
Entertainment Computing - ICEC 2016
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The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.
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Content
- Intro
- Preface
- Organization
- Contents
- Games for Health, Learning, and Social Change
- Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
- Abstract
- 1 Introduction
- 2 Constructing Structured and Unstructured Learning Contexts
- 2.1 Classroom-Based Lesson Plan
- 2.2 Gamified Learning
- 2.3 Blending Technology into Unstructured Learning Contexts
- 2.4 Game-Enhanced Learning with Tingo
- 3 Discussion and Next Steps
- Acknowledgement
- References
- The Challenge to Nurture Challenge
- Abstract
- 1 Introduction
- 2 Study Design
- 3 Results
- 3.1 Content
- 3.2 Motivational Aspects
- 3.3 Learning Outcome
- 4 Discussion, Conclusions and Outlook
- Acknowledgements
- References
- Game System of Coordination Skills Training for Elderly People
- Abstract
- 1 Introduction
- 2 Previous Studies
- 2.1 Decline in Physical Capabilities with Age
- 2.2 Research Concerning Upper-Limb and Finger Coordination
- 2.3 Game Systems that Improve Physical and Cognitive Function
- 2.4 Analysis of Movements and Cognitive Function in the Elderly
- 3 System Summary
- 3.1 Upper-Limb Grasp Motion
- 3.2 Exercise Support System Summary
- 3.3 A Controller that Measures Upper-Limb Grasp Motion
- 4 Configuration of the Game Unit
- 4.1 Game Unit Overview
- 4.2 Content and Traits of Each Game Unit (a)(b)(c)(d)(e)(f)
- 5 Analysis and Visualization of Upper-Limb Grasp Motion
- 5.1 Motion Analysis
- 5.2 Supporting Training by Visualization
- 6 Evaluation Experiment
- 6.1 Experiment
- 6.2 Target Group
- 6.3 Method
- 6.4 Results
- 7 Investigations
- 8 Conclusion
- References
- A Grammar-Based Framework for Rehabilitation Exergames
- 1 Introduction
- 2 Related Research and Background
- 3 Software Architecture
- 3.1 Exercise Demonstration and Recording
- 3.2 The Exercise-Script Editor
- 3.3 Kinect-Based Gameplay
- 3.4 Experience and Reflection
- 4 Conlcusions
- References
- Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Inter ...
- Abstract
- 1 Introduction
- 1.1 Experimental Paradigms in Social Stress Research
- 1.2 Virtual Reality Based Solutions for Stress Research
- 1.3 Objective
- 2 Methods
- 2.1 Study 1 (Cyberball)
- 2.2 Study 2 (TSST)
- 2.3 Technical Implementation
- 3 Results
- 3.1 Study 1 (Cyberball)
- 3.2 Study 2 (TSST)
- 4 Discussion
- 4.1 Limitations and Conclusion
- Acknowledgements
- References
- Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners
- Abstract
- 1 Introduction
- 2 Methodology
- 2.1 Two-Dimensional Framework
- 3 Literature Review
- 3.1 Applied Games
- 3.2 User Experience
- 3.3 Design Thinking
- 4 General Project Characteristics
- 5 Success Factors
- 5.1 Overall Success Factors
- 5.2 Phase 1: Exploration
- 5.3 Phase 2: Analysis
- 5.4 Phase 3: Ideation (Idea + Creation)
- 5.5 Phase 4: Design
- 5.6 Phase 5: Production
- 5.7 Phase 6: Go-Live and Maintenance
- 6 Discussion
- Acknowledgements
- References
- Use and Evaluation of Digital Entertainment
- Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
- 1 Introduction
- 2 Related Work
- 3 Background: Destiny
- 4 Behavioral Profiling with Extremes
- 5 Player Networks and Characteristics
- 5.1 Network Measures
- 5.2 Archetypes
- 6 Visualizations and Network Integration
- 7 Conclusion and Discussion
- References
- How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2
- 1 Introduction
- 1.1 Contribution
- 1.2 Just Cause 2
- 2 Profiling and Progression: Related Work
- 3 Dataset and Features
- 3.1 Feature Definition and Pre-processing
- 4 Analysis
- 4.1 Progression Profiling via Cluster Analysis
- 4.2 Player Profile Descriptions
- 4.3 Player Progression Along the Missions
- 4.4 Visualizing Player Behavior Along the Main Story Line
- 5 Results
- 5.1 Player Behaviour over the Missions
- 6 Conclusion and Discussion
- References
- EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
- Abstract
- 1 Introduction
- 1.1 Social Presence in Online Games
- 1.2 Nonverbal Interaction and Gaze-Based Interaction in Games
- 2 Contribution
- 3 Experiment Description
- 3.1 Participants and Procedure
- 3.2 Technical Setup
- 3.3 Measures
- 3.4 Data Analysis
- 4 Results
- 4.1 Qualitative Data Results
- 5 Discussion & Lessons Learned
- 6 Conclusion
- Acknowledgements
- References
- Evaluating Experiences in Different Virtual Reality Setups
- 1 Introduction
- 2 Background and Related Work
- 2.1 Comparing Experiences in Virtual Reality Environments
- 2.2 Cybersickness
- 3 The Setting
- 3.1 Virtual Environments
- 3.2 The Implemented Scenarios
- 4 Preliminary Study
- 4.1 Participants
- 4.2 Setup
- 4.3 Method
- 5 Findings
- 5.1 Experiences
- 5.2 The Tasks
- 6 Conclusion and Discussion
- References
- Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful- ...
