Fun and Games

Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings
Buch | Softcover
XII, 203 Seiten
2008 | 2008
Springer Berlin (Verlag)
978-3-540-88321-0 (ISBN)

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The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other 'serious' purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n' Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.

Keynotes.- Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction.- Hypercomputation, Unconsciousness and Entertainment Technology.- Focus on Innovation.- Pervasive Mobile Games - A New Mindset for Players and Developers.- EyeMote - Towards Context-Aware Gaming Using Eye Movements Recorded from Wearable Electrooculography.- The Audio Adventurer: Design of a Portable Audio Adventure Game.- Building RFID-Based Augmented Dice with Perfect Recognition Rates.- Aseba-Challenge: An Open-Source Multiplayer Introduction to Mobile Robots Programming.- Test-Bed for Multimodal Games on Mobile Devices.- Affect and Gaming.- Dynamic Game Balancing by Recognizing Affect.- Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures.- Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting.- The Unlikeability of a Cuddly Toy Interface: An Experimental Study of Preschoolers' Likeability and Usability of a 3D Game Played with a Cuddly Toy Versus a Keyboard.- Think Aloud during fMRI: Neuronal Correlates of Subjective Experience in Video Games.- Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game.- Log Who's Playing: Psychophysiological Game Analysis Made Easy through Event Logging.- Fun n'Games for Young and Old.- Acting Your Age in Second Life.- Developing an Adaptive Memory Game for Seniors.- A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy.- A Music Educational Entertainment Environment for Preschoolers.

Erscheint lt. Verlag 8.10.2008
Reihe/Serie Lecture Notes in Computer Science
Programming and Software Engineering
Zusatzinfo XII, 203 p.
Verlagsort Berlin
Sprache englisch
Maße 155 x 235 mm
Gewicht 349 g
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Informatik Software Entwicklung User Interfaces (HCI)
Schlagworte adventure game • asynchronous gameplay • audio game • Cognition • cognitive decline • Computer Games • Consciousness • context-awareness • cross-cultural comparison • Design • digital gaming • educational entertainment • Emotions • Entertainment • Eye Tracking • Game Design • Gestural Interaction • Hardcover, Softcover / Informatik, EDV/Betriebssysteme, Benutzeroberflächen • HC/Informatik, EDV/Betriebssysteme, Benutzeroberflächen • Human-Computer interaction • Hypercomputation • Interaction Design • interactive narrative • mobile computing • mobile device • multimodal interaction • Music Education • pervasive game • Psychophysiology • quantum field • RFID Technology • robot • Second Life • seniors • serious gaming • social gaming • Spatial Interaction • Tangible interfaces • Usability • vibrotactile
ISBN-10 3-540-88321-5 / 3540883215
ISBN-13 978-3-540-88321-0 / 9783540883210
Zustand Neuware
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