Entertainment Computing – ICEC 2013 12th International Conference, ICEC 2013, São Paulo, Brazil, October 16-18, 2013. Proceedings /

This book constitutes the refereed proceedings of the 12th International Conference on Entertainment Computing, ICEC 2013, held in Sao Paulo, Brazil, in October 2013. The 13 full papers, 6 short papers, 11 posters presented were carefully reviewed and selected from 75 submissions. In addition to the...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Anacleto, Junia C. (Επιμελητής έκδοσης), Clua, Esteban W. G. (Επιμελητής έκδοσης), Silva, Flavio S. Correa da (Επιμελητής έκδοσης), Fels, Sidney (Επιμελητής έκδοσης), Yang, Hyun S. (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2013.
Σειρά:Lecture Notes in Computer Science, 8215
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes.- A New Chess Variant for Gaming AI
  • Systematic Review of Game Design Methods and Tools
  • Augmented Home: Integrating a Virtual World Game in a Physical Environment
  • Debunking Differences between Younger and Older Adults Using a Collaborative Virtual Environment
  • Exploring Opponent Formats: Game Mechanics for Computer-Supported Physical Games
  • Investigating the Role of Composition Conventions in Three-Move Mate Problems
  • Mappets: An Interactive Plugin for Transmedia Machinima on Unity3D.- Mobile Wars: A Mobile GPGPU Game
  • Step By Step: Design of an Interactive Pictorial Activity Game for Teaching Generalization Skills to Children with Autism
  • Technologically Mediated Intimate Communication: An Overview and Future Directions
  • 2D vs 3D Visualization and Social Networks Entertainment Games: A Human Factor Response Case Study
  • A Game Design Analytic System Based on Data Provenance.- Evaluation of Interaction Methods for a Real-Time Augmented Reality Game
  • Exercise My Game: Turning Off-The-Shelf Games into Exergames
  • How Do People Talk with a Virtual Philosopher: Log Analysis of a Real-World Application
  • Life-Like Animation System of Virtual Firefly Based on Animacy Perception
  • A Model-Driven Engineering Approach for Immersive Mixed-Reality Environments
  • A Technique to Improve Freehand Sketches of Multi-touch Interactions
  • An Artificial Emotional Agent-Based Architecture for Games Simulation
  • An Enriched Artifacts Activity for Supporting Creative Learning: Perspectives for Children with Impairments
  • Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research
  • Evaluating Paper Prototype for Tabletop Collaborative Game Applications
  • Initial Perceptions of a Touch-Based Tablet Handwriting Serious Game
  • Motivation-Based Game Design: A Framework for Evaluating Engagement Potential
  • Mubil: Creating an Immersive Experience of Old Books to Support Learning in a Museum-Archive Environment
  • Suspended Walking: A Physical Locomotion Interface for Virtual Reality
  • Usability Evaluation of an Application Designed for the Older Adults
  • Demonstrating Hundreds of AIs in One Scene
  • Educational: 3D Design for Mobile Augmented Reality
  • Moment of Memory
  • The Listening Walker: Interactive Sound Walk in a Virtual City
  • VOLTE.