
Entertainment Computing and Serious Games
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The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.
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Content
- Intro
- Preface
- Organization
- Contents
- Mixed Reality
- Diminished Reality Based on 3D-Scanning
- 1 Introduction
- 2 Related Work
- 3 The Structure Sensor
- 4 The Proposed Method
- 4.1 3D Scanning
- 4.2 Positional Tracking
- 4.3 Object Detection
- 4.4 3D to 2D Projection
- 4.5 Stitching
- 4.6 Implementation
- 4.7 User Interface
- 5 Evaluation and Discussion
- 5.1 Removal Quality
- 5.2 Comparison to Inpainting
- 5.3 Case Study
- 6 Conclusion and Future Work
- References
- Measuring Preferences in Game Mechanics: Towards Personalized Chocolate-Covered Broccoli
- 1 Introduction
- 2 Enigma MNCN
- 3 Experiments and Results
- 3.1 Experimental Set-Up
- 3.2 First Experiment: Treasure Hunt game
- 3.3 Second Experiment: Educational Treasure hunt
- 4 Related Work and Conclusions
- References
- Augmented Reality Museum's Gaming for Digital Natives: Haunted Encounters in the Carvalhal's Palace
- Abstract
- 1 Introduction
- 2 State of the Art
- 2.1 Mobile and Context Aware Guides for Cultural Heritage
- 2.2 Serious Games in the Cultural Sector
- 2.3 Gaming as a Strategy to Involve Teens in Museum Experiences
- 3 The Mobile Game Experience
- 3.1 Game Mechanics
- 3.2 Implementation
- 4 Evaluation
- 4.1 Pilot Testing and Preliminary Findings
- 4.2 Formative Usability Evaluation
- 5 Discussion
- 6 Conclusions
- Acknowledgments
- References
- Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive Environments
- Abstract
- 1 Introduction
- 2 Related Works
- 2.1 Presence in Mixed and Virtual Reality
- 2.2 Virtual and Real Avatars
- 2.3 Interfaces and Interactivity in Virtual Environments
- 3 Methodology
- 3.1 Scenarios
- 3.2 Participants, Stimuli, Tasks, and Measures
- 4 Virtual or Real Avatars: Which Is Better?
- 4.1 Answers Evaluation for the Sense of Presence
- 4.2 Complementary Analysis
- 4.3 Analysis of Participant Reactions
- 5 Conclusions
- Acknowledgments
- References
- Virtual Reality
- Effects of End-to-end Latency on User Experience and Performance in Immersive Virtual Reality Applications
- 1 Introduction
- 2 Related Work
- 3 Experimental Design
- 3.1 Tasks
- 3.2 Hypotheses
- 4 Method
- 5 Results
- 5.1 Base End-to-End Latency
- 5.2 Cybersickness
- 5.3 User Performance Results
- 5.4 Embodiment Results
- 6 Discussion
- 7 Conclusion
- References
- FPVRGame: Deep Learning for Hand Pose Recognition in Real-Time Using Low-End HMD
- 1 Introduction
- 2 Related Work
- 3 Hand Pose Recognition Solution
- 3.1 Datasets
- 3.2 CNNs Training Results
- 3.3 Inference Server Implementation
- 4 FPVRGame - Design and Evaluation Process
- 5 Discussion
- 6 Conclusion
- References
- Give MEANinGS to Robots with Kitchen Clash: A VR Human Computation Serious Game for World Knowledge Accumulation
- 1 Introduction
- 2 Related Work
- 3 Implementation
- 3.1 Framework
- 3.2 Knowledge Base
- 3.3 Natural Language Processing
- 3.4 Ontology
- 3.5 Scene Generation
- 3.6 Human Computation
- 3.7 Simulation
- 4 Exemplary Case
- 5 Evaluation
- 6 Discussion and Future Work
- 7 Conclusion
- References
- Designing a VR Experience to Reduce the Experience of Pain: Scare, Excite or Relax?
