Entertainment Computing – ICEC 2024
Springer International Publishing (Verlag)
978-3-031-74352-8 (ISBN)
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This book constitutes the refereed proceedings of the 23rd International Conference on Entertainment Computing (IFIP-ICEC 2024) which was held in Manaus, Brazil, during September 30 - October 3, 2024.
The 13 full papers, 8 short papers and 17 papers of other types presented in this volume were carefully reviewed and selected from 60 submissions. The works collected in this volume discuss latest findings in the areas of Game Experience, Player Engagement and Analysis, Serious Gameplay, Entertainment Methods and Tools, Extended Reality and Game Design.
.- Reflecting on interaction spaces in public immersive installations.
.- Empowering User Security Awareness and Risk Assessment within Gamified Smartphone Environment.
.- Unveiling Computer Chess Evolution: Can Machine Learning Detect Historical Trends?.
.- Prototypical - A Framework for Board Game Creation.
.- Game Audio Description in Death of Internet: Insights from Players and Developers.
.- ArtAI4DS: AI Art and its Empowering Role in Digital Storytelling.
.- Automated clustering of video games into groups with distinctive names.
.- Toward Scalable Content Generation For Gamified mHealth Interventions: The Evaluation Of LLM-Generated Goals On User Engagement.
.- Virtual Reality and accessibility : what users need?.
.- From Pixels to Feelings: Exploring Game Elements for Eliciting Empathy toward Refugees.
.- A Pattern-oriented AI-powered Approach to Story Composition.
.- Towards Game Design Elements on the Perception of a Fun Game: an Exergame Case Study.
.- Harmony in Hierarchy: Mixed-Initiative Music Composition Inspired by WFC.
.- Introducing Open-sourced AI to Art and Design Education: A Gamified Course on LoRA Model Training.
.- The Effects of Roleplaying Orientations on Transformative Learning and Perspective Taking in Virtual Reality.
.- Virtual Reality Visions from Science Fiction Movies.
.- Accessible Heads-Up Computing.
.- Enhancing Orientation and Mobility Skills for Persons with Visual Impairments through VR Games: Introducing the EdKit Unity Package.
.- DPGame: Game-Based Learning for Dynamic Programming Algorithms.
.- Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?.
.- Ethics of Mixed Reality Entertainment.
.- Challenges in Data Visualization with Extended Reality Devices.
.- Game Accessibility Research Summit Workshop.
.- Aesthetics and Empowerment: Exploring AI-Driven Creativity.
.- Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics.
.- Answering Anya: A virtual and mixed reality game centered on nurturing.
.- Escape-INF-VR: An Accessible VR Escape Game Proposal for Blind Individuals.
.- Interactive Design of Serious Game Based on Gesture for Transmission of Traditional Handicraft.
.- Effects of Social Robot's Non-verbal Behaviors on Facilitating Creativity.
.- The application of innovative design concept of color and light and shadow in underground space lighting.
.- Integrating More-Than-Human Perspectives in Speculative Prototyping Based on Actor-Network Theory.
.- Exploring the impact of AI painting tools on graphic design education for hearing-impaired students.
.- Magic Planters: AI-Enhanced Design in an AR Game for Behavioral Improvement .
.- StressFlow: Designing Physically Visualized Stress Management System for Office Workers.
.- Hidden Scars: Anti-bullying Serious Game Design for Rural Children.
.- The Expansion of Neuroaesthetic Models to Accommodate Diverse Multisensory Experiences in the Era of Digital Materiality.
.- A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective.
.- A Virtual Reality Simulator for Enhancing Marine Pollution Control Efforts.
Erscheint lt. Verlag | 1.1.2025 |
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Reihe/Serie | Lecture Notes in Computer Science |
Zusatzinfo | XV, 448 p. 123 illus. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Informatik ► Grafik / Design ► Digitale Bildverarbeitung |
Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik | |
Informatik ► Weitere Themen ► Hardware | |
Schlagworte | AI and Entertainment • Digital art and installations • Entertainment Computing • Extended Reality Entertainment • game analysis • Game Design • Game Experience • Inclusivity of Gaming • interactive entertainment • Player Engagement • Serious Games |
ISBN-10 | 3-031-74352-0 / 3031743520 |
ISBN-13 | 978-3-031-74352-8 / 9783031743528 |
Zustand | Neuware |
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