Entertainment Computing - ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, ProceedingsGünter 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
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| 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 |
| 290 | |
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Häufige Begriffe und Wortgruppen
activity analysis Anyboard application archetypes augmented reality augmented virtuality avatar board games client Cloud Gaming cluster cognitive Comput concept consumer videogame engagement cortisol Cyberball cybersickness dementia devices digital games Drachen evaluation exercise exergames explore factor Federation for Information feedback finger game design game experience gameplay gamification gaze visualization goal haptic head-mounted displays ICEC IEEE IFIP International Federation Image-based Streaming immersion implemented in-game Information Processing 2016 interaction interface key postures Keywords learning LNCS measure missions mixed reality MMOG mobile games movement objects onboarding phase participants performance play players Processing 2016 Published prototype PSNR Published by Springer Publishing AG 2016 questionnaire quiz apps Rights Reserved G sensors serious games server smartphone social presence sound specific Springer International Publishing stress task Technology TSST vibration motors video games virtual environment virtual reality virtual world Wallner
