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Cover Art
E-RESOURCE
Author International Conference on Advances in Computer Entertainment (10th : 2013 : Boekelo, Netherlands)

Title Advances in computer entertainment : 10th International Conference, ACE 2013, Boekelo, the Netherlands, November 12-15, 2013. Proceedings / edited by Dennis Reidsma, Haruhiro Katayose, Anton Nijholt.

Published Cham : Springer, 2013.

Copies

Location Call No. Status
 UniM INTERNET resource    AVAILABLE
Physical description 1 online resource (xxvi, 668 pages) : illustrations.
Series Lecture Notes in Computer Science, 0302-9743 ; 8253
LNCS sublibrary. SL 3, Information systems and application, incl. Internet/Web and HCI
Lecture notes in computer science ; 8253. 0302-9743
LNCS sublibrary. SL 3, Information systems and applications, incl. Internet/Web, and HCI.
Springer Lecture Notes in Computer Science
Notes International conference proceedings.
Includes author index.
Contents Long Presentations -- Web Analytics: The New Purpose towards Predictive Mobile Games -- An Author-Centric Approach to Procedural Content Generation -- Providing Adaptive Visual Interface Feedback in Massively Multiplayer Online Games -- Persuasive Elements in Videogames: Effects on Player Performance and Physiological State -- Evaluating Human-like Behaviors of Video-Game Agents Autonomously Acquired with Biological Constraints -- Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer -- Touch Me, Tilt Me -- Comparing Interaction Modalities for Navigation in 2D and 3D Worlds on Mobiles -- Virtual Robotization of the Human Body via Data-Driven Vibrotactile Feedback -- BOLLOCKS!! Designing Pervasive Games That Play with the Social Rules of Built Environments -- Cuddly: Enchant Your Soft Objects with a Mobile Phone.
GuideMe: A Mobile Augmented Reality System to Display User Manuals for Home Appliances -- Petanko Roller: A VR System with a Rolling-Pin Haptic Interface for Entertainment -- Emoballoon -- Theory and Application of the Colloidal Display: Programmable Bubble Screen for Computer Entertainment -- Return of the Man-Machine Interface: Violent Interactions -- Non-branching Interactive Comics -- Short Presentations -- The Art of Tug of War: Investigating the Influence of Remote Touch on Social Presence in a Distributed Rope Pulling Game -- Singing Like a Tenor without a Real Voice -- An Experimental Approach to Identifying Prominent Factors in Video Game Difficulty -- Goin' Goblins -- Iterative Design of an Entertaining Archery Experience -- Engaging Users in Audio Labelling as a Movie Browsing Game with a Purposes -- Creating Immersive Audio and Lighting Based Physical Exercise Games for Schoolchildren.
Game Flux Analysis with Provenance -- The Challenge of Automatic Level Generation for Platform Videogames Based on Stories and Quests -- Six Enablers of Instant Photo Sharing Experiences in Small Groups Based on the Field Trial of Social Camera -- Attack on the Clones: Managing Player Perceptions of Visual Variety and Believability in Video Game Crowds -- A Framework for Evaluating Behavior Change Interventions through Gaming -- eVision: A Mobile Game to Improve Environmental Awareness -- Why Does It Always Rain on Me? Influence of Gender and Environmental Factors on Usability, Technology Related Anxiety and Immersion in Virtual Environments -- Meaning in Life as a Source of Entertainment -- D-FLIP: Dynamic and Flexible Interactive PhotoShow -- PukaPuCam: Enhance Travel Logging Experience through Third-Person View Camera Attached to Balloons -- Special Session on Serious Game Technology.
Advances in MASELTOV -- Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants -- Building an Intelligent, Authorable Serious Game for Autistic Children and Their Carers -- The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in Job Interviews -- Extended Abstracts -- Development of a Full-Body Interaction Digital Game for Children to Learn Vegetation Succession -- Assessing Player Motivations and Expectations within a Gameplay Experience Model Proposal -- OUTLIVE -- An Augmented Reality Multi-user Board Game Played with a Mobile Device -- Onomatrack: Quick Recording of User's Rhythmic Ideas Using Onomatopoeia -- Musical Interaction Design for Real-Time Score Recognition towards Applications for Musical Learning and Interactive Art 00 How to Make Tangible Games and Not Die in the Attempt.
Touch, Taste, and Smell: Multi-sensory Entertainment -- Between Music and Games: Interactive Sonic Engagement with Emergent Behaviors -- Linear Logic Validation and Hierarchical Modeling for Interactive Storytelling Control -- GlowSteps -- A Decentralized Interactive Play Environment for Open-Ended Play -- Eat & Travel: A New Immersive Dining Experience for Restaurants -- Evaluation of the Dialogue Information Function of Interactive Puppet Theater: A Puppet-Show System for Deaf Children -- Music Puzzle: An Audio-Based Computer Game That Inspires to Train Listening Abilities -- Enabling Interactive Bathroom Entertainment Using Embedded Touch Sensors in the Bathtub -- Audio-Haptic Rendering of Water Being Poured from Sake Bottle -- Living Chernoff Faces: Bringing Drama and Infotainment to Public Displays -- Character Visualization in Miniature Environments with an Optical See-through Head-Mounted Display.
MARIO: Mid-Air Augmented RealityInteraction with Objects -- A Face-Like Structure Detection on Planet and Satellite Surfaces Using Image Processing -- Tinkering in Scientific Education -- Modeling Player-Character Engagement in Single-Player Character-Driven Games -- Paintrix: Color Up Your Life! -- The ToyVision Toolkit for Tangible Games -- Ball of Secrets -- 'P.S.(Postscript)' : Hearing of Your Heartstring Children Ideation Workshop -- Dosukoi-Tap: The Virtual Paper Sumo Game -- DropNotes: A Music Composition Interface Utilizing the Combination of Affordances of Tangible Objects -- Could the Player's Engagement in a Video Game Increase His/Her Interest in Science? -- Block Device System with Pattern Definition Capability by Visible Light.
Multi-sensor Interactive Systems for Embodied Learning Games -- Photochromic Carpet: Playful Floor Canvas with Color-Changing Footprints -- Mood Dependent Music Generator -- A Tangible Platform for Mixing and Remixing Narratives -- Network Shogi Environment with Discussion Support after Games -- Hospital Hero: A Game for Reducing Stress and Anxiety of Hospitalized Children in Emergency Room -- Toinggg: How Changes in Children's Activity Level Influence Creativity in Open-Ended Play -- ZooMor: Three Stages of Play for a Sleeping Creature -- Social Believability in Games -- Computer Entertainment in Cars and Transportation -- Possibility of Analysis of "Big Data" of Kabuki Play in 19th Century Using the Mathematical Model of Hit Phenomena -- Ouch! How Embodied Damage Indicators in First-Person Shooting Games Impact Gaming Experience.
New devices -- Evaluation and user studies -- Games as interface to serious applications -- Creating immersion -- Interfaces -- New experiences -- Procedural approaches and AI -- Theory.
Summary This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
Other author Reidsma, Dennis, 1976- editor.
Katayose, Haruhiro, editor.
Nijholt, Anton, 1946- editor.
SpringerLink issuing body.
Subject Entertainment computing -- Congresses.
Electronic books.
Conference papers and proceedings.
Variant Title ACE 2013
ISBN 9783319031613
3319031619
9783319031606
3319031600 (print)
9783319031606 (print)
Standard Number 10.1007/978-3-319-03161-3