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Entertainment Computing – ICEC 2011

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Cover of 'Entertainment Computing – ICEC 2011'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Draw Your Own Story: Paper and Pencil Interactive Storytelling
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    Chapter 2 The Experience of Interactive Storytelling: Comparing “Fahrenheit” with “Façade”
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    Chapter 3 Entertainment Computing – ICEC 2011
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    Chapter 4 Verification of Temporal Constraints in Continuous Time on Nondeterministic Stories
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    Chapter 5 GrabApple: The Design of a Casual Exergame
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    Chapter 6 Motion-Based Games for Parkinson’s Disease Patients
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    Chapter 7 Universal Game Based on Traditional Children’s Outdoor Games
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    Chapter 8 Gemini: A Pervasive Accumulated Context Exergame
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    Chapter 9 Evaluating User Experience in a Selection Based Brain-Computer Interface Game A Comparative Study
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    Chapter 10 Influencing Experience: The Effects of Reading Game Reviews on Player Experience
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    Chapter 11 Quality of Service and Quality of Experience Correlations in a Location-Based Mobile Multiplayer Role-Playing Game
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    Chapter 12 Effect of Camera and Object Motion on Visual Load in 3D Games
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    Chapter 13 Entertainment Computing – ICEC 2011
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    Chapter 14 A Public 3D Visualization Tool for the Musée des Arts et Métiers de Paris
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    Chapter 15 Camerawork for Comics Generated from Visitors’ Experiences in a Virtual Museum
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    Chapter 16 Towards a Unified System for Digital Film Production
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    Chapter 17 Fundamentals of Stereoscopic 3D Game Design
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    Chapter 18 Affective Agents for Empathic Interactions
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    Chapter 19 Time Balancing with Adaptive Time-Variant Minigames
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    Chapter 20 Increasing Efficiency and Quality in the Automatic Composition of Three-Move Mate Problems
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    Chapter 21 Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer
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    Chapter 22 Art and Technology for Young Creators
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    Chapter 23 A Narrative Game as an Educational Entertainment Resource to Teach Words to Children with Learning Deficits: A Feasibility Study
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    Chapter 24 Entertainment Computing – ICEC 2011
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    Chapter 25 Sound in COLLADA
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    Chapter 26 A Deeper Look at the Use of Telemetry for Analysis of Player Behavior in RTS Games
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    Chapter 27 Realistic 2D Facial Animation from One Image
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    Chapter 28 Filtering Joystick Data for Shooter Design Really Matters
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    Chapter 29 Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft
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    Chapter 30 The Looking Glass: Visually Projecting Yourself to the Past
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    Chapter 31 BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey
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    Chapter 32 ZenTrader, an Emotion-Reactive Interface
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    Chapter 33 Measuring the Impact of Knowledge Gained from Playing FPS and RPG Games on Gameplay Performance
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    Chapter 34 The Effect of Privacy on Social Presence in Location-Based Mobile Games
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    Chapter 35 VivoSpace: Towards Health Behavior Change Using Social Gaming
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    Chapter 36 Wisdom about the Crowd: Assuring Geospatial Data Quality Collected in Location-Based Games
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    Chapter 37 An End-to-End Framework for Multi-view Video Content: Creating Multiple-Perspective Hypervideo to View on Mobile Platforms
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    Chapter 38 Cheshire: A Design Framework for Alternate Reality Games
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    Chapter 39 CiVo: Real-Time Visualization of Social Activities by Cartoonized Twitter
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    Chapter 40 Re:Cycle - A Generative Ambient Video Engine
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    Chapter 41 Tippy the Telepresence Robot
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    Chapter 42 A Poor Woman’s Interactive Remake of the “I Still Remember” Documentary with OpenGL
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    Chapter 43 Automated Song Selection System Complying with Emotional Requests
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    Chapter 44 Bringing Empathy into Play: On the Effects of Empathy in Violent and Nonviolent Video Games
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    Chapter 45 Cross-Platform Social Web Application for Older Adults with HTML 5
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    Chapter 46 Designing a Wearable Vibrotactile Feedforward Wrist Display for Novice Gameplay
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    Chapter 47 Interactive Ink-and-Wash Drawing
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    Chapter 48 Digital Keepsake Box: Sharing Items and Memories to Enhance Communications among Remote Persons
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    Chapter 49 Emotional Intelligent Contents: Expressing User’s Own Emotion within Contents
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    Chapter 50 Exercise Pal Mootchi
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    Chapter 51 Exploring the Concept of Third Space within Networked Social Media
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    Chapter 52 Game Information Dynamics
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    Chapter 53 Interactive Communion Tabletop
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    Chapter 54 Lifelogging for Hidden Minds: Interacting Unconsciously
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    Chapter 55 Maritime City: Using Games Technology to Train Social Workers – Some Initial Results
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    Chapter 56 Opportunity of Accelerating User eXperience (UX) Technologies on Embedded Systems
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    Chapter 57 Randomness + Structure = Clutter: A Procedural Object Placement Generator
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    Chapter 58 Toward a Framework for Prototyping Physical Interfaces in Multiplayer Gaming: TwinSpace Experiences
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    Chapter 59 RTFX: On-Set Previs with UnrealEngine3
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    Chapter 60 Serious Questionnaires in Playful Social Network Applications
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    Chapter 61 Tangible Interaction on Tabletops for Elderly People
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    Chapter 62 The Cursor as an Artistic Expression in Jeddah
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    Chapter 63 The Role of Movies and Telephony in the History of Communication Media
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    Chapter 64 To Virtualize or Not? The Importance of Physical and Virtual Components in Augmented Reality Board Games
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    Chapter 65 Using Game Engines in Mixed Reality Installations
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    Chapter 66 1st Workshop on Game Development and Model-Driven Software Development
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    Chapter 67 How Does an Interactive Story Feel Like? Theory and Measurement of the User Experience
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    Chapter 68 Open Software and Art: A Tutorial
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    Chapter 69 Beyond Badges – Gamification for the Real World
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    Chapter 70 Playing Digital Games Will Make You a Better Human Being
Overall attention for this book and its chapters
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Title
Entertainment Computing – ICEC 2011
Published by
Springer Berlin Heidelberg, January 2011
DOI 10.1007/978-3-642-24500-8
ISBNs
978-3-64-224499-5, 978-3-64-224500-8
Editors

Junia Coutinho Anacleto, Sidney Fels, Nicholas Graham, Bill Kapralos, Magy Saif El-Nasr, Kevin Stanley

X Demographics

X Demographics

The data shown below were collected from the profiles of 5 X users 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 21 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 21 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 5 24%
Student > Doctoral Student 2 10%
Professor 1 5%
Student > Master 1 5%
Professor > Associate Professor 1 5%
Other 0 0%
Unknown 11 52%
Readers by discipline Count As %
Computer Science 2 10%
Arts and Humanities 1 5%
Psychology 1 5%
Sports and Recreations 1 5%
Engineering 1 5%
Other 1 5%
Unknown 14 67%