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This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP.
The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.




This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP.
The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.


This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP.
The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.
Content:
Front Matter....Pages -
Draw Your Own Story: Paper and Pencil Interactive Storytelling....Pages 1-12
The Experience of Interactive Storytelling: Comparing “Fahrenheit” with “Fa?ade”....Pages 13-21
Emotion-Driven Interactive Digital Storytelling....Pages 22-27
Verification of Temporal Constraints in Continuous Time on Nondeterministic Stories....Pages 28-34
GrabApple: The Design of a Casual Exergame....Pages 35-46
Motion-Based Games for Parkinson’s Disease Patients....Pages 47-58
Universal Game Based on Traditional Children’s Outdoor Games....Pages 59-64
Gemini: A Pervasive Accumulated Context Exergame....Pages 65-76
Evaluating User Experience in a Selection Based Brain-Computer Interface Game A Comparative Study....Pages 77-88
Influencing Experience: The Effects of Reading Game Reviews on Player Experience....Pages 89-100
Quality of Service and Quality of Experience Correlations in a Location-Based Mobile Multiplayer Role-Playing Game....Pages 101-112
Effect of Camera and Object Motion on Visual Load in 3D Games....Pages 113-123
Integrating Stereoscopic Video in 3D Games....Pages 124-135
A Public 3D Visualization Tool for the Mus?e des Arts et M?tiers de Paris....Pages 136-142
Camerawork for Comics Generated from Visitors’ Experiences in a Virtual Museum....Pages 143-148
Towards a Unified System for Digital Film Production....Pages 149-154
Fundamentals of Stereoscopic 3D Game Design....Pages 155-160
Affective Agents for Empathic Interactions....Pages 161-172
Time Balancing with Adaptive Time-Variant Minigames....Pages 173-185
Increasing Efficiency and Quality in the Automatic Composition of Three-Move Mate Problems....Pages 186-197
Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer....Pages 198-209
Art and Technology for Young Creators....Pages 210-221
A Narrative Game as an Educational Entertainment Resource to Teach Words to Children with Learning Deficits: A Feasibility Study....Pages 222-227
Future Delta Motivating Climate Change Action Grounded in Place....Pages 228-234
Sound in COLLADA....Pages 235-246
A Deeper Look at the Use of Telemetry for Analysis of Player Behavior in RTS Games....Pages 247-257
Realistic 2D Facial Animation from One Image....Pages 258-263
Filtering Joystick Data for Shooter Design Really Matters....Pages 264-269
Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft....Pages 270-281
The Looking Glass: Visually Projecting Yourself to the Past....Pages 282-287
BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey....Pages 288-293
ZenTrader, an Emotion-Reactive Interface....Pages 294-299
Measuring the Impact of Knowledge Gained from Playing FPS and RPG Games on Gameplay Performance....Pages 300-306
The Effect of Privacy on Social Presence in Location-Based Mobile Games....Pages 307-318
VivoSpace: Towards Health Behavior Change Using Social Gaming....Pages 319-330
Wisdom about the Crowd: Assuring Geospatial Data Quality Collected in Location-Based Games....Pages 331-336
An End-to-End Framework for Multi-view Video Content: Creating Multiple-Perspective Hypervideo to View on Mobile Platforms....Pages 337-342
Cheshire: A Design Framework for Alternate Reality Games....Pages 343-348
CiVo: Real-Time Visualization of Social Activities by Cartoonized Twitter....Pages 349-353
Tippy the Telepresence Robot....Pages 354-357
A Poor Woman’s Interactive Remake of the “I Still Remember” Documentary with OpenGL....Pages 358-361
Automated Song Selection System Complying with Emotional Requests....Pages 362-366
Bringing Empathy into Play: On the Effects of Empathy in Violent and Nonviolent Video Games....Pages 367-370
Cross-Platform Social Web Application for Older Adults with HTML 5....Pages 371-374
Designing a Wearable Vibrotactile Feedforward Wrist Display for Novice Gameplay....Pages 375-378
Interactive Ink-and-Wash Drawing....Pages 379-382
Digital Keepsake Box: Sharing Items and Memories to Enhance Communications among Remote Persons....Pages 383-386
Emotional Intelligent Contents: Expressing User’s Own Emotion within Contents....Pages 387-390
Exercise Pal Mootchi....Pages 391-394
Exploring the Concept of Third Space within Networked Social Media....Pages 395-398
Game Information Dynamics....Pages 399-402
Interactive Communion Tabletop....Pages 403-406
Lifelogging for Hidden Minds: Interacting Unconsciously....Pages 407-410
Maritime City: Using Games Technology to Train Social Workers – Some Initial Results....Pages 411-414
Opportunity of Accelerating User eXperience (UX) Technologies on Embedded Systems....Pages 415-418
Randomness + Structure = Clutter: A Procedural Object Placement Generator....Pages 419-423
Toward a Framework for Prototyping Physical Interfaces in Multiplayer Gaming: TwinSpace Experiences....Pages 424-427
RTFX: On-Set Previs with UnrealEngine3....Pages 428-431
Serious Questionnaires in Playful Social Network Applications....Pages 432-435
Tangible Interaction on Tabletops for Elderly People....Pages 436-439
The Role of Movies and Telephony in the History of Communication Media....Pages 440-443
To Virtualize or Not? The Importance of Physical and Virtual Components in Augmented Reality Board Games....Pages 444-447
Using Game Engines in Mixed Reality Installations....Pages 448-451
1st Workshop on Game Development and Model-Driven Software Development....Pages 452-455
How Does an Interactive Story Feel Like? Theory and Measurement of the User Experience....Pages 456-459
Open Software and Art: A Tutorial....Pages 460-463
Beyond Badges – Gamification for the Real World....Pages 464-467
Playing Digital Games Will Make You a Better Human Being....Pages 468-471
Back Matter....Pages 472-472
....Pages 473-473
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