
Entertainment Computing - ICEC 2018
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The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.
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Content
- Intro
- Preface
- Organization
- Contents
- Full Papers
- Dynamic Projection Mapping on Multiple Non-rigid Moving Objects for Stage Performance Applications
- Abstract
- 1 Introduction
- 2 Integration of Noh Performance and Projection Mapping: Projection Mapping on Non-rigid Moving Objects
- 3 Related Works
- 4 Structure of the System
- 4.1 Basic Structure of the System
- 4.2 Tracking of Moving Objects Using Depth Sensors
- 4.3 Projection Mapping on Moving Objects
- 5 Conclusion
- References
- Applying Design Thinking for Prototyping a Game Controller
- 1 Introduction
- 2 Related Work
- 3 Design Thinking Application and Results
- 3.1 Empathy and Immersion
- 3.2 Definition
- 3.3 Ideation Workshop
- 3.4 Prototyping
- 3.5 Experimental Tests
- 4 Final Considerations
- References
- Diminishing Reality
- 1 Introduction
- 2 Related Work
- 3 Our Inpainting Approach
- 4 Implementation
- 4.1 Input
- 4.2 Object Detection and Mask Generation
- 4.3 Frame Storage and Search
- 4.4 Stitching
- 5 Evaluation
- 5.1 Foreground and Background
- 5.2 Blending
- 5.3 Runtime Performance
- 6 Conclusion
- References
- Live Probabilistic Editing for Virtual Cinematography
- 1 Introduction
- 2 Related Work
- 3 VR Kino+Theater
- 3.1 Situated Participatory VR
- 3.2 Live 3D Cinema
- 4 VR Kino+Theater Cinematography
- 4.1 Unity Camera
- 4.2 Cinemachine Operators
- 4.3 Kino+Theater Cameras
- 4.4 Kino+Theater Camera Switcher
- 5 Reaching to a Higher Level
- 5.1 Stylistic Control
- 5.2 Architecture
- 6 Probabilistic Editing
- 6.1 Camera Groups
- 6.2 Cut Graph
- 6.3 Modeling the Distributions
- 6.4 Timeline
- 6.5 Style Design
- 6.6 Editing Interface
- 7 Case Study: The Tempest
- 7.1 Cameras
- 7.2 Results
- 7.3 Evaluation
- 8 Conclusions and Future Work
- References
- Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment
- Abstract
- 1 Introduction
- 2 Related Works
- 2.1 Presence in Mixed and Virtual Reality
- 2.2 Procedural City Generation
- 3 Methodology
- 3.1 Implementation
- 3.2 Scenario
- 3.3 Participants, Stimuli, Tasks and Measures
- 4 Results and Data Analyses
- 5 Conclusions
- Acknowledgments
- References
- Aspects that Need to Be Addressed During the Development of Location-Based Games
- 1 Introduction
- 2 Aspects Identified from the Literature
- 2.1 Playability
- 2.2 Player Experience
- 2.3 Usability
- 2.4 Value to the Player
- 2.5 User Interface Design
- 2.6 Development Team
- 2.7 Re-playability
- 2.8 Learnability
- 2.9 Efficiency
- 2.10 Security and Privacy
- 2.11 Availability and Accessibility
- 2.12 Cognitive Support
- 2.13 Compatibility
- 2.14 Adaptability
- 2.15 Organisational Structure
- 3 Survey
- 4 Results
- 5 Conclusions and Future Work
- References
- Games that Make Curious: An Exploratory Survey into Digital Games that Invoke Curiosity
- 1 Introduction
- 2 Related Work
- 3 Research Design
- 3.1 5DC Questionnaire
- 3.2 Shared Selection of Games
- 3.3 Suggestions by Curiosity Dimensions
- 3.4 Ranking
- 3.5 Formulation of Game Genres
- 4 Procedure
- 4.1 Data Processing
- 5 Results
- 6 Discussion
- 6.1 Games and Genres for Analysis
- 6.2 Impact of Curiosity Dimensions
- 7 Conclusion
- References
- Learning to Identify Rush Strategies in StarCraft
- 1 Introduction
- 2 Related Work
- 3 StarCraft
- 3.1 Overview
- 3.2 Rush Strategy
- 4 Resources and Datasets
- 5 Time Series Changes in Number of Workers
- 6 Game Log Features
- 6.1 Upper Bound of Variance of Time Series of Number of Workers
- 6.2 Upper Bound of Number of Workers at a Specific Time
- 6.3 Lower Bound of Start Time to Build Second Base
- 6.4 Upper Bound of Start Time to Build a Specific Building
- 7 Overall Design
- 8 Evaluation
- 8.1 Experimental Setup
- 8.2 Results
- 8.3 Incorporating Rush Identifier to StarCraft: Brood War Agent
