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Entertainment Computing - ICEC 2021 : 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2-5, 2021, Proceedings / edited by Jannicke Baalsrud Hauge, Jorge C. S. Cardoso, Licínio Roque, Pedro A. Gonzalez-Calero.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Baalsrud Hauge, Jannicke, Editor.
C. S. Cardoso, Jorge., Editor.
Roque, Licínio., Editor.
González Calero, Pedro A., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 13056
Information Systems and Applications, incl. Internet/Web, and HCI ; 13056
Language:
English
Subjects (All):
Microcomputers.
User interfaces (Computer systems).
Human-computer interaction.
Artificial intelligence.
Computer vision.
Application software.
Personal Computing.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computer Vision.
Computer and Information Systems Applications.
Local Subjects:
Personal Computing.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computer Vision.
Computer and Information Systems Applications.
Physical Description:
1 online resource (XV, 542 pages) : 16 illustrations
Edition:
1st ed. 2021.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2021.
System Details:
text file PDF
Summary:
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.
Contents:
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 and 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 a Game 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
An introduction to ChemiKami AR
¡Juéguelo!: An Interactive Compilation of Traditional Colombian Games Revised.-.
Other Format:
Printed edition:
ISBN:
978-3-030-89394-1
9783030893941
Access Restriction:
Restricted for use by site license.

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