
Entertainment Computing - ICEC 2011
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
More details
Other editions
Additional editions

Content
- Intro
- Title page
- Preface
- Conference Organization
- Table of Contents
- Story
- Draw Your Own Story: Paper and Pencil Interactive Storytelling
- Introduction
- Related Work
- Paper and Pencil Interactive Storytelling
- Story Planner
- Hand-Drawn Sketches Recognition
- Augmented Reality Dramatization
- Application and Evaluation
- Technical Evaluation
- User Evaluation
- Conclusion
- References
- The Experience of Interactive Storytelling: Comparing "Fahrenheit" with "Façade"
- Introduction
- Conceptual Background: Mixing Interactivity and Narrative
- Research Design
- Results
- Discussion
- References
- Emotion-Driven Interactive Digital Storytelling
- Introduction
- Emotion-Driven Interactive Digital Storytelling
- Cognitive-Motivational-Emotive Theory
- Emotion-Driven Interactive Digital Storytelling
- Evaluating Emotion-Driven Interactive Digital Storytelling
- Method
- Materials
- Participants and Procedure
- Results
- Discussion and Future Work
- References
- Verification of Temporal Constraints in Continuous Time on Nondeterministic Stories
- Introduction
- A Logic for Nondeterministic Continuous Events
- Verification of Properties
- Concluding Remarks
- References
- Active Games
- GrabApple: The Design of a Casual Exergame
- Introduction
- Defining Casual Exergames
- Casual Games
- Exergames
- Casual Exergames
- GrabApple: A Casual Exergame
- Game Concept
- Game Implementation
- Preliminary Study
- Participants
- Apparatus
- Procedure
- Results
- Efficacy of Exercise of GrabApple
- Exergame vs. Mouse-Based Game
- Discussion
- Future Work
- Conclusion
- References
- Motion-Based Games for Parkinson's Disease Patients
- Introduction
- Related Work
- WuppDi!
- Development Method
- Design Principles
- Implementation
- Games
- Field Study
- Setup and Procedure
- Results and Discussion
- Conclusion and Future Work
- References
- Universal Game Based on Traditional Children's Outdoor Games
- Introduction
- Related Research
- System Configuration
- How to Play
- Devises
- Experiment I
- Verification Experiment and Result I-1
- Verification Experiment and Result I-2
- Experiment II
- Discussion
- Conclusion
- References
- Gemini: A Pervasive Accumulated Context Exergame
- Introduction
- Related Work
- Experimental Setup
- Pervasive Activity and Context Sensing
- Game Description
- Game Evaluation and Player Demographics
- Results
- Mass Market Capacity
- Replayability for Scaffolding
- The Role of Activity in the Game
- Discussion
- Conclusions
- References
- Player Experience
- Evaluating User Experience in a Selection Based Brain-Computer Interface Game A Comparative Study
- Introduction
- Background
- Evaluation of User Experience in BCIs
- BCI, SSVEP and BCI Games
- Method
- Rationale
- The Game: Mind the Sheep!
- Questionnaires
- Experiment
- Participants
- Game Parameters
- Procedure
- Analysis
- Results
- Discussion
- Workload and Performance
- Engagement
- Usability
- Assessment and Limitations of the Study
- Conclusions
- References
- Influencing Experience: The Effects of Reading Game Reviews on Player Experience
- Introduction
- Related Work
- Experiment
- Design, Apparatus, Participants, and Procedure
- Data Processing and Analysis
- Results
- Discussion
- Effects of Review Text on Player Experience
- Impact on Industry
- Alternate Explanations of the Results
- Limitations and Future Work
- Conclusion
- References
- Quality of Service and Quality of Experience Correlations in a Location-Based Mobile Multiplayer Role-Playing Game
- Introduction and Background
- Research Context: Location-Based Role-Playing Game
- Investigated Technological Factors
- Precision of Player Location Determination
- Player Location Refresh Rate
- Voice Communication Delay
- User Research
- Pilot Testing
- Practical Approach and Participant Demography
- Test Procedure and QoE Data Collection Methodology
- Quantitative and Qualitative Findings
- Conclusions
- References
- Camera and 3D
- Effect of Camera and Object Motion on Visual Load in 3D Games
- Introduction
- Theoretical Foundation and Previous Work
- Movement in Visual Composition
- Motion in Visual Perception
- Method
- Data Collection Procedure
- Coding for Motion and Camera Attributes
- Results
