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Entertainment Computing – ICEC 2022 : 21st IFIP TC 14 International Conference, ICEC 2022, Bremen, Germany, November 1–3, 2022, Proceedings / edited by Barbara Göbl, Erik van der Spek, Jannicke Baalsrud Hauge, Rod McCall.
SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online
View online- Format:
- Book
- Series:
- Lecture Notes in Computer Science, 1611-3349 ; 13477
- Language:
- English
- Subjects (All):
- Microcomputers.
- Personal Computing.
- Local Subjects:
- Personal Computing.
- Physical Description:
- 1 online resource (456 pages)
- Edition:
- 1st ed. 2022.
- Place of Publication:
- Cham : Springer International Publishing : Imprint: Springer, 2022.
- Summary:
- This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 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:
- Intro
- Preface
- Organization
- Contents
- Game Experience
- AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds
- 1 Introduction
- 2 Related Work
- 2.1 Cultural Affordances in Games
- 2.2 Theology and Gaming
- 2.3 Game Design Frameworks and Taxonomies
- 3 AstraVerse Framework
- 3.1 Mythological Derivation
- 3.2 Generative and Evaluative Steps
- 4 Applying the Framework on Hindu Mythology
- 4.1 Mythological Derivation [Step 1]: Establishing a Taxonomy on Mythological Hindu Characters and Mythical Objects
- 4.2 Generative Step [Step 2]: Facilitating the Creation of Characters from the Established Hindu Taxonomy
- 4.3 Constructed Outcomes from Generative Step
- 4.4 Creative Evaluation [Step 3(a)]: Evaluating the Creative Dimension of Workshop Outcomes
- 4.5 Cultural Evaluation [Step 3(b)]: Evaluating the Cultural Validity of Workshop Outcomes
- 5 Results and Discussion
- 6 Future Work and Conclusion
- References
- Comfortably Numb? Violent Video Games and Their Effects on Aggression, Mood, and Pain-Related Responses
- 1.1 Violent Video Games and Aggression Desensitization
- 1.2 Violent Video Games and Pain Desensitization
- 1.3 Hypotheses
- 2 Study 1
- 2.1 Methods
- 2.2 Results
- 2.3 Discussion
- 3 Study 2
- 3.1 Methods
- 3.2 Results
- 3.3 Discussion
- 4 Study 3
- 4.1 Methods
- 4.2 Results
- 4.3 Discussion
- 5 General Discussion
- Discovering the Motivational Constitution of `Playing Games for Fun'
- 2 Methods
- 3 Results
- 4 Concluding Statements
- Towards an Understanding of How Players Make Meaning from Post-Play Process Visualizations
- 3 Methodology
- 3.1 Interview Protocol
- 3.2 Data Analysis
- 4 Results
- 4.1 Sense-Making Methods.
- 5 Discussion and Implications
- 6 Limitations
- 7 Conclusion
- Entertainment Tools and Methods
- Plot Composition by Mapping Situation Calculus Schemas into Petri Net Representation
- 3 From Situation Calculus to Petri Net Models
- 3.1 The Basic Situation Calculus Model
- 3.2 Deriving a Petri Net from a Situation Calculus Model
- 4 Interactive Storytelling Application
- 4.1 System Architecture
- 4.2 Interactive Dramatization
- 5 Concluding Remarks
- Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-robot Interaction
- 3 Approach
- 3.1 Robot Avatar
- 3.2 Virtual Environment and Interaction Modes
- 3.3 Task of the Game
- 3.4 Robot Behavior
- 4 Evaluation
- 4.1 Method
- 4.2 Findings
- 5 Discussion
- 6 Conclusion
- OptimizingMARL: Developing Cooperative Game Environments Based on Multi-agent Reinforcement Learning
- 3 The Framework OptimizingMARL
- 3.1 Model the Multi-agent Learning Environment
- 3.2 Design Rewards and Distributing Knowledge
- 3.3 Create the Learning Environment
- 4 Experiments
- 4.1 Dungeon Escape Environment
- 4.2 Color Balls Environment
- 4.3 Wild World Environment
- 5 Conclusion
- Game Engine Comparative Anatomy
- 3.1 Overview
- 3.2 Engine Selection
- 3.3 Engine Compilation and Analysis
- 4 Godot's Call Graph
- 5 Urho3D's Call Graph
- 6 Comparing Godot and Urho3D
- 7 Discussion
- 8 Conclusion
- Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-surface Interaction
- 3 Materials and Methods
- 3.1 2D Visualization
- 3.2 AR Visualization.