- Abstract
- 1 Introduction
- 1.1 VR Based Pain Alleviation
- 1.2 Related Work
- 1.3 The Design of VR Experiences for Pain Reduction
- 1.4 Tense, Exciting and Relaxing Experiences
- 2 Designed VR Experiences to Engender Tense, Exciting and Relaxing Affective Responses
- 3 Method
- 3.1 Participants
- 3.2 Cold Pressor Test and Apparatus
- 3.3 Materials and Procedure
- 4 Results
- 4.1 Validity of VR Experiences
- 4.2 Pain Reduction Expressed in Time
- 4.3 Presence
- 4.4 Experienced Pain and Nausea
- 5 Conclusion and Limitations
- 6 Discussion
- References
- Increasing Learning Motivation: An Empirical Study of VR Effects on the Vocational Training of Bank Clerks
- Abstract
- 1 Introduction
- 2 A Quasi-experimental Study
- 2.1 Participants
- 2.2 Materials and Procedures
- 2.3 The VR Training Game
- 3 Results
- 4 Conclusion and Discussion
- References
- Entertainment Algorithms
- Learning How to Play Bomberman with Deep Reinforcement and Imitation Learning
- 1 Introduction
- 2 Background
- 3 Related Work
- 4 State Representation and Imitation-Reinforcement Learning in Bomberman
- 4.1 Dynamic of the Game
- 4.2 Bomberman Training as a Markov Decision Process (MDP)
- 4.3 State Representations
- 4.4 Reinforcement Learning Algorithms
- 4.5 Training Process Loop
- 5 Experimental Results
- 6 Conclusions
- References
- Procedural Content Generation of Rhythm Games Using Deep Learning Methods
- 1 Introduction
- 2 Background
- 2.1 Rhythm Game: OSU!
- 2.2 Previous Research
- 3 Preparation of Training Data
- 3.1 Data and Difficulty Definition
- 3.2 Feature Extraction
- 4 Timestamp Generation
- 4.1 Network Structure
- 4.2 Fuzzy Label
- 4.3 Threshold Selection
- 4.4 Experiment
- 5 Action Type Generation
- 5.1 Input Feature and Output
- 5.2 Network Structure
- 5.3 Experiment of Predict Actions
- 6 Evaluation of Naturalness
- 7 Conclusion
- References
- Music Video Clip Impression Emphasis Method by Font Fusion Synchronized with Music
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Proposed Method
- 4 Experiment
- 4.1 Results
- 4.2 Analysis
- 5 Conclusion and Future Work
- Acknowledgments
- References
- -logit : Dynamic Difficulty Adjustment Using Few Data Points
- 1 Introduction
- 2 Simple DDA Algorithms
- 3 Advanced DDA Algorithms
- 4 -logit : DDA Using Few Data Points
- 4.1 A Single Metavariable:
- 4.2 Exploring with +/- Algorithm
- 4.3 Adding Logistic Regression
- 5 Adapting a Shooting Game
- 5.1 Methodology
- 6 Results
- 7 Discussion
- 8 Conclusion
- References
- Game Design and Development
- A Feature-Based Approach to Develop Digital Board Games
- 1 Introduction
- 2 Related Work
- 2.1 Feature Modeling and Development
- 2.2 FOSD and Digital Game Development
- 2.3 Board Games
- 2.4 Board Game Models
- 3 Methodology
- 3.1 Features for Board Games
- 3.2 Developing Feature Based Board Games
- 3.3 The Board Game Client
- 4 Results and Discussion
- 5 Conclusions and Future Work
- References
- Playing with Persiflage: The Impact of Free-Form Dialogue on the Play of Computer Role Playing Games
- 1 Introduction
- 2 Related Work
- 3 Open-Ended Dialogue in Persiflage
- 3.1 Digital Northaven
- 4 Study Method
- 4.1 Play Session
- 5 Results and Analysis
- 5.1 How Players Present Themselves Verbally
- 5.2 Storytelling
- 6 Discussion
- 7 Conclusion
- References
- Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games
- 1 Introduction
- 2 Related Work
