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Entertainment Computing - ICEC 2012

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Cover of 'Entertainment Computing - ICEC 2012'

Table of Contents

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    Book Overview
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    Chapter 1 Social Interaction for Interactive Storytelling
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    Chapter 2 Gaming after Dark
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    Chapter 3 Information-Gathering Events in Story Plots
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    Chapter 4 Design and Evaluation of Parametrizable Multi-genre Game Mechanics
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    Chapter 5 A Virtual Training Tool for Giving Talks
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    Chapter 6 Stories from the History of Czechoslovakia, A Serious Game for Teaching History of the Czech Lands in the 20th Century – Notes on Design Concepts and Design Process
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    Chapter 7 Cognitive Processes Involved in Video Game Identification
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    Chapter 8 An Annotation Scheme for Social Interaction in Digital Playgrounds
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    Chapter 9 Philosophy Meets Entertainment: Designing an Interactive Virtual Philosopher
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    Chapter 10 Spotting the Difference: Identifying Player Opponent Preferences in FPS Games
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    Chapter 11 AR Paint: A Fusion System of a Paint Tool and AR
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    Chapter 12 Pictures at an Exhibition: Design of a Hybrid Puppetry Performance Piece
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    Chapter 13 Follow the Grass: A Smart Material Interactive Pervasive Display
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    Chapter 14 The ICOCOON Virtual Meeting Room: A Virtual Environment as a Support Tool for Multipoint Teleconference Systems
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    Chapter 15 Playing with the Weather
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    Chapter 16 fAARS: A Platform for Location-Aware Trans-reality Games
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    Chapter 17 How to Analyse Therapeutic Games: The Player / Game / Therapy Model
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    Chapter 18 Game-Based Trust
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    Chapter 19 Design of Tangible Games for Children Undergoing Occupational and Physical Therapy
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    Chapter 20 Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games
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    Chapter 21 The Effect of Closely-Coupled Interaction on Player Experience in Casual Games
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    Chapter 22 Leisure Food: Derive Social and Cultural Entertainment through Physical Interaction with Food
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    Chapter 23 A Method for Measuring the Creative Potential of Computer Games
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    Chapter 24 Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game
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    Chapter 25 A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects
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    Chapter 26 A Parallel Fipa Architecture Based on GPU for Games and Real Time Simulations
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    Chapter 27 Cognitive Agents for Microscopic Traffic Simulations in Virtual Environments
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    Chapter 28 Out of Context Augmented Navfields: Designing Crowd Choreographies
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    Chapter 29 Priority Level Planning in Kriegspiel
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    Chapter 30 Writing Real-Time .Net Games in Casanova
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    Chapter 31 An Analysis of Player Strategies and Performance in Audio Puzzles
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    Chapter 32 Cell Phone Puppets: Turning Mobile Phones into Performing Objects
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    Chapter 33 Brain-Computer Interface Games: Towards a Framework
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    Chapter 34 Semiautomatic and User-Centered Orientation of Digital Artifacts on Multi-touch Tabletops
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    Chapter 35 Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning?
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    Chapter 36 Player Control in a Real-Time Mobile Augmented Reality Game
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    Chapter 37 Evolution of GameBots Project
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    Chapter 38 A Framework for Usability Evaluation of Mobile Mixed Reality Games
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    Chapter 39 Therapeutic Presence - Virtual Illusions for Neurorehabilitation
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    Chapter 40 Integrated System for Automatic Platform Game Level Creation with Difficulty and Content Adaptation
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    Chapter 41 Web-Based Graphic Environment to Support Programming in the Beginning Learning Process
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    Chapter 42 Interactive Music Recommendation System for Adapting Personal Affection: IMRAPA
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    Chapter 43 Value-Based Design for Gamifying Daily Activities
