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Entertainment Computing - ICEC 2015

Overview of attention for book
Entertainment Computing - ICEC 2015
Springer

Table of Contents

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    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
Attention for Chapter 55: Workshop: AI and Creativity in Entertainment
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Chapter title
Workshop: AI and Creativity in Entertainment
Chapter number 55
Book title
Entertainment Computing - ICEC 2015
Published in
Lecture notes in computer science, December 2015
DOI 10.1007/978-3-319-24589-8_55
Book ISBNs
978-3-31-924588-1, 978-3-31-924589-8
Authors

Axel Tidemann, Agnar Aamodt

Editors

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

Timeline

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 5 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 5 100%

Demographic breakdown

Readers by professional status Count As %
Professor 1 20%
Student > Ph. D. Student 1 20%
Researcher 1 20%
Unknown 2 40%
Readers by discipline Count As %
Computer Science 2 40%
Unknown 3 60%