- 2.1 Game Accessibility Strategies
- 2.2 Collaboration and Accessibility
- 2.3 Storytelling in Game Creation and Modding
- 3 Research Approach
- 4 An Inclusive End-User Development Framework for Tailorable Games
- 4.1 Strategies of the Framework to Foster Inclusion
- 5 Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games Defined in Lepi
- 5.1 Strategies to Enable Inclusive Creation of Storytelling Games
- 5.2 Strategies to Enable Inclusive Play of Storytelling Games
- 6 Concluding Remarks and Current Work
- References
- Exploring the Effect of Game Premise in Cooperative Digital Board Games*-8pt
- 1 Introduction
- 2 Related Literature
- 2.1 Game Premise
- 2.2 Cooperative Games
- 2.3 Good and Bad Roles in Games
- 2.4 Gender in Video Games
- 3 Study
- 3.1 Pandemic Game
- 3.2 Game Design
- 3.3 Additional Game Element
- 3.4 Game Versions with Different Premises
- 3.5 Measures
- 3.6 Procedure
- 3.7 Participants
- 4 Results
- 4.1 Game Premise and Player Experience
- 4.2 Player Actions
- 4.3 Cooperation
- 4.4 Premise and Cooperation
- 5 Discussion
- 6 Limitations and Future Work
- 7 Conclusion
- References
- Procedural Content Generation in Competitive Multiplayer Platform Games
- 1 Introduction
- 2 Identification of Quality Requirements
- 3 Review of PCG Methods for Level Generation
- 4 Prototype Implementation
- 5 Evaluation
- 5.1 Performance Assessment
- 5.2 Explorative Pre-study
- 6 Conclusion and Future Work
- References
- Interaction Technologies
- Creating Layouts for Virtual Game Controllers Using Generative Design
- 1 Introduction
- 2 Related Work
- 3 Methodology and Implementation
- 3.1 Input Parameters
- 3.2 Exploring the Design Space
- 3.3 Filtering the Design Space
- 4 Tests and Results
- 4.1 Variability of Layouts
- 5 Conclusion and Future Work
- References
- Enhancing Communication and Awareness in Asymmetric Games
- 1 Introduction
- 2 Related Work
- 3 Enhancing Communication in Asymmetric Gameplay
- 3.1 Deixis
- 3.2 Shared Reference
- 3.3 Awareness
- 4 Early Evaluation
- 4.1 Results
- 5 Conclusion
- References
- LoRattle - An Exploratory Game with a Purpose Using LoRa and IoT
- 1 Introduction
- 1.1 Study Motivation and Contributions
- 2 Related Work
- 2.1 Towards Interactive IoT on LoRa
- 2.2 Brief Overview of LoRa for Game and HCI Communities
- 2.3 Potential of TUIs in Outdoor GWAPs
- 3 Methodology
- 3.1 GWAP Apparatus
- 3.2 GWAP Mechanics and Interactions
- 3.3 Study Setup and Data Inquiry
- 4 Results
- 5 Discussion
- References
- Noise-Canceling Music: Reducing Noise by Mixing It with Suitable Music
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Noise-Canceling Music
- 4 Experiments and Discussion
- 5 Conclusion and Future Work
- Acknowledgments
- References
- Measurement and Effects
- Arousal Measurement Reflected in the Pupil Diameter for a Decision-Making Performance in Serious Games
- 1 Introduction
- 2 Background
- 3 Methodology
- 3.1 Experimental Setup
- 3.2 Data Analysis
- 4 Results
- 5 Discussion
- 6 Limitations
- 7 Conclusion
- References
- Identifying Influences of Game Upgrades on Profitable Players Behavior in MMORPGs
- 1 Introduction
- 2 Metrics
- 2.1 Commitment
- 2.2 Key Risk Indicator - KRI
- 2.3 Game Refinement Value - GRV
- 3 Metrics' Previous Applications
- 4 Metrics' Improvements
- 5 Experiments and Discussions
- 5.1 The Blade&Soul Dataset
- 5.2 Metrics' Results and Analysis
- 6 Conclusions and Future Works
- References