- 9 Conclusion
- References
- Design and Evaluation of a Fall Prevention Multiplayer Game for Senior Care Centres
- 1 Introduction
- 2 Related Work
- 3 FallSensing Games
- 3.1 Requirements
- 3.2 Mini-Games
- 4 Methods
- 5 Results
- 5.1 Overall Experience with the Platform
- 5.2 Movements Analysis
- 5.3 Role of Care Workers During the Game
- 5.4 Placement of Wearable Sensor
- 5.5 Competition Versus Collaboration
- 6 Discussion
- 7 Conclusions and Future Work
- References
- Comedy in the Ludonarrative of Video Games
- 1 Introduction
- 2 Ludonarrative Comedy
- 3 Visuality of Ludonarrative Comedy
- 4 Sources of Ludonarrative Comedy
- 5 Conflicts in Ludonarrative Comedy
- 5.1 Inner Conflict
- 5.2 Local Conflict
- 5.3 Global Conflict
- 6 Discussion and Conclusions
- References
- Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot
- 1 Introduction
- 2 Hypothesis
- 3 Methodology
- 3.1 Participants
- 3.2 Experimental Setup
- 3.3 Experiment Procedure
- 3.4 Data Collection
- 3.5 Data Reduction and Analysis
- 4 Results
- 4.1 Collaborator Conditions and Performance (H1)
- 4.2 Physiological Arousal (H2)
- 4.3 Physiological Valence (H3)
- 5 Discussion
- 6 Conclusion
- References
- Analysis of the Effect of Number of Players on the Excitement of the Game with Respect to Fairness
- 1 Introduction
- 2 Game Refinement Theory
- 3 Fairness and Excitement
- 4 Influence of the Number of Players
- 4.1 The Parameter k
- 4.2 The Parameter k in Non-team Games
- 4.3 The Parameter k in Team Games
- 5 Game Pressure on Players
- 5.1 Pressure
- 5.2 Pressure in Games
- 6 Concluding Remarks
- References
- The Influence of Digital Convergence/Divergence on Digital Media Business Models
- Abstract
- 1 Introduction - Contextual Background: The Need for the Application of Digital Media Business Models
- 2 The Decrease of the Economic and Social Influence of Traditional Media
- 3 Literature Review and Discussion on Recent Models of Convergence in Media Research
- 4 Driving Forces of Media Convergence
- 5 Discussion: The Business and Technological Impact of Media Convergence/Divergence
- 6 The Future Research Perspectives, Outlooks and Implications
- 7 Conclusion
- References
- Sensor Ball Raffle - Gamification of Billboard Advertising: How to Engage the Audience?
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Raffle Game for Festival Audience Engagement
- 4 Proof-of-Concept System Implementation
- 4.1 Sensor Ball
- 4.2 Control Application
- 4.3 Raffle Game
- 4.4 Mobile Remote Control
- 5 Piloting at Music Festivals
- 5.1 Rotuaari Piknik - Outdoor Piloting
- 5.2 Pikkujoulu Piknik - Indoor Piloting
- 6 Lessons Learned
- 7 Conclusions and Future Work
- Acknowledgements
- References
- Dance Dance Gradation: A Generation of Fine-Tuned Dance Charts
- 1 Introduction
- 1.1 Definition
- 1.2 Contribution
- 2 Related Work
- 3 The Proposed System
- 3.1 Constructing Dataset for Training Characteristic of Each Difficulty Level
- 3.2 Model
- 3.3 Setting Threshold for Step-Placement: Especially for Blended Difficulty Level
- 4 Experiments
- 4.1 Training Methodology
- 4.2 Results and Discussion
- 4.3 F-score
- 5 Conclusion
- References
- Short Papers
- Playful Information Access Through Virtual Creatures
- Abstract
- 1 Introduction
- 2 A Basic Interaction in Ambient Bot
- 3 Accessing Multiple Information Sources in Ambient Bot
- 3.1 Pull-Based and Push-Based Interaction Methods
- 3.2 Pull-Based Interaction in Ambient Bot
- 3.3 Push-Based Interaction in Ambient Bot
- 4 User Studies
- 5 Related Work
- 6 Conclusion
- References
- Validating the Creature Believability Scale for Videogames
- 1 Introduction
- 2 Methodology
- 3 Results and Scale Revision
- 4 Conclusion
- References
- The Programmable Drone for STEM Education
- Abstract
- 1 Tangible Technological Devices
- 2 Micro-project: Computer Science Extracurricular Activity
- 2.1 Airblock: The Modular and Programmable Drone
- 2.2 Programming Airblock