- Influence of Camera on Motion Attributes
- Analysis of Motion Attributes
- Implications of Visual Load from Camera and Object Motion
- Conclusions and Future Work
- References
- Integrating Stereoscopic Video in 3D Games
- Introduction
- Technical Platform
- Camera Setup and Support
- Nvidia 3D Vision
- Integration of Stereoscopic Video into a Game Scene
- Multi-pass Stereoscopic Video Rendering (MSVR)
- Adjustment of the Occlusion Mesh Parallax
- Manually Fitting Video Content Depth to the Game Scene Depth
- Splitting the Canvas
- Problems of Occlusion with Objects and Video
- Conclusions and Future Work
- References
- A Public 3D Visualization Tool for the Musée des Arts et Métiers de Paris
- Introduction
- Learning with Digital Technologies in Museums
- The Museum Specific Case
- Suggested Scenario of Use
- System Overview
- Interacting with Particles
- Conclusions and Future Work
- References
- Camerawork for Comics Generated from Visitors' Experiences in a Virtual Museum
- Introduction
- Camerawork Module
- Results and Discussions
- Conclusions and Future Work
- References
- Towards a Unified System for Digital Film Production
- Introduction
- Related Work
- Zoomable Interfaces
- Script Authoring Suites
- System Overview
- Speech Recognition for Post-production Editing
- Post-production Visualization
- Case Study
- Conclusion
- References
- Fundamentals of Stereoscopic 3D Game Design
- Introduction
- Requirements in Stereoscopic Perception and Imaging
- Stereoscopic Game Design Opportunities
- Conclusions
- References
- Artificial Intelligence
- Affective Agents for Empathic Interactions
- Introduction
- Related Work
- Agents with Personality and Mood
- The Affective Module
- Personality
- Mood
- Emotion
- The Relations between Personality, Mood and Emotion
- Perception
- Memory
- Planning
- Experiment Design
- Experiment 1: The Memory Game
- Experiment 2: Kuhn Poker
- Experimental Results
- Conclusion and Future Work
- References
- Time Balancing with Adaptive Time-Variant Minigames
- Introduction
- Prior Work
- Adaptive Time-Variant Minigames
- Timing Algorithm
- MMR Platform: Stealth Hacker
- Evaluation
- Methods
- Results 1: Evaluation of Minigames in Isolation
- Results 2: Evaluation in the Stealth Hacker MMR Game
- Discussion
- Conclusion
- References
- Increasing Efficiency and Quality in the Automatic Composition of Three-Move Mate Problems
- Introduction
- Previous Work
- The Composing Methodology
- The Experimental Setup
- Discussion
- Conclusion
- References
- Educational Entertainment
- Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer
- Introduction
- Related Work
- Casual Game Design
- Characteristic Features of Casual Games
- Designing Casual Games for Cancer Patients
- Game Concept: Cytarius
- Core Features
- Game Play
- Evaluation
- Participants and Procedure
- Results
- Discussion
- Conclusion and Future Work
- References
- Art and Technology for Young Creators
- Introduction
- Background
- The Computer + Art = Creativity Workshops
- Context
- Research Method
- Evaluation
- Goal 1 - Strengthen Pupils Interest in Computer Science
- Goal 2 Strengthen Pupils Interest in Arts
- Goal 3 Present Creative Alternatives of Digital Media Use
- Discussion and Conclusions
- References
- A Narrative Game as an Educational Entertainment Resource to Teach Words to Children with Learning Deficits: A Feasibility Study
- Introduction
- Read and Write through Little Steps (LRWLS)
- Narrative Game
- Feasibly Study
- First Step
- Second Step
- Discussion
- References
- Future Delta Motivating Climate Change Action Grounded in Place
- Introduction
- Literature Review
- Methods
- Game Design
- User Test Methods
- Results
- Interaction with Future Delta Environment
- User Tests Results
- Conclusion
- References
- Game Development
- Sound in COLLADA
- Introduction
- Audio Scene Description in COLLADA
- Audio Nodes in Scene Language
- Sound Nodes in COLLADA
- A First Implementation
- Goal of the Experiment
- Dynamic Urban Soundscape
- Basic Sound Node
- DSP
- Streaming Sounds
- Soundscape Hierarchy
- Conclusion and Future Works
- References
- A Deeper Look at the Use of Telemetry for Analysis of Player Behavior in RTS Games
- Introduction
- Related Work
- Pixel Legions and Questions of Interest
- Telemetry Collected
- Results and Analysis
- Are Players Doing what the Designer Expected?