- An Exploration of the Relationship Between Personality and Strategy Formation Using Market Farmer: Using a Bespoke Computer Game in Behavioural Research
- Abstract
- 1 Introduction
- 1.1 Games as Tools for Research
- 1.2 Individual Differences in Strategic Cognition
- 2 Examining Strategic Cognition with Market Farmer
- 2.1 Development of Market Farmer
- 2.2 Playing Market Farmer
- 3 The Current Study
- 3.1 Introduction
- 3.2 Method
- 3.3 Discussion
- 3.4 Conclusion
- References
- Using Game-Based Environments to Measure Cognitive Decision Making
- 1 Introduction
- 2 Background
- 2.1 Measuring Human Cognition
- 2.2 Research Focus
- 3 Methodology
- 3.1 Participants
- 3.2 Materials and Design
- 4 Results
- 4.1 Preliminary Analysis
- 5 Discussion
- References
- Towards Cognitive Adaptive Serious Games: A Conceptual Framework
- Abstract
- 1 Introduction
- 1.1 Overview
- 2 Core Components for Cognitive Adaptive Serious Games
- 2.1 Dynamic Difficulty Adjustment and Adaptive Techniques
- 2.2 Measuring Cognitive Load
- 2.3 Adapting Serious Games Through the Frame of CLT
- 3 Conceptual Framework
- 4 Future Research
- 5 Conclusion
- References
- Serious Game Applications
- Designing Gamified Interventions for Autism Spectrum Disorder: A Systematic Review
- Abstract
- 1 Introduction
- 2 Review Protocol
- 3 Results and Discussion
- 3.1 Gamification Elements
- 3.2 User Interface Design
- 4 Conclusions and Future Perspectives
- References
- Analytical Design of Clinical Cases for Educational Games
- 1 Introduction
- 2 Motivation
- 3 Narrative and Simulation in Health Education
- 4 Narrative Scripting Languages
- 5 Analytical Design of Clinical Cases
- 5.1 Information Layers
- 5.2 Analytical Design Pipeline
- 6 Implementation
- 6.1 Automatic Generation of Cases
- 6.2 Authoring of Complex Cases
- 7 Conclusion
- References
- Evaluation of Informative Content of Health Data Submitted Through a Mobile Serious Game
- 1 Introduction
- 1.1 Related Work
- 2 Methods
- 2.1 Study Design and Statistical Methods
- 2.2 Technical Components
- 2.3 Interacct Client
- 3 Results
- 4 Discussion
- 4.1 Main Findings
- 5 Conclusion
- References
- Designing Game-Inspired Applications to Increase Daily PA for People with ID
- 1 Introduction
- 2 Related Work
- 3 Application Proposal
- 3.1 Initial Prototype
- 4 Conclusions and Future Work
- References
- An Educational Game About Math and Magic
- Abstract
- 1 Introduction
- 2 Game Description
- 3 User Study
- 4 Conclusions
- Acknowledgments
- References
- Poster Papers
- ``Aedes Vs. Repellents'': Applying Tower Defense Dynamics in a Digital Game to Combat the Mosquito
- 1 Introduction
- 2 Related Work
- 3 The ``Aedes vs. Repellents'' Game
- 4 Conclusions and Future Work
- References
- Quimi-Crush: A Digital Game for the Teaching of Inorganic Chemistry
- 1 Introduction
- 2 The Quimi-Crush Game
- 3 Conclusions and Future Work
- References
- PDPuzzleTable: A Leap Motion Exergame for Dual-Tasking Rehabilitation in Parkinson's Disease. Design and Study Protocol
- Abstract
- 1 Introduction
- 2 Methods
- References
- UGC Generator: An Open Access Web Tool to Model Unified Game Canvas
- 1 Introduction
- 2 The Unified Game Canvas (UGC)
- 3 The UGC Generator
- 4 Conclusions and Future Work
- References
- Avatars: The Other Side of Proteus's Mirror
- Abstract
- 1 Literature Study
- 1.1 Proteus Mirror
- 1.2 Avatars
- 1.3 Face and Second Language Acquisition