- 2.3 Drone Airblock - Experience
- 3 Conclusion
- Acknowledgements
- References
- A Taxonomy of Synchronous Communication Modalities in Online Games
- Abstract
- 1 Synchronous Communication: Different Modalities
- 2 Communication at Different Levels
- 3 Benefits and Limits of Communication Modalities
- 4 Modalities of Communication: Towards a Taxonomy
- 5 Conclusion
- References
- Realtime Musical Composition System for Automatic Driving Vehicles
- Abstract
- 1 Introduction
- 2 Pre-test and Discussion
- 3 System Description
- 4 Explanation of Musical Structure
- 5 Conclusions
- Acknowledgments
- References
- Circus Noel: A Case Study into Interaction and Interface Design for Cinematic VR
- Abstract
- 1 Introduction
- 2 Presence, Movement and Interface Design
- 3 Case Study: Circus Noel
- 4 Study Design and Methodology
- 5 Results and Discussion
- References
- Reorientation Method to Suppress Simulator Sickness in Home VR Contents Using HMD
- Abstract
- 1 Introduction
- 2 Related Work
- 3 System Overview
- 4 Experiments
- 5 Conclusion
- References
- A.R.M. - Augmented Reality Muscularity
- 1 Introduction
- 1.1 Experience Design in Exergaming
- 1.2 Embodiment Illusions
- 2 Pilot Study
- 3 Methods Main Study
- 4 Results
- 5 Discussion
- References
- Virtual Reality as e-Mental Health to Support Starting with Mindfulness-Based Cognitive Therapy
- Abstract
- 1 Introduction
- 1.1 VR as a Tool to Stimulate Uptake of Mindfulness Based Cognitive Therapy
- 1.2 Related Work
- 2 Open-MindEd
- 3 Case Study on the Design and Perceived Value
- 4 Experiment on the Persuasive Potential of VR Mindfulness
- 4.1 Results
- 5 Conclusion
- References
- Engagement in Interactive Digital Storytelling: Sampling Without Spoiling
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Engagement in Interactive Digital Storytelling
- 4 Experiment Design
- 4.1 Metrics
- 4.2 Interruption Design
- 4.3 Questionnaire Contents
- 4.4 Procedure
- 5 Results
- 6 Discussion and Conclusion
- References
- Playing with Empathy Through a Collaborative Storytelling Game
- 1 Introduction
- 2 State of the Art
- 3 Evaluation
- 4 Taking the Game Further
- References
- Construction of Mixed Reality Story Environment Based on Real Space Shape
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Construction of Mixed Reality Space
- 3.1 Overview
- 3.2 Obtaining Surface Meshes
- 3.3 Region Classification
- 3.4 Stage Placement
- 3.5 Result of Placement
- 4 Discussion and Future Work
- References
- Digital Therapies
- Abstract
- 1 Behavior in Humans
- 2 Mental Health in the Internet Age
- 3 Psychotherapy
- 4 Cognitive Behavioral Therapy
- 5 Game as a Communication Channel
- 6 Conclusion
- References
- Posters
- Data Reduction of Indoor Point Clouds
- 1 Introduction
- 2 Related Work
- 3 System Overview
- 4 Results
- 5 Conclusion
- References
- Designing 'Wall Mounted Level' - A Cooperative Mixed-Reality Game About Reconciliation
- Abstract
- 1 Introduction
- 2 The Environment
- 3 Mechanics
- 4 Technology
- 5 Modes of Engagement
- 6 Motivation
- References
- Automatic Generation of the Periodic Hair Motion of 3D Characters for Anime Production
- Abstract
- 1 Introduction
- 2 Proposed Method
- 3 Experiment
- 4 Conclusion
- References
- An iTV Prototype for Content Unification
- Abstract
- 1 Research Problem and Motivational Factors
- 2 iTV Content Unification Demo
- 2.1 UCD Prototype Development
- 2.2 Functional Requirements and User Interface
- Acknowledgments
- References
- Content Unification: A Trend Reshaping the iTV Ecosystem
- Abstract
- 1 Introduction
- 2 Current Unification Trends in iTV Industry
- 2.1 Sky Q
- 2.2 Hulu
- 2.3 YouTube TV
- 3 An Operator-Based Prototype for Content Unification
- 4 Conclusion
- Acknowledgments
- References
- Creating Art Installation in Virtual Reality. The Stilleben Project
- 1 Motivation
- 2 The Stilleben
- 3 Designing ``the Stilleben''
- 4 The Implementation
- 5 Conclusion
- References
