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Entertainment Computing - ICEC 2016

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Cover of 'Entertainment Computing - ICEC 2016'

Table of Contents

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    Book Overview
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    Chapter 1 Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
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    Chapter 2 The Challenge to Nurture Challenge
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    Chapter 3 Game System of Coordination Skills Training for Elderly People
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    Chapter 4 A Grammar-Based Framework for Rehabilitation Exergames
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    Chapter 5 Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Interpersonal and Evaluative Stressors
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    Chapter 6 Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners
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    Chapter 7 Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
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    Chapter 8 How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2
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    Chapter 9 EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
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    Chapter 10 Evaluating Experiences in Different Virtual Reality Setups
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    Chapter 11 Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful-Consumption Experiences
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    Chapter 12 Avatar Density Based Client Assignment
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    Chapter 13 A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming
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    Chapter 14 Anyboard: A Platform for Hybrid Board Games
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    Chapter 15 Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set
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    Chapter 16 The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
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    Chapter 17 Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions
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    Chapter 18 Little Fitness Dragon: A Gamified Activity Tracker
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    Chapter 19 Promoting Stretching Activity with Smartwatch - A Pilot Study
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    Chapter 20 Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility
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    Chapter 21 Mindtraining: Playful Interaction Techniques for People with Dementia
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    Chapter 22 User Interface Prototyping for Handheld Mobile Augmented Reality Applications
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    Chapter 23 Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games
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    Chapter 24 Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach
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    Chapter 25 A Revisit of the Measurements on Engagement in Videogames: A New Scale Development
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    Chapter 26 Geometric Representations for Subjective Time in Digital Narratives
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    Chapter 27 Productive Gaming
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    Chapter 28 Solving the Sophistication-Population Paradox of Game Refinement Theory
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    Chapter 29 Cultural Visualisation of a Cultural Photographic Collection in 3D Environments – Development of ‘PAV 3D’ (Photographic Archive Visualisation)
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    Chapter 30 Enrichment of Story Reading with Digital Media
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    Chapter 31 Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game
Attention for Chapter 12: Avatar Density Based Client Assignment
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Chapter title
Avatar Density Based Client Assignment
Chapter number 12
Book title
Entertainment Computing - ICEC 2016
Published in
Lecture notes in computer science, September 2016
DOI 10.1007/978-3-319-46100-7_12
Book ISBNs
978-3-31-946099-4, 978-3-31-946100-7
Authors

Lutz Behnke, Sven Allers, Qi Wang, Christos Grecos, Kai von Luck

Editors

Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang

Mendeley readers

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 %
Unknown 4 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 2 50%
Student > Bachelor 1 25%
Student > Master 1 25%
Readers by discipline Count As %
Computer Science 3 75%
Engineering 1 25%