008.
System Details:
text file PDF
Summary:
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, et cetera 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.
Contents:
Keynotes
Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction
Hypercomputation, Unconsciousness and Entertainment Technology
Focus on Innovation
Pervasive Mobile Games - A New Mindset for Players and Developers
EyeMote - Towards Context-Aware Gaming Using Eye Movements Recorded from Wearable Electrooculography
The Audio Adventurer: Design of a Portable Audio Adventure Game
Building RFID-Based Augmented Dice with Perfect Recognition Rates
Aseba-Challenge: An Open-Source Multiplayer Introduction to Mobile Robots Programming
Test-Bed for Multimodal Games on Mobile Devices
Affect and Gaming
Dynamic Game Balancing by Recognizing Affect
Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
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
Think Aloud during fMRI: Neuronal Correlates of Subjective Experience in Video Games
Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game
Log Who's Playing: Psychophysiological Game Analysis Made Easy through Event Logging
Fun n'Games for Young and Old
Acting Your Age in Second Life
Developing an Adaptive Memory Game for Seniors
A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy
A Music Educational Entertainment Environment for Preschoolers.
Other Format:
Printed edition:
ISBN:
978-3-540-88322-7
9783540883227
Access Restriction:
Restricted for use by site license.

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