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Entertainment Computing - ICEC 2015

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Cover of 'Entertainment Computing - ICEC 2015'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 A Mobile Game Controller Adapted to the Gameplay and User’s Behavior Using Machine Learning
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    Chapter 2 A Participatory Approach for Game Design to Support the Learning and Communication of Autistic Children
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    Chapter 3 A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains
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    Chapter 4 Adaptive Automated Storytelling Based on Audience Response
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    Chapter 5 ADITHO – A Serious Game for Training and Evaluating Medical Ethics Skills
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    Chapter 6 A Battle of Wit: Applying Computational Humour to Game Design
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    Chapter 7 Advanced Dynamic Scripting for Fighting Game AI
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    Chapter 8 Applied Games - In search of a New Definition
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    Chapter 9 Classification of Player Roles in the Team-Based Multi-player Game Dota 2
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    Chapter 10 Design-Based Learning in Classrooms Using Playful Digital Toolkits
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    Chapter 11 Embedding and Implementation of Quantum Computational Concepts in Digital Narratives
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    Chapter 12 EmotionBike: A Study of Provoking Emotions in Cycling Exergames
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    Chapter 13 Evaluating the Impact of Highly Immersive Technologies and Natural Interaction on Player Engagement and Flow Experience in Games
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    Chapter 14 Evolutionary Changes of Pokemon Game: A Case Study with Focus On Catching Pokemon
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    Chapter 15 Game-Based Interactive Campaign Using Motion-Sensing Technology
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    Chapter 16 Gamification and Family Housework Applications
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    Chapter 17 IdleWars: An Evaluation of a Pervasive Game to Promote Sustainable Behaviour in the Workplace
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    Chapter 18 Interactive Digital Gameplay Can Lower Stress Hormone Levels in Home Alone Dogs — A Case for Animal Welfare Informatics
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    Chapter 19 KINJIRO: Animatronics for Children’s Reading Aloud Training
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    Chapter 20 Rogue-Like Games as a Playground for Artificial Intelligence – Evolutionary Approach
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    Chapter 21 Software Architectures and the Creative Processes in Game Development
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    Chapter 22 Storytelling Variants: The Case of Little Red Riding Hood
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    Chapter 23 Tags You Don’t Forget: Gamified Tagging of Personal Images
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    Chapter 24 The Design Process Continues
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    Chapter 25 Three Apps for Shooting Sports: The Design, Development, and Deployment
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    Chapter 26 Yasmine’s Adventures: An Interactive Urban Experience Exploring the Sociocultural Potential of Digital Entertainment
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    Chapter 27 Asterodrome: Force-of-Gravity Simulations in an Interactive Media Theater
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    Chapter 28 Exploring the Importance of “Making” in an Educational Game Design
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    Chapter 29 Simple Games – Complex Emotions: Automated Affect Detection Using Physiological Signals
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    Chapter 30 Studying an Author-Oriented Approach to Procedural Content Generation through Participatory Design
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    Chapter 31 The Role of Embarrassment to Shape Public Interactions
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    Chapter 32 Towards Smart City Learning: Contextualizing Geometry Learning with a Van Hiele Inspired Location-Aware Game
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    Chapter 33 A Simultaneous, Multidisciplinary Development and Design Journey – Reflections on Prototyping
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    Chapter 34 A Role-Switching Mechanic for Reflective Decision-Making Game
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    Chapter 35 Adaptation to TV Delays Based on the User Behaviour towards a Cheating-Free Second Screen Entertainment
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    Chapter 36 Exploring Deep Content in Physical Rehabilitation Games
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    Chapter 37 Games, from Engaging to Understanding: A Perspective from a Museum of Computing Machinery
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    Chapter 38 Interactive Painterly Rendering for Mobile Devices
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    Chapter 39 Lessons from Practicing an Adapted Model Driven Approach in Game Development
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    Chapter 40 Measuring Latency in Virtual Reality Systems
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    Chapter 41 MindSpace: A Cognitive Behavioral Therapy Game for Treating Anxiety Disorders in Children
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    Chapter 42 Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders
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    Chapter 43 Serious Games: Is Your User Playing or Hunting?
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    Chapter 44 Space for Seriousness?
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    Chapter 45 Spheres of Play: Designing Games and Interfaces for Media Architectures
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    Chapter 46 Supporting the Collaboration between Programmers and Designers Building Game AI
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    Chapter 47 The Impact of Sensor Noise on Player Experience in Magic Window Augmented Reality Aiming Games
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    Chapter 48 Towards a Framework for Gamification-Based Intervention Mapping in mHealth
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    Chapter 49 [self.]: Realization / Art Installation / Artificial Intelligence: A Demonstration
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    Chapter 50 Bridging Tangible and Virtual Interaction: Rapid Prototyping of a Gaming Idea
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    Chapter 51 Can Interactive Art Installations Attract 15 Years Old Students to Coding?
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    Chapter 52 Digital Art Application Development: A Project to Increase Motivation in Systems Development Courses for Bachelor Students in Computer Engineering
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    Chapter 53 Pedal Tanks
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    Chapter 54 The Vocal Range of Movies - Sonifying Gender Representation in Film
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    Chapter 55 Workshop: AI and Creativity in Entertainment
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    Chapter 56 Creating Video Content for Oculus Rift
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    Chapter 57 Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media
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    Chapter 58 Making as a Pathway to Foster Joyful Engagement and Creativity in Learning
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    Chapter 59 Playful Experiences and Game Concepts for Multi-screen Environments
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    Chapter 60 Quantum and Entertainment Computing
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    Chapter 61 Tutorial: Service-Oriented Architecture (SOA) Development for Serious Games
Overall attention for this book and its chapters
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Title
Entertainment Computing - ICEC 2015
Published by
Springer, September 2015
DOI 10.1007/978-3-319-24589-8
ISBNs
978-3-31-924588-1, 978-3-31-924589-8
Editors

Konstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka

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X Demographics

The data shown below were collected from the profiles of 12 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 211 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Portugal 1 <1%
Germany 1 <1%
Brazil 1 <1%
Unknown 208 99%

Demographic breakdown

Readers by professional status Count As %
Student > Master 42 20%
Student > Ph. D. Student 35 17%
Student > Bachelor 31 15%
Student > Doctoral Student 16 8%
Researcher 13 6%
Other 27 13%
Unknown 47 22%
Readers by discipline Count As %
Computer Science 71 34%
Engineering 18 9%
Social Sciences 14 7%
Psychology 13 6%
Arts and Humanities 10 5%
Other 34 16%
Unknown 51 24%