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 The Development of Conceptual Model and Study Propositions
- 3.1 Conceptual Model
- 3.2 Study Hypothesis
- 4 Conclusions
- 5 Contribution and Future Research
- References
- Entertainment Technology
- Avatar Density Based Client Assignment
- 1 Introduction
- 2 Related Work
- 3 Requirements
- 4 Proposed Solution
- 4.1 CAM Components
- 4.2 Base Grouping Factor
- 4.3 Reassignment
- 5 Experiments
- 6 Results
- 7 Conclusion and Future Considerations
- References
- A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming
- 1 Introduction
- 2 Existing Techniques
- 2.1 Image-Based Streaming
- 2.2 Instruction-Based Streaming
- 3 Hybrid-Streaming System
- 3.1 System Structure Overview
- 3.2 Structure of GamingAnyWhere's Image-Based Streaming
- 3.3 Additional Features
- 4 Implementation
- 4.1 Instruction-Based Streaming
- 4.2 Arrangement at the Client Module
- 5 Measurement
- 5.1 Demo Application for Current Evaluation
- 5.2 System Environment
- 5.3 Procedure of Measuring Graphic Quality
- 5.4 Measuring GPU Usage and Network Traffic Load
- 6 Results
- 6.1 Results of PSNR and SSIM
- 6.2 GPU Workload at Server and Client
- 6.3 Network Bandwidth Consumption
- 7 Discussion
- 7.1 Determination of the Z-Value Threshold
- 7.2 Compatibility with Other Genres of Games
- 7.3 Significance of the Improvement
- 8 Conclusion and Future Works
- References
- Anyboard: A Platform for Hybrid Board Games
- 1 Introduction
- 2 Hybrid Board Games: The ITo Approach
- 2.1 Challenges to the Development of Hybrid Games
- 3 The Anyboard Platform
- 3.1 Design Entities
- 3.2 Interactive Game Tokens and Cardboard Template
- 3.3 AnyboardJS
- 4 Discussion: Making an Anyboard Game
- 5 Conclusion and Future Work
- References
- Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set
- 1 Introduction
- 2 Related Works
- 3 Physical Experience System of Sound and Music
- 3.1 Summary of System Structure
- 3.2 Hardware Structure and Vibration-motor-array Device
- 3.3 Sound-Analysis Unit
- 3.4 Vibration-Motor Control Unit
- 4 Experiment
- 4.1 Evaluation of the Effect of Creating Realistic Sensations with Physical Vibrations in Synchronization with the Ongoing Music
- 4.2 Evaluation of the Time Difference Among Vibration Motors for the Illusion of Physical Penetration of Sound
- 5 Discussion
- 5.1 The Effects of Vibration on the Realistic Sensation of Sound
- 5.2 Illusion of the Physical Penetration of Sound
- 6 Conclusions
- References
- The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
- Abstract
- 1 Introduction
- 2 Pervasive Virtuality
- 2.1 A New Reality-Virtuality Continuum Axis
- 2.2 Defining and Characterizing PV
- 3 Pervasive Virtuality Characteristics
- 3.1 Virtuality
- 3.2 Sociality
- 3.3 Spatiality
- 3.4 Communicability
- 3.5 Interaction
- 3.6 Context-Awareness
- 3.7 Resilience
- 4 Case Study
- 5 Conclusions
- Acknowledgments
- References
- Short Papers
- Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions
- 1 Introduction
- 2 Related Work
- 3 Theoretical Framework
- 4 Game Design
- 5 Conclusion
- References
- Little Fitness Dragon: A Gamified Activity Tracker
- 1 Introduction
- 2 Related Work
- 3 The Design
- 4 Player Experience
- 5 Future Work
- References
- Promoting Stretching Activity with Smartwatch - A Pilot Study
- 1 Introduction
- 2 Active-Assistance Operations
