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Entertainment Computing – ICEC 2013

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Cover of 'Entertainment Computing – ICEC 2013'

Table of Contents

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    Book Overview
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    Chapter 1 An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes
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    Chapter 2 A New Chess Variant for Gaming AI
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    Chapter 3 A Systematic Review of Game Design Methods and Tools
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    Chapter 4 Augmented Home
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    Chapter 5 Debunking Differences between Younger and Older Adults Using a Collaborative Virtual Environment
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    Chapter 6 Exploring Opponent Formats
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    Chapter 7 Investigating the Role of Composition Conventions in Three-Move Mate Problems
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    Chapter 8 Mappets: An Interactive Plugin for Transmedia Machinima on Unity3D
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    Chapter 9 MobileWars: A Mobile GPGPU Game
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    Chapter 10 StepByStep: Design of an Interactive Pictorial Activity Game for Teaching Generalization Skills to Children with Autism
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    Chapter 11 Technologically Mediated Intimate Communication: An Overview and Future Directions
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    Chapter 12 2D vs 3D Visualization and Social Networks Entertainment Games: A Human Factor Response Case Study
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    Chapter 13 A Game Design Analytic System Based on Data Provenance
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    Chapter 14 Evaluation of Interaction Methods for a Real-Time Augmented Reality Game
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    Chapter 15 Exercise My Game: Turning Off-The-Shelf Games into Exergames
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    Chapter 16 How Do People Talk with a Virtual Philosopher: Log Analysis of a Real-World Application
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    Chapter 17 Life-Like Animation System of Virtual Firefly Based on Animacy Perception
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    Chapter 18 A Model-Driven Engineering Approach for Immersive Mixed-Reality Environments
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    Chapter 19 A Technique to Improve Freehand Sketches of Multi-touch Interactions
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    Chapter 20 An Artificial Emotional Agent-Based Architecture for Games Simulation
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    Chapter 21 An Enriched Artifacts Activity for Supporting Creative Learning: Perspectives for Children with Impairments
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    Chapter 22 Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research
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    Chapter 23 Evaluating Paper Prototype for Tabletop Collaborative Game Applications
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    Chapter 24 Initial Perceptions of a Touch-Based Tablet Handwriting Serious Game
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    Chapter 25 Motivation-Based Game Design: A Framework for Evaluating Engagement Potential
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    Chapter 26 Mubil: Creating an Immersive Experience of Old Books to Support Learning in a Museum-Archive Environment
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    Chapter 27 Suspended Walking: A Physical Locomotion Interface for Virtual Reality
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    Chapter 28 Usability Evaluation of an Application Designed for the Older Adults
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    Chapter 29 Demonstrating Hundreds of AIs in One Scene
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    Chapter 30 Educational: 3D Design for Mobile Augmented Reality
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Title
Entertainment Computing – ICEC 2013
Published by
Springer Berlin Heidelberg, September 2013
DOI 10.1007/978-3-642-41106-9
ISBNs
978-3-64-241105-2, 978-3-64-241106-9
Editors

Anacleto, Junia C., Clua, Esteban W. G., Silva, Flavio S. Correa, Fels, Sidney, Yang, Hyun S.

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X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 57 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 57 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 2 4%
Unspecified 2 4%
Unknown 53 93%
Readers by discipline Count As %
Unspecified 2 4%
Computer Science 2 4%
Unknown 53 93%