- Looking at Strategies for Win/Loss
- Learning
- Discussion and Limitations
- Conclusion and Future Work
- References
- Realistic 2D Facial Animation from One Image
- Introduction
- Related Work
- Realistic 2D Facial Animation from one Image
- Normalization and Facial Features Extraction
- Facial Components Extraction and Reconstruction
- Facial Expression
- Results
- Conclusions and Further Works
- References
- Filtering Joystick Data for Shooter Design Really Matters
- Introduction and Related Work
- Test Design and Procedure
- Results
- Conclusion
- References
- Self and Identity
- Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft
- Introduction
- Previous Work
- Statistical Analysis
- Character Name Frequencies
- Character Name Distributions
- Sources of Inspiration
- Conclusion
- References
- The Looking Glass: Visually Projecting Yourself to the Past
- Introduction
- Related Works
- Design and Implementation
- Preliminary Evaluation
- Future-Work and Conclusion
- References
- BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey
- Introduction
- The BrainHex Model
- Demographic Player Type Survey
- Methods and Participants
- Preliminary Results
- Psychometric Types and Player Types
- Discussion
- References
- ZenTrader, an Emotion-Reactive Interface
- Introduction and Related Work
- Conceptual Design and Proof-of-Concept Prototype
- Pilot Evaluation
- Conclusions
- References
- Measuring the Impact of Knowledge Gained from Playing FPS and RPG Games on Gameplay Performance
- Introduction
- Pilot Study
- Study Design
- Results
- Conclusions
- References
- Social and Mobile Entertainment
- The Effect of Privacy on Social Presence in Location-Based Mobile Games
- Introduction
- Social Presence
- Avatar and Avatar Realism
- Location Awareness and Location Privacy
- Method
- Participants
- Groups of Privacy
- Procedure
- Measure
- Results
- Empathy
- Negative Feelings
- Behavioral Involvement
- Discussion and Conclusion
- Empathy and Negative Feelings
- Behavioral Involvement
- Privacy Sacrifice
- Limitations
- References
- VivoSpace: Towards Health Behavior Change Using Social Gaming
- Introduction
- Background and Related Work
- Initial User Inquiry
- A Look at the Respondents
- Motivation to Use Online Social Networks
- Thoughts on Health
- VivoSpace Prototype
- Feedback on Prototype
- Conclusions and Future Work
- References
- Wisdom about the Crowd: Assuring Geospatial Data Quality Collected in Location-Based Games
- Introduction
- Related Work
- Wisdom about the Crowd Gaming: GeoSnake Study
- Set-Up
- Results
- Conclusions
- References
- An End-to-End Framework for Multi-view Video Content: Creating Multiple-Perspective Hypervideo to View on Mobile Platforms
- Introduction
- Related Work
- Mobile Multi-view Video
- Hypermedia Creation
- Processing and Delivery
- Mobile Viewing
- Conclusion
- References
- Cheshire: A Design Framework for Alternate Reality Games
- Introduction
- The ARG Design Problem
- The Design Framework
- Core Elements
- Patterns and Alignment
- Validation
- Conclusions and Future Work
- References
- Demonstrations
- CiVo: Real-Time Visualization of Social Activities by Cartoonized Twitter
- Introduction
- How to Cartoonize the Textual Tweets
- Conclusion
- References
- Re:Cycle - A Generative Ambient Video Engine
- Ambient Video
- The Creative Challenge
- A Generative Solution
- Future Work
- References
- Tippy the Telepresence Robot
- Introduction
- Motivation
- Existing Work
- The Tippy System
- Overview
- Remote User End
- Robot End
- Future Development
- Conclusion
- References
- Posters
- A Poor Woman's Interactive Remake of the "I Still Remember" Documentary with OpenGL
- Introduction
- Methodology
- Conclusion
- References
- Automated Song Selection System Complying with Emotional Requests
- Introduction
- Fluctuation Features
- Emotional Evaluation
- Automated Song Selection System Complying with Emotional Requests
- Acoustic - Emotion Model
- Song Select Demonstration
- Conclusion
- References
- Bringing Empathy into Play: On the Effects of Empathy in Violent and Nonviolent Video Games
- Prosocial and Antisocial Effects of Video Games
- Empathy, Entertainment Media, and Behavioral Consequences
- Study 1: Empathy Induction in a Prosocial versus Violent Game
- Study 2: Empathy Induction and Playing Perpetrator or Victim
- General Discussion and Concluding Remarks
- References
- Cross-Platform Social Web Application for Older Adults with HTML 5
- Introduction
- Use of Social Networks by Older Adults
- Designing a Social Web Application for Older Adults
- Sharing Life-Stories and Thoughts
- Results of the User-Centered Design Approach
- Implementation
- Conclusions
- References
- Designing a Wearable Vibrotactile Feedforward Wrist Display for Novice Gameplay