- 3 Evaluation and Feedback
- 4 User Study: Result and Discussion
- 4.1 Procedure
- 4.2 Questionnaire and Result
- 4.3 Discussion
- 5 Conclusion
- References
- Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility
- Abstract
- 1 Introduction
- 2 Method
- 3 Results and Analysis
- 3.1 Basic Level for Designers
- 3.2 Basic Level for Engineers
- 3.3 Advanced Level for Designers and Engineers
- 4 Discussion
- 4.1 Broad Learning Objectives and Outcomes
- 4.2 Structure of the Curriculum Content, Learning Areas and Subjects
- 4.3 Standards of Resources Required for Implementation
- 5 Conclusions and Future Work
- References
- Mindtraining: Playful Interaction Techniques for People with Dementia
- 1 Introduction
- 2 Related Work
- 3 Game Prototype Mindtraining
- 4 Preliminary Study
- 5 Conclusion and Future Work
- References
- User Interface Prototyping for Handheld Mobile Augmented Reality Applications
- Abstract
- 1 Introduction: AR User Interface Design Prototyping Tool
- 2 SPIRIT: Outdoor Cultural Heritage AR Video Entertainment
- 2.1 Augmented Reality User Interaction in SPIRIT
- 2.2 User Interface Design Prototyping Versus User Interface Development
- 3 User Interface Wire Framing for AR Technology
- 3.1 MockAR Details
- 3.2 Proof of Concept
- 4 Conclusion
- Acknowledgements
- References
- Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games
- 1 Make or Break: Social Interaction vs. Immersion
- 2 Expanding the Game Space
- 2.1 Design Methods
- 3 Social VR Game Case Study: Lunar Escape
- 3.1 Player Roles and Game Mechanics
- 4 Conclusion
- References
- Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach
- Abstract
- 1 Introduction
- 2 Method and Data Analysis
- 3 Identifying Onboarding Heuristics
- 4 Discussion and Future Work
- References
- A Revisit of the Measurements on Engagement in Videogames: A New Scale Development
- Abstract
- 1 Introduction
- 2 Conceptualization of Consumer Videogame Engagement
- 3 Scale Development and the Validation of Consumer Videogame Engagement
- 4 Conclusion
- References
- Geometric Representations for Subjective Time in Digital Narratives
- 1 Introduction
- 2 Character State and Subjective Time
- 3 An Example
- References
- Productive Gaming
- 1 Introduction
- 2 Related Work
- 3 Productive Gaming
- 4 Forever Loops
- 5 Conclusion
- References
- Solving the Sophistication-Population Paradox of Game Refinement Theory
- 1 Introduction
- 2 Attractiveness in Board Like Games
- 3 Physical Model of Attractiveness in Board Like Games
- 4 Application of Attractiveness Theory
- 5 Conclusion
- References
- Cultural Visualisation of a Cultural Photographic Collection in 3D Environments - Development of 'PAV 3D' (Photographic Archive Visualisation)
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Implementation of 3 Scenarios
- 4 Discussion and Conclusions
- References
- Posters
- Enrichment of Story Reading with Digital Media
- Abstract
- 1 Introduction
- 2 Prototype
- 3 Scenario
- 4 Story Reading Enrichment: Features
- 5 Story Reading Enrichment: Roles
- 6 Conclusion
- References
- Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game
- 1 Introduction
- 2 Related Work
- 3 Our Game Design Approach: Vancouver Maneuver
- 4 Conclusion and Future Work
- References
- Author Index
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