- 2 Avatar Small Scale Study
- 3 Preliminary Results
- 4 Conclusion
- References
- Presenting the Key Ideas of Fractions Through MathFractions: A Game Based Learning
- Abstract
- 1 Introduction
- 2 Related Works
- 3 The Six Facets of the Game Design
- 4 MathFractions Design and Implementation
- 5 Evaluation and Analysis
- 6 Conclusions and Future Work
- References
- ``Ultimate Food Defense'': A Serious Game for Healthy Eating Behavior Awareness
- 1 Introduction
- 2 Related Work
- 3 The Ultimate Food Defense Game
- 4 Conclusions and Future Work
- References
- The Concept and Development of a Serious Game "Alter Eco" as Part of Creating a Digital Twin of a Smart City
- Abstract
- 1 Introduction
- 2 Problem Definition and Research Area
- 3 Concept and Test Implementation of the "Smart City Alter Eco" Game
- 4 Summary
- References
- ``BDD Assemble!'': A Paper-Based Game Proposal for Behavior Driven Development Design Learning
- 1 Introduction
- 2 Related Work
- 3 Methodology
- 4 Conclusions and Future Work
- References
- A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games
- 1 Introduction
- 2 Methodology
- 2.1 Playing Agent
- 2.2 Heuristic Function
- 3 The Forest of the Guardians
- 3.1 Finite State Machine
- 3.2 Difficulties
- 4 Strategy Evaluation
- 4.1 Participants
- 4.2 Methods
- 4.3 Results and Discussion
- 5 Conclusions and Future Work
- References
- ``University Universe'': A Mobile Game to Simulate the University Student Life
- 1 Introduction
- 2 The University Universe Game
- 3 Conclusions and Future Work
- References
- Demonstrations
- GaZone: VR Image Browsing System Providing Feelings of Happiness
- 1 Introduction
- 2 Related Research
- 3 Proposed System
- 4 Evaluation Experiment
- 5 Conclusion
- References
- AutomataMind: A Serious Game Proposal for the Automata Theory Learning
- 1 Introduction
- 2 Related Work
- 3 The AutomataMind Game
- 4 Conclusion and Future Work
- References
- Designing Serious Mobile Location-based Augmented Reality Games
- Smiling Earth - Citizens' Awareness on Environmental Sustainability Using Energy and Transport Data
- Abstract
- 1 Introduction
- 2 Design Process
- 3 Description of Smiling Earth
- 4 Evaluation
- 5 Conclusion and Future Work
- Acknowledgements
- References
- Using a Location-Based AR Game in Environmental Engineering
- Abstract
- 1 Introduction
- 2 Study
- 3 Results
- 4 Discussion and Conclusions
- References
- Incentivise Me: Smartphone-Based Mobility Detection for Pervasive Games
- Abstract
- 1 Introduction
- 2 Smartphone-Based Context Detection for Mobile Games
- 2.1 Differentiating Between Different Modes of Transportation
- 3 Detecting Public Transport and Game Adaptation
- 3.1 Game Adaptation Based on Mode of Transportation
- 4 Evaluation
- 4.1 Public Transport Detection
- 5 Conclusion
- Acknowledgment
- References
- Workshops
- Designing Serious Mobile Location-Based Games
- Abstract
- 1 Introduction
- 2 Serious Mobile Location-Based Games
- 3 A Set of Guidelines
- 3.1 The Pervasive Game Design Framework (PGDF)
- 3.2 Mobile AR Games
- 3.3 Design Guidelines for Location-Based Mobile Games for Learning
- 4 Summary
- References
- Workshop: Towards Inclusive Co-creation of Inclusive Games
- 1 Introduction
- 2 Call for Participation
- 3 Outcomes for Participants and for the Workshop
- 4 Program
- References
- Author Index
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