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Entertainment Computing ICEC 2021: 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 25, 2021, Proceedings 1st ed. 2021 [Minkštas viršelis]

  • Formatas: Paperback / softback, 542 pages, aukštis x plotis: 235x155 mm, weight: 848 g, 16 Illustrations, black and white; XV, 542 p. 16 illus., 1 Paperback / softback
  • Serija: Information Systems and Applications, incl. Internet/Web, and HCI 13056
  • Išleidimo metai: 01-Nov-2021
  • Leidėjas: Springer Nature Switzerland AG
  • ISBN-10: 3030893936
  • ISBN-13: 9783030893934
  • Formatas: Paperback / softback, 542 pages, aukštis x plotis: 235x155 mm, weight: 848 g, 16 Illustrations, black and white; XV, 542 p. 16 illus., 1 Paperback / softback
  • Serija: Information Systems and Applications, incl. Internet/Web, and HCI 13056
  • Išleidimo metai: 01-Nov-2021
  • Leidėjas: Springer Nature Switzerland AG
  • ISBN-10: 3030893936
  • ISBN-13: 9783030893934

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.


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 Listerners 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 sounds 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 Mįquinas: 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.-