- Design of a Mixed-Reality Serious Game to Tackle a Public Health Problem
- 1 Introduction
- 2 Development and Results
- 2.1 X-Dengue: Game Design
- 3 Final Remarks
- References
- Converging Data Storytelling and Visualisation
- Abstract
- 1 Introduction
- 2 Review of Basic Theories
- 2.1 Visualisation
- 2.2 Storytelling and Narrative Structure
- 2.3 Media and Communication Studies
- 2.4 Data Storytelling
- 3 Discussion and Conclusion
- A Systematic Mapping of Game-Based Methods to Tackle a Public Health Problem
- 1 Introduction
- 2 The Systematic Mapping Process
- 3 Results and Discussion
- 4 Final Remarks
- References
- Workshop on Robot Competitions
- 1 Introduction
- 2 Workshop Description
- 2.1 Objectives
- References
- Demonstration
- NOVELICA: A Visual Novel System to Make People Forget Their Negative Feelings on Mathematics
- Abstract
- 1 Introduction
- 2 NOVELICA
- 3 Evaluation
- 4 Conclusion
- Acknowledgements
- References
- Art Exhibition
- Imperceptible Art
- Abstract
- 1 Introduction
- 1.1 The Context - in the Art. The Objectives - in the Art
- 2 Description
- 2.1 A Prefered Methodology and Potential Outcome
- 3 Conclusions
- 3.1 Art, Life, Entertainment
- References
- Tappetina: An Ecosystem of Art, Software, and Research
- Abstract
- 1 Introduction
- 2 About the Authors
- Acknowledgements
- Workshops
- Designing Entertainment for the Aging Population
- 1 Background
- 2 Objectives
- 3 Contributions
- 4 Expected Outcomes
- 5 Workshop Programme
- 6 Workshop Organizers
- 7 Programme Committee
- References
- Storytelling: A Medium for Co-design of Health and Well-Being Services for Seniors
- 1 Introduction
- 2 Potential of Storytelling
- 3 An Example of Storytelling-Based Research
- 3.1 Narrative Gerontology
- 4 Methodological Principles of Storytelling
- 4.1 Relevance
- 4.2 Accessibility
- 4.3 Evaluation
- 5 Conclusions
- References
- User-Centered Design of an Online Mobile Game Suite to Affect Well-Being of Older Adults
- 1 Introduction
- 2 Related Work
- 3 Context
- 4 Interests and Technology Survey
- 5 Exhibition-in-a-Box Workshops
- 6 Pocket Odyssey: Game Concept
- References
- Providing Life-Style-Intervention to Improve Well-Being of Elderly People
- Abstract
- 1 Introduction
- 2 Requirements Gathering
- 3 CARE Prototypes
- 4 Rewarding Schemes for Recommended Activities
- 5 Related Work
- 6 Conclusions
- References
- Intergenerational Joint Media Engagement
- Abstract
- 1 Introduction
- 2 Method
- 3 Results
- 4 Conclusions
- References
- Physical Activity Among Older Adults: A Meta-review of EU-Funded Research Projects
- Abstract
- 1 Introduction
- 2 Method
- 3 Results and Analysis
- 3.1 Characteristics of the Projects Included in the Meta-review
- 3.2 Goals, Approaches, and Strategies
- 4 Discussion and Concluding Remarks
- Appendix 1: Projects Descriptions
- Appendix 2: Projects Characteristics
- References
- Entertainment Computing - A Key for Improving Inclusion and Reducing Gender Gap?
- Abstract
- 1 Workshop Objective
- 2 Background
- 3 Expected Outcomes
- 4 Expected Number of Participants
- 5 Due Dates
- 6 Organizers
- References
- Who Will Be the Leaders in Top Academic Positions in Entertainment Computing?
- 1 Introduction
- 2 Guidelines
- 3 Conclusions and Future Work
- References
- Serious Games in Special Education.A Practitioner's Experience Review
- 1 Introduction
- 2 Experiences in the Classroom
- 3 Conclusions
- References
- Perspectives on Accessibility in Digital Games
- Abstract
- 1 Introduction
- 2 Accessibility and the Beaconing Project
- 3 Making Games Accessible
- 4 Implementation of These Features in the BEACONING Platform
- 5 Conclusions and Next Steps
- Acknowledgement
- References
- Adult Perception of Gender-Based Toys and Their Influence on Girls' Careersin STEM
- 1 Introduction
- 2 Background
- 3 Case Study Set up
- 4 Discussion and Future Directions
- References
- Author Index
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