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Entertainment Computing – ICEC 2025
sugimoto maki (curatore); di iorio angelo (curatore); figueroa pablo (curatore); yamanishi ryosuke (curatore); matsumura kohei (curatore)
114,98 €
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TRAMA
This book constitutes the refereed proceedings of the 24th International Conference on Entertainment Computing, ICEC 2025, held in Tokyo, Japan, during August 27–30, 2025. The 28 full papers and 17 short papers included in this book were carefully reviewed and selected from 109 submissions. They were organized in topical sections as follows: Full Conference Papers; Work in Progress; Interactive Entertainment Showcase; and Student Competition..SOMMARIO
.- Full Conference Papers. .- Fewer Draws, More Fun: searching for Unbalanced Positions in Chess. .- Game Elements in Cybersecurity Education: Hype or Help?. .- How to Turn a Platformer Game into a Casual Exergame for CombatingOffice Workers’ Sedentary Behavior: An Exploratory Single-Case PilotStudy. .- Design of a Serious Game to Challenge Sexism. .- ”Follow My Lead”: Role of AI-Based NPC Autonomy in Player-NPCCollaboration. .- Interaction and Emotion: A Phenomenological Study of a PlayableGenerative Landscape. .- The Blind Gamer: Examining Ethical Agency Through ChoiceBlindness in Game Design. .- Math Valley - On Designing an Embodied VR Learning Application forPrimary School Students. .- 200 VR-Sessions with Children - Practical Challenges and EducationalInsights Into Conducting a Longitudinal VR-Study in Primary School. .- Characterizing Social Interaction in Tabletop Games: A ConstructiveConceptual Analysis. .- Initializing Interactive Treasure Hunts in Cultural Heritage Sites: AnLLM-Based Approach. .- Pacing Control with Wave Function Collapse in Strategy Game MapGeneration. .- Generative Multimodal Content Creation with Location-Aware Contextfor Gamified Mobile Assisted Language Learning Apps Using LargeLanguage Models. .- Automated Planning of Entertainment Content for Digital HealthInterventions: A Technical Feasibility Study on Balance VS Fun. .- Evaluating Colorblind-Friendly Design for Equitable Play in MobilePuzzle Games. .- Manzai Karaoke: A Real-time Visual Guidance System for AssistingJapanese Double Act Performance. .- EchoArtLink: Enhancing Social Connectedness between Parents andChildren Living Apart through Digital Sound Visualization. .- Optimizing Random Forest Multi-Classification and Gini-Based FeatureAnalysis of Board Game Success via BGG Characteristic Data. .- Stay and Play – Modeling Social Influence of Players in the SteamGaming Community. .- A Framework for Explainable AI in Wargames to Understand Strategies. .- Parablade: A Proposal of Chambara Based on Augmented Sports - AStudy of Appropriate Game Balancing Methods. .- Vectorigger: A Method of Inducing Vection Using a Wearable LED Array. .- Learning Success, Engagement and Fun: Evaluating an EducationalGame in Higher Education as Replacement for a Homework Assignment. .- From News to Stories via an AI-supported Retelling Process. .- Learning Through Play: Implementing an Educational Escape Roomfor Teaching Traditions and Culture. .- Experienced Video Game Players Interaction Preferences with GameControllers and Haptic Gloves. .- What Does an Angel’s Halo Taste Like?: Exploring the Structure ofGustatory Comedy through Case Analysis of Ajigiri. .- ”Can You Feel Me Now?” Exploring Player Empathy in AI-Based NPCConversations. .- Work in Progress. .- How does Entertainment Computing contribute to the SustainableDevelopment Goals? A Rapid Literature Review. .- VR Gaming approach to language comprehension in children with Autism. .- Physics Virtual Classroom: Leveraging Virtual Reality Sandboxes forLearning Classical Mechanics. .- Gestalt Approaches to Hinting in Games: A 3D Connect Four Case Study. .- A VR System for Detecting Static Electricity as Invisible Creature. .- Designing Physically Fiction: Suspension of Disbelief in Interactionwith MR Environments. .- Simulating AI-Human Collaborative Strategies in Sudoku PuzzleGeneration. .- ChordFusion: Interactive Piano Training in Mixed Reality with CustomGloves. .- Implementation and Evaluation of an Automated Eye Dropping SystemUsing Games. .- Proposal of Affective Music Features Utilizing Playlists as CollectiveIntelligence. .- Mi Librero de Aventuras: A Novel Configurable Serious Game forPersonalized Science and Technology Learning in Peruvian PrimaryEducation. .- Multi-Directional Shooting Using Logarithmic Spiral Trajectories. .- Refining Pervasive Game Design with LLMs: Insights, Limitations, andChallenges. .- Heist Extravaganza: A Design Framework and Exemplars ofAsymmetric Virtual Reality Controllers Based on Player Profiles. .- Automatic Piano Arrangement for Three-part Choral of Female Voices. .- JumpLab: An Interactive Learning Tool for Parameter Tuning in thePre-production Stage. .- ”Hand-in-Hand” Learning: A Novel Method for Instrument SkillTraining with Electrical Muscle Stimulation. .- Interactive Entertainment Showcase. .- Transformer based Adaptive Music Generation for Video Games. .- Kaiman-aki o te Ngahere: Guardians of the Forest. .- Demonstration of Visualizer for Beats and Scratches of Breaking DJPerformances. .- Development of a Dialogue Agent System Expressed in a Two Dimensional Manga-Anime Style and Design of the Original ArtificialIntelligence Character ”Kohane”. .- Development of Urban Disaster Prevention Shooting Game UsingSpatial Reproduction Display. .- VR Game Aimed at Recovering Visual Acuity. .- Automatic Fingering Saxophone Quartet System. .- Multiple Robots Enable Moderate Facilitation through ApproachingMovements in Group Discussions. .- VR Batting Practice System Integrated with Visual Training. .- Arcade Games Generating an Atmosphere to Promote Exercise. .- Guitar Clicker: A Gamified Approach to Motivating Guitar Practicefor Beginners. .- Emo-pathy: An Emotion-sharing System for Promoting PsychologicalWell-Being through Supportive Interactions. .- Rapid Input Device with Independent Sensing of Input Intention andInput Target. .- Student Competition. .- Heaviest Listener: Immersive Radio Experience Simulation by SendingJapanese E-mail. .- Asymmetric VR Game Heist Extravaganza.ALTRE INFORMAZIONI
- Condizione: Nuovo
- ISBN: 9783032025548
- Collana: Lecture Notes in Computer Science
- Dimensioni: 235 x 155 mm
- Formato: Brossura
- Illustration Notes: XIX, 646 p. 140 illus.
- Pagine Arabe: 646
- Pagine Romane: xix