- 4 Future Work and Limitations
- Player Behavior and Analysis
- Mental Wear and Tear: An Exploratory Study on Mental Fatigue in Video Games Using the Example of League of Legends
- 3 Study
- 3.1 Measures
- 3.2 Participants
- 6 Limitations and Future Work
- Difficulty Pacing Impact on Player Motivation
- 2 Difficulty and Motivation
- 3 Difficulty Curves
- 4 Experimentation
- 4.1 Hypotheses
- 4.2 Methodology
- 5 Results
- 6 Discussion
- Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Person Shooter
- 2.1 Audio Cues
- 2.2 GPR
- 3.1 Difficulty Recommendation
- 3.2 Difficulty Setting with GPR
- 4 Experiment and Result
- 5 Conclusions and Future Work
- Playstyles in Tetris: Beyond Player Skill, Score, and Competition
- 2 Background
- 3 Tetris and Our Variations
- 4 Method
- 6 Discussion and Limitations
- A Matter of Closeness: Player-Avatar Relationships as Degree of Including Avatars in the Self
- 2 Theoretical Approaches to Player-Avatar Relationships
- 2.1 Status Quo
- 2.2 The Inclusion-of-Other-In-The-Self Principle
- 2.3 PAR as Inclusion of the Avatar in the Self
- 3 Method
- 4.1 A Distance-Closeness Continuum
- 4.2 In-Depth Findings: Five Types of PARs and Related Experiences
- Serious Gameplay
- Through Troubled Waters: A Narrative Game for Anger Regulation
- 2 Game Design
- 2.1 Original Game: When Life Gives You Lemons (WLGYL)
- 2.2 Modified Game: Through Troubled Waters (TTW)
- 3 Method.
- 3.1 Measurements
- 3.2 Sampling and Experiment Procedure
- 3.3 Data Analysis
- 4.1 Quantitative Results
- 4.2 Qualitative Results
- Incorporating the Theory of Attention in Applied Game Design
- 2.1 Areas of Involvement
- 2.2 Balance and Rhythm
- 2.3 Attention in Applied Games
- 3 Implementation
- 3.1 Case 1: Virtual Reality (VR) Person-Centred Care (PCC)
- 3.2 Case 2: When Life Gives You Lemons (WLGYL)
- 3.3 The Lens of Attention
- 3.4 Design Discussions
- 4 Discussion
- Exergames in the GAME2AWE Platform with Dynamic Difficulty Adjustment
- 2 GAME2AWE Platform
- 2.1 Scope
- 2.2 Methodology
- 2.3 Example Games
- 3 Dynamic Difficulty Adjustment
- 3.1 Background
- 3.2 GAME2AWE Approach
- 3.3 Building the Fun Prediction Model
- 4 Conclusions
- Art and Entertainment
- Improvement of Deep Learning Technology to Create 3D Model of Fluid Art
- 2 Sound of Ikebana
- 3 3D Reconstruction of Sound of Ikebana
- 3.1 Phase only Correlation Method
- 3.2 GANs
- 3.3 Improvement of 3D Modeling for Sound of Ikebana
- 3.4 Results
- 4 Conclusion
- Method for Music Game Control Using Myoelectric Sensors
- 2 Music Game Control Optimization System
- 2.1 System Implementation
- 2.2 Sensing Devices for Measuring EMG
- 2.3 Evaluation of Muscle Fatigue
- 2.4 Music Game
- 3 Evaluation of the Proposed Method
- 3.1 Experimental Method
- 3.2 Experimental Results
- 4 Conclusion and Future Work
- Creation of Fluid Art "Sound of Ikebana" Under Microgravity Using Parabolic Flight
- 2 Related Works
- 3 Fluid Art "Sound of Ikebana"
- 3.1 Fluid Art
- 3.2 "Sound of Ikebana".
- 4 Microgravity Generation Method
- 4.1 Parabolic Flight
- 4.2 Free-Fall
- 5 Creation of Fluid Art Under Microgravity
- 5.1 Basic Methodology
- 5.2 Sound of Ikebana Creation Using Parabolic Flight
- 5.3 Sound of Ikebana Under the Parabolic Flight
- 5.4 Three-Dimensional Materialization of the Sound of Ikebana Under Microgravity
- Design Explorations of Interactive Point Cloud Based Virtual Environments Using Volumetric Capture and Visualisation Techniques
- 3 Development Pipeline
- 4 Prototype: Tilia x europaea
- 4.1 Point-Cloud Representation
- 4.2 Representation of Natural Processes
- 4.3 Interactions
- 4.4 Sound
- 4.5 Locomotion and Area Traversal
- 5 Evaluation
- 6 Conclusion and Future Work
- Game Communities
- Predicting Success Factors of Video Game Titles and Companies
- 3.1 Dataset and Processing
- 3.2 Prediction Outcomes
- 4 Validation
- 4.1 Measures
- 4.2 Procedure
- 4.3 Participants
- 5.1 General Findings
- 5.2 Survivability
- 5.3 Player Ratings
- 5.4 Return on Investment
- 6 Implications
- 7 Limitations and Future Work
- A Appendix
- A.1 Survivability
- A.2 Player Rating
- A.3 Sharpe Ratio (ROI)
- The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players
- 3 Design
- 4.1 Participants
- 4.3 Data Analysis
- 5.1 External Scoreboard
- 5.2 Internal Scoreboard
- 5.3 Direct Opponent
- 5.4 Last Teamfight
- 5.5 Webcams
- 5.6 Qualitative Feedback
- References.
- .26em plus .1em minus .1emA Reusable Methodology for Player Clustering Using Wasserstein Autoencoders.
- Notes:
- Includes bibliographical references and index.
- Other Format:
- Print version: Göbl, Barbara Entertainment Computing - ICEC 2022
- ISBN:
- 9783031202124
- 3031202120
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