Entertainment computing-- ICEC 2013 : 12th International Conference, ICEC 2013, São Paulo, Brazil, October 16-18, 2013. Proceedings /

This book constitutes the refereed proceedings of the 12th International Conference on Entertainment Computing, ICEC 2013, held in Sao Paulo, Brazil, in October 2013. The 13 full papers, 6 short papers, 11 posters presented were carefully reviewed and selected from 75 submissions. In addition to the...

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Bibliographic Details
Corporate Authors: ICEC (Conference) São Paulo, Brazil); SpringerLink (Online service)
Group Author: Anacleto, Júnia Coutinho
Published: Springer,
Publisher Address: Heidelberg :
Publication Dates: 2013.
Literature type: eBook
Language: English
Series: Lecture Notes in Computer Science, 8215
LNCS sublibrary. SL 3, Information systems and application, incl. Internet/Web and HCI
Subjects:
Online Access: http://dx.doi.org/10.1007/978-3-642-41106-9
Summary: This book constitutes the refereed proceedings of the 12th International Conference on Entertainment Computing, ICEC 2013, held in Sao Paulo, Brazil, in October 2013. The 13 full papers, 6 short papers, 11 posters presented were carefully reviewed and selected from 75 submissions. In addition to these papers, the program featured 2 demos, 3 workshops, 3 tutorials and 3 art installations, also summarized in this book. The papers cover various topics in the multi-disciplinary field of entertainment computing.
Item Description: International conference proceedings.
Includes author index.
Carrier Form: 1 online resource (xiv, 214 pages) : illustrations.
Bibliography: Includes author index.
ISBN: 9783642411069 (electronic bk.)
3642411061 (electronic bk.)
3642411053 (print)
9783642411052 (print)
Index Number: QA76
CLC: TP37-532
Contents: Full Papers.
An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes /
A New Chess Variant for Gaming AI /
A Systematic Review of Game Design Methods and Tools /
Augmented Home /
Debunking Differences between Younger and Older Adults Using a Collaborative Virtual Environment /
Exploring Opponent Formats /
Investigating the Role of Composition Conventions in Three-Move Mate Problems /
Mappets: An Interactive Plugin for Transmedia Machinima on Unity3D /
MobileWars: A Mobile GPGPU Game /
StepByStep: Design of an Interactive Pictorial Activity Game for Teaching Generalization Skills to Children with Autism /
Technologically Mediated Intimate Communication: An Overview and Future Directions /
Short Papers.
2D vs 3D Visualization and Social Networks Entertainment Games: A Human Factor Response Case Study /
A Game Design Analytic System Based on Data Provenance /
Evaluation of Interaction Methods for a Real-Time Augmented Reality Game /
Exercise My Game: Turning Off-The-Shelf Games into Exergames /
How Do People Talk with a Virtual Philosopher: Log Analysis of a Real-World Application /
Life-Like Animation System of Virtual Firefly Based on Animacy Perception /
Posters.
A Model-Driven Engineering Approach for Immersive Mixed-Reality Environments /
A Technique to Improve Freehand Sketches of Multi-touch Interactions /
An Artificial Emotional Agent-Based Architecture for Games Simulation /
An Enriched Artifacts Activity for Supporting Creative Learning: Perspectives for Children with Impairments /
Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research /
Evaluating Paper Prototype for Tabletop Collaborative Game Applications /
Initial Perceptions of a Touch-Based Tablet Handwriting Serious Game /
Motivation-Based Game Design: A Framework for Evaluating Engagement Potential /
Mubil: Creating an Immersive Experience of Old Books to Support Learning in a Museum-Archive Environment /
Suspended Walking: A Physical Locomotion Interface for Virtual Reality /
Usability Evaluation of an Application Designed for the Older Adults /
Demonstrations.
Demonstrating Hundreds of AIs in One Scene /
Educational: 3D Design for Mobile Augmented Reality /