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    Chapter 44 Real Story Interaction: The Role of Global Agency in Interactive Storytelling
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    Chapter 45 Adaptive Difficulty with Dynamic Range of Motion Adjustments in Exergames for Parkinson’s Disease Patients
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    Chapter 46 The Influence of Music on Player Performance in Exergames for Parkinson’s Patients
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    Chapter 47 The Soundtrack Of Your Life
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    Chapter 48 Mobile Gaming with Indirect Sensor Control
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    Chapter 49 Heuristics for Social Games with a Purpose
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    Chapter 50 Serious Questions in Playful Questionnaires
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    Chapter 51 Interactive Installation Design to Enhance Audience Immersion and Informational Behaviour
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    Chapter 52 Emotional Interaction with Surfaces - Works of Design and Computing
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    Chapter 53 The Empathy Machine
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    Chapter 54 Blending Real and Virtual Worlds Using Self-reflection and Fiducials
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    Chapter 55 The Animation Loop Station: Near Real-Time Animation Production
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    Chapter 56 Exploring User Input Metaphors for Jump and Run Games on Mobile Devices
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    Chapter 57 The Social Maze: A Collaborative Game to Motivate MS Patients for Upper Limb Training
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    Chapter 58 HTML5 – Chances and Pitfalls
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    Chapter 59 A Framework Concept for Emotion Enriched Interfaces
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    Chapter 60 Expanding the Magic Circle in Pervasive Casual Play
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    Chapter 61 Time Simulator in Virtual Reality for Children with Attention Deficit Hyperactivity Disorder
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    Chapter 62 SGDA2012
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    Chapter 63 GCI 2012 Harnessing Collective Intelligence with Games
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    Chapter 64 2nd Workshop on Game Development and Model-Driven Software Development
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    Chapter 65 PULP Scription: A DSL for Mobile HTML5 Game Applications
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    Chapter 66 MDSD for Games with Eclipse Modeling Technologies
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    Chapter 67 A Feature-Based Environment for Digital Games
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    Chapter 68 Automating the Implementation of Games Based on Model-Driven Authoring Environments
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    Chapter 69 Game Developers Need Lua AiR
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    Chapter 70 Future Trends in Game Authoring Tools
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    Chapter 71 The Effectiveness and Efficiency of Model Driven Game Design
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    Chapter 72 Entertainment Computing - ICEC 2012
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    Chapter 73 “Do Not Touch the Paintings!” The Benefits of Interactivity on Learning and Future Visits in a Museum
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    Chapter 74 Mobile Application for Noise Pollution Monitoring through Gamification Techniques
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    Chapter 75 AtomicOrchid: A Mixed Reality Game to Investigate Coordination in Disaster Response
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    Chapter 76 A Ubiquitous Solution for Location-Aware Games
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    Chapter 77 Workshop on: Exploring the Challenges of Ethics, Privacy and Trust in Serious Gaming
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    Chapter 78 Pervasive Gaming as a Potential Solution to Traffic Congestion: New Challenges Regarding Ethics, Privacy and Trust
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    Chapter 79 Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social Exclusion
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    Chapter 80 Cyber Security Games: A New Line of Risk
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    Chapter 81 Open Source Software for Entertainment
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    Chapter 82 Erratum to: Entertainment Computing - ICEC 2012
Attention for Chapter 28: Out of Context Augmented Navfields: Designing Crowd Choreographies
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Chapter title
Out of Context Augmented Navfields: Designing Crowd Choreographies
Chapter number 28
Book title
Entertainment Computing - ICEC 2012
Published by
Springer Berlin Heidelberg, January 2012
DOI 10.1007/978-3-642-33542-6_28
Book ISBNs
978-3-64-233541-9, 978-3-64-233542-6
Authors

Guillaume Levieux, Stéphane Natkin, Alexandre Topol

Editors

Marc Herrlich, Rainer Malaka, Maic Masuch

Mendeley readers

The data shown below were compiled from readership statistics for 4 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Japan 1 25%
Luxembourg 1 25%
Unknown 2 50%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 1 25%
Student > Bachelor 1 25%
Researcher 1 25%
Unknown 1 25%
Readers by discipline Count As %
Computer Science 3 75%
Unknown 1 25%