- Introduction
- Research Problem
- The Gauntlet Guide
- Future Research: Evaluation in Context of Use
- Contributions
- References
- Interactive Ink-and-Wash Drawing
- Introduction
- The Four Gracious Plants
- Bamboo Concept
- Orchid Concept
- Conclusions
- References
- Digital Keepsake Box: Sharing Items and Memories to Enhance Communications among Remote Persons
- Introduction
- Related Works
- Concept of Digital Keepsake Box
- Implementation
- Preliminary User Study
- Conclusion
- References
- Emotional Intelligent Contents: Expressing User's Own Emotion within Contents
- Introduction
- Design and Implementation
- Applications
- Conclusions and Future Work
- References
- Exercise Pal Mootchi
- Introduction
- Related Work
- Mootchi Prototype
- Preliminary Design Critique and Results
- Conclusion
- References
- Exploring the Concept of Third Space within Networked Social Media
- Introduction
- Objective
- Concept of Third Space
- Understanding Third Space in Networked Social Media
- Conclusion and Future Work
- References
- Game Information Dynamics
- Introduction
- Information Dynamics
- Discussion and Conclusion
- References
- Interactive Communion Tabletop
- Introduction
- Concept
- System Process
- Hand Feature Detection
- The Relationship between Users from Hand Features
- Conclusions
- References
- Lifelogging for Hidden Minds: Interacting Unconsciously
- Introduction
- The Concept of a System for Unconsciousness Interaction
- Lifelogging and Bio-Signal Components
- Narratives and Other Media as Feedback
- Conclusion and Future Work
- References
- Maritime City: Using Games Technology to Train Social Workers - Some Initial Results
- Introduction
- Maritime City
- Scenario Overview
- The Experiment
- Results
- Conclusions
- References
- Opportunity of Accelerating User eXperience (UX) Technologies on Embedded Systems
- Introduction
- User eXperience (UX) Technologies
- Optical Motion Capture Systems for Human Body
- Magnetic Motion Capture Systems for Human Body
- Mechanical Motion Capture Systems for Human Body
- Gaze Tracking Systems
- Accelerating UX Technology on Embedded Systems
- Conclusions and Future Works
- References
- Randomness + Structure = Clutter: A Procedural Object Placement Generator
- Introduction
- Anchors, Objects and Collisions
- Petri Nets
- Implementation
- Conclusions and Further Work
- References
- Toward a Framework for Prototyping Physical Interfaces in Multiplayer Gaming: TwinSpace Experiences
- Introduction
- The Case for a Framework
- Using the Framework: Benefits and Limitations
- Conclusion
- References
- RTFX: On-Set Previs with UnrealEngine3
- Introduction
- Previous Work
- Observations
- References
- Serious Questionnaires in Playful Social Network Applications
- Introduction
- Related Work
- Playful Questionnaire
- Conclusions
- References
- Tangible Interaction on Tabletops for Elderly People
- Introduction
- The Tabletop as a Platform for Older Adults to Play games
- Game Prototype
- Conclusions
- Future Work
- References
- The Cursor as an Artistic Expression in $Jeddah$
- Introduction
- $Jeddah$'s Expressive Cursor
- Cursor as Functional Tool
- Cursor as Guidance Tool
- Cursor as Artistic Expression
- Discussion
- References
- The Role of Movies and Telephony in the History of Communication Media
- Introduction
- The History of Communication Media
- Trend Behind New Communication Media
- Conclusion
- References
- To Virtualize or Not? The Importance of Physical and Virtual Components in Augmented Reality Board Games
- Introduction
- Related Work
- Experiments
- Settlers of Catan Prototype
- Design
- Results and Analysis
- Conclusion
- References
- Using Game Engines in Mixed Reality Installations
- Introduction
- Game Engines for the CAVE
- Use cases
- The ALICE Project and Cultural Computing
- A Virtual Museum Tour
- Virtual Garden with Tangible Interfaces
- Discussions and Future Work
- References
- Workshops
- $1^st$ Workshop on Game Development and Model-Driven Software Development
- Relevance of Workshop Topic
- Workshop Objective
- Proposed Form and Schedule
- Expected Workshop Outcome
- Bio Information of Workshop Leaders
- Potential Workshop Participants
- References
- How Does an Interactive Story Feel Like? Theory and Measurement of the User Experience
- Workshop Background and Objectives
- Workshop Activity Plan
- Workshop Organizers
- References
- Tutorial
- Open Software and Art: A Tutorial
- Introduction
- Information about the Tutorial and the Teacher
- Background
- Research Questions
- Conclusions
- References
- Keynotes
- Beyond Badges - Gamification for the Real World
- Playing Digital Games Will Make You a Better Human Being
- Author Index
System requirements
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.