Entertainment Computing - ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings

Cover
Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang
Springer, 19.09.2016 - 292 Seiten
This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016.
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.
 

Inhalt

Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
3
The Challenge to Nurture Challenge
15
Game System of Coordination Skills Training for Elderly People
24
A GrammarBased Framework for Rehabilitation Exergames
38
Developing AvatarBased Approaches for Inter
51
Success Factors for Applied Game Projects An Exploratory Framework for Practitioners
63
Use and Evaluation of Digital Entertainment
75
Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
76
An Interactive Geometric Obstacle Course of Daredevil Proportions
200
A Gamified Activity Tracker
205
Promoting Stretching Activity with Smartwatch A Pilot Study
211
Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility
217
Playful Interaction Techniques for People with Dementia
223
User Interface Prototyping for Handheld Mobile Augmented Reality Applications
229
Designing Shared Virtual Reality Gaming Experiences in Local Multiplatform Games
235
A Mixed Methods Approach
241

Progression Analysis and Profiling in Just Cause 2
90
Effects of Shared Gaze on Social Presence in an Online Cooperative Game
102
Evaluating Experiences in Different Virtual Reality Setups
115
Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful
126
Entertainment Technology
135
Avatar Density Based Client Assignment
137
Improving Graphic Quality Delivered on Cloud Gaming
149
A Platform for Hybrid Board Games
161
Accelerating the Physical Experience of Immersive and Penetrating Music Using VibrationMotor Array in a Wearable Belt Set
173
The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
187
Short Papers
199
A New Scale Development
247
Geometric Representations for Subjective Time in Digital Narratives
253
Productive Gaming
260
Solving the SophisticationPopulation Paradox of Game Refinement Theory
266
Cultural Visualisation of a Cultural Photographic Collection in 3D Environments Development of PAV 3D Photographic Archive Visualisation
272
Posters
278
Enrichment of Story Reading with Digital Media
279
Designing a Cooperative Augmented Reality Board Game
286
Author Index
290
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