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Entertainment Computing – ICEC 2017

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Cover of 'Entertainment Computing – ICEC 2017'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Genesis: New Media Art Created as a Visualization of Fluid Dynamics
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    Chapter 2 Bubble Clouds: 3D Display Composed of Soap Bubble Cluster
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    Chapter 3 A Literary Analysis of Poems Automatically Produced by Peter’s Haiku Generator
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    Chapter 4 RoughON: A Portable Music Sketch Production System by Real Time Input of Melody
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    Chapter 5 InvisibleSound: An App Enabling Blind People to Compose Music
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    Chapter 6 SofTouch: Turning Soft Objects into Touch Interfaces Using Detachable Photo Sensor Modules
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    Chapter 7 Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad
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    Chapter 8 InsTangible: A Tangible User Interface Combining Pop-up Cards with Conductive Ink Printing
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    Chapter 9 Design and Implementation of a Voice Feedback Device for Voice Loudness Control
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    Chapter 10 e2-Mask: Design and Implementation of a Mask-Type Display to Support Face-to-Face Communication
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    Chapter 11 Serious Games for Cognitive Assessment with Older Adults: A Preliminary Study
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    Chapter 12 Designing Game-Based Interventions for Subverting Normative Attitudes
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    Chapter 13 Evaluating a Serious Game for Cognitive Stimulation and Assessment with Older Adults: The Sorting Sheep Game
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    Chapter 14 An Interactive Digital Storytelling System with “What If” Functions
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    Chapter 15 In.Line: A Navigation Game for Visually Impaired People
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    Chapter 16 SikkerhetsLøypa - Knowledge Toward Sustainable and Secure Paths of Creative and Critical Digital Skills
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    Chapter 17 A Game System for Learning Mathematics with Pacing Considering Individual Motivation and Feeling
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    Chapter 18 Visual-Effect Dictionary for Converting Words into Visual Images
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    Chapter 19 Design and Evaluation of a Cybersecurity Awareness Training Game
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    Chapter 20 Sports Training System for Situational Judgment Improvement by Reliving First Person Viewpoint
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    Chapter 21 Exploring Pervasive Entertainment Games to Construct Learning Paths
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    Chapter 22 Virtual Scuba Diving System Utilizing the Sense of Weightlessness Underwater
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    Chapter 23 The Alteration of Gustatory Sense by Virtual Chromatic Transition of Food Items
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    Chapter 24 Hoverboard: A Leap to the Future of Locomotion in VR!?
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    Chapter 25 Masking Distracting Ambient Sound in an Adaptive VR-Application to Increase Presence
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    Chapter 26 Proposal of an Erasure-Oriented Drawing Style to Develop the Ability to Copy Images
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    Chapter 27 Survey of How Human Players Divert In-game Actions for Other Purposes: Towards Human-Like Computer Players
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    Chapter 28 Designing a Creature Believability Scale for Videogames
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    Chapter 29 An Analysis of DOTA2 Using Game Refinement Measure
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    Chapter 30 A Method for Illustrating Shogi Postmortems Using Results of Statistical Analysis of Kifu Data
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    Chapter 31 Predicting Human Computation Game Scores with Player Rating Systems
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    Chapter 32 Playful-Consumption Experience in Digital Game Playing: A Scale Development
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    Chapter 33 Generating the Expression of the Move of Go by Classifier Learning
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    Chapter 34 Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games
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    Chapter 35 Possible Interpretations for Game Refinement Measure
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    Chapter 36 A Framework to Determine the Suitability of Software Development Methodologies for the Development of Location-Based Games
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    Chapter 37 Vetrina Attori: Scene Seek Support System Focusing on Characters in a Video
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    Chapter 38 Mining Preferences on Identifying Werewolf Players from Werewolf Game Logs
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    Chapter 39 Identifying Rush Strategies Employed in StarCraft II Using Support Vector Machines
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    Chapter 40 Distorted Cartogram Visualization for Travelers
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    Chapter 41 Naturalized Motion Generator for NPC in 3D Game
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    Chapter 42 Reorientation Method to Suppress Simulator Sickness in Home Video Game Using HMD
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    Chapter 43 Augmented Reality Media for Cultural Experience in Shrines
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    Chapter 44 WAR Bots: Combining Virtual and Augmented Realities for an Immersive and Enjoyable Gaming Experience
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    Chapter 45 Japanese Anime Production Support System with Digital Storyboards
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    Chapter 46 Deep Photo Rally: Let’s Gather Conversational Pictures
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    Chapter 47 The Little Doormaid: An Initial Literature Review Toward a Video Game About Mentoring, Social Innovation and Technology
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    Chapter 48 Lifestyle Agent: The Chat-Oriented Dialogue System for Lifestyle Management
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    Chapter 49 AniReco: Japanese Anime Recommendation System
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    Chapter 50 Reading Aloud Training Game for Children with Auto Evaluation of Oral Reading Fluency
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    Chapter 51 AirMeet: Communication Support System by Temporarily Sharing Personal Information for Social Gathering
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    Chapter 52 Make-up Support System Based on the Colors of Favorite Image
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    Chapter 53 Tourist Spot Recommendation System with Image Selection Interface
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    Chapter 54 Partner Character Attracting Consumers to a Real Store
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    Chapter 55 TamaPeeler: An Interactive Cooking Tool for Children’s Dietary Education
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    Chapter 56 Karaoke Entertainment Character Based on User Behavior Recognition
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    Chapter 57 Watching Support System by Annotation Displaying According to Fighting Game Situations
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    Chapter 58 Real-Time Expression Control System for Wearable Animatronics
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    Chapter 59 Delivering Active Fashion Advertisement to Potential Viewers
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    Chapter 60 Zapzap: A Table-Top Device that Presents the Rough Contents of a Book to Support Book Browsing in Bookstore
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    Chapter 61 MR-Shoppingu: Physical Interaction with Augmented Retail Products Using Continuous Context Awareness
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    Chapter 62 Creating a Regional and Historical Streetscape Simulation System
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    Chapter 63 Virtual Co-Eating: Making Solitary Eating Experience More Enjoyable
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    Chapter 64 Rapid Finger Motion Tracking on Low-Power Mobile Environments for Large Screen Interaction
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    Chapter 65 Analyzing Video Game Completion Achievements Implications for Game Project Scope
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    Chapter 66 DanceDanceThumb: Tablet App for Rehabilitation for Carpal Tunnel Syndrome
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    Chapter 67 Novest: Position Estimation of Finger on Back of Hand with a Small Ranging Sensor Array
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    Chapter 68 DecoTouch: Turning the Forehead as Input Surface for Head Mounted Display
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    Chapter 69 An Analysis of Sales Promotion ‘Discount’ Using Game Refinement Measurement
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    Chapter 70 Word Recognition by Combining Outline Emphasis and Synthesize Background
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    Chapter 71 Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games
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    Chapter 72 ECEC2017: The Workshop on E-Commerce and Entertainment Computing
Attention for Chapter 20: Sports Training System for Situational Judgment Improvement by Reliving First Person Viewpoint
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Chapter title
Sports Training System for Situational Judgment Improvement by Reliving First Person Viewpoint
Chapter number 20
Book title
Entertainment Computing – ICEC 2017
Published in
Lecture notes in computer science, August 2017
DOI 10.1007/978-3-319-66715-7_20
Book ISBNs
978-3-31-966714-0, 978-3-31-966715-7
Authors

Shunki Shimizu, Kaoru Sumi