Entertainment Computing - Icec 2013: 12th International Conference, Icec 2013, Sao Paulo, Brazil, October 16-18, 2013, Proceedings by Junia C. AnacletoEntertainment Computing - Icec 2013: 12th International Conference, Icec 2013, Sao Paulo, Brazil, October 16-18, 2013, Proceedings by Junia C. Anacleto

Entertainment Computing - Icec 2013: 12th International Conference, Icec 2013, Sao Paulo, Brazil…

byJunia C. AnacletoEditorEsteban W.G. Clua, Flavio S. Correa da Silva

Paperback | September 13, 2013

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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.
Title:Entertainment Computing - Icec 2013: 12th International Conference, Icec 2013, Sao Paulo, Brazil…Format:PaperbackDimensions:214 pages, 23.5 × 15.5 × 0.02 inPublished:September 13, 2013Publisher:Springer-Verlag/Sci-Tech/TradeLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:3642411053

ISBN - 13:9783642411052

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Table of Contents

An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes.- A New Chess Variant for Gaming AI.- Systematic Review of Game Design Methods and Tools.- Augmented Home: Integrating a Virtual World Game in a Physical Environment.- Debunking Differences between Younger and Older Adults Using a Collaborative Virtual Environment.- Exploring Opponent Formats: Game Mechanics for Computer-Supported Physical Games.- Investigating the Role of Composition Conventions in Three-Move Mate Problems.- Mappets: An Interactive Plugin for Transmedia Machinima on Unity3D.- Mobile Wars: A Mobile GPGPU Game.- Step By Step: Design of an Interactive Pictorial Activity Game for Teaching Generalization Skills to Children with Autism.- Technologically Mediated Intimate Communication: An Overview and Future Directions.- 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.- 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.- Demonstrating Hundreds of AIs in One Scene.- Educational: 3D Design for Mobile Augmented Reality.- Moment of Memory.- The Listening Walker: Interactive Sound Walk in a Virtual City.- VOLTE.