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ICEC 2021: Coimbra, Portugal
- Jannicke Baalsrud Hauge, Jorge C. S. Cardoso, Licínio Roque, Pedro A. González-Calero:
Entertainment Computing - ICEC 2021 - 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2-5, 2021, Proceedings. Lecture Notes in Computer Science 13056, Springer 2021, ISBN 978-3-030-89393-4
Full Research Papers
- Ryohei Nakatsu, Naoko Tosa, Hiroyuki Takada, Takashi Kusumi:
Comparison of Viewing Contents Using Large LED Display and Projector by Psychological Evaluation. 3-14 - Robin Horst, Stefan Manuel Zander, Ralf Dörner:
CS: Show - An Interactive Visual Analysis Tool for First-Person Shooter eSports Match Data. 15-27 - Gabriella Tisza, Sijie Zhu, Panos Markopoulos:
Fun to Enhance Learning, Motivation, Self-efficacy, and Intention to Play in DGBL. 28-45 - Simone Downie:
Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay and Arts-Based Techniques. 46-61 - Sithira Vadivel, Insu Song, Abhishek Singh Bhati:
Cultural Emotion Games as Trajectory Learning in Southeast Asia. 62-74 - Diogo Rato, Rui Prada:
A Taxonomy of Social Roles for Agents in Games. 75-87 - Elisabeth Holl, André Melzer:
Kill or Spare - Moral Decision-Making in Video Games. 88-99 - Nuno N. Correia, Stephan Jürgens, Raul Masu, Jochen Feitsch, Ivana Druzetic:
Performative Virtual Scenes: A Dynamic VR Environment Design Approach. 100-114 - Thiago Malheiros Porcino, Érick Oliveira Rodrigues, Flávia Cristina Bernardini, Daniela Trevisan, Esteban Clua:
A Symbolic Machine Learning Approach for Cybersickness Potential-Cause Estimation. 115-126 - Yuka Fujiwara, Satoshi Nakamura:
Fundamental Study of Color Combinations by Using Deuteranope-Simulation Filter for Controlling the Handicap of Color Vision Diversity in Video Games. 127-138 - Aakash Johry, Günter Wallner, Regina Bernhaupt:
Social Gaming Patterns During a Pandemic Crisis: A Cross-cultural Survey. 139-153 - Mitsuki Hosoya, Masanori Morise, Satoshi Nakamura, Kazuyoshi Yoshii:
A Real-Time Drum-Wise Volume Visualization System for Learning Volume-Balanced Drum Performance. 154-166 - Saki Anzai, Tokio Ogawa, Junichi Hoshino:
Speech Recognition Game Interface to Increase Intimacy with Characters. 167-180 - Anthony Savidis, Alexandros Katsarakis:
Game Development as a Serious Game with Live-Programming and Time-Travel Mechanics. 181-195 - Leonardo Thurler, José Montes, Rodrigo Veloso, Aline Paes, Esteban Clua:
AI Game Agents Based on Evolutionary Search and (Deep) Reinforcement Learning: A Practical Analysis with Flappy Bird. 196-208 - Kei Kobayashi, Junichi Hoshino:
Instruction Pictograms for Interactive Entertainment. 209-222 - Daniel Possler, Christoph Klimmt, Nicholas David Bowman:
How Awe Affects Players' Entertainment Experiences Over Six Weeks of Playing. 223-235 - Kieran Swedlund, Matthew Barr:
The Gilmorehill Mystery: A Location-Based Game for Campus Exploration. 236-251 - Kosuke Nonaka, Satoshi Nakamura:
reco.mu: A Music Recommendation System Depending on Listener's Preference by Creating a Branching Playlist. 252-263 - Andreas Kristiansen Melzer, Anna Kristine Roarsen, Marte Hoff Hagen, Letizia Jaccheri:
Towards Suitable Free-to-Play Games for Children. 264-276 - Michelle Tizuka, Esteban Clua, Luciana Salgado, Troy C. Kohwalter:
Provenance in Gamification Business Systems. 277-288 - Edirlei Soares de Lima, Bruno Feijó, António L. Furtado:
Computational Narrative Blending Based on Planning. 289-303 - Jukka Vahlo, Oskari Koskela, Kai Tuuri, Heli Tissari:
Linkages Between Gameplay Preferences and Fondness for Game Music. 304-318 - Jolie H. K. Smets, Erik D. Van der Spek:
That Sound's Juicy! Exploring Juicy Audio Effects in Video Games. 319-335 - Priscilla Lo, David Thue, Elín Carstensdóttir:
What Is a Game Mechanic? 336-347 - Ippei Sugano, Satoshi Nakamura:
A Method for Supporting Verbalization to Facilitate Observation in Illustration Copy-Drawing. 348-359
Works in Progress
- Shuo Zhou, Norihisa Segawa:
Optimization of First-Person Shooter Game Control Using Heart Rate Sensor. 363-369 - Iok Fong Chau, Jorge C. S. Cardoso, Gerald Estadieu:
Virtual Guia Fortress: A 3D-printed eXtended Reality Playset. 370-376 - Nataska Statham, João Jacob, Mikael Fridenfalk, Rui Rodrigues:
Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets. 377-385 - João Mesquita, Jorge C. S. Cardoso:
Interaction Toolkit for Programming Interactions with Marker-Based Tangibles in Virtual Reality. 386-392 - Elif Hilal Korkut, Elif Sürer:
Sketch Recognition for Interactive Game Experiences Using Neural Networks. 393-401 - Miho Kajita, Satoshi Nakamura:
Basic Research on How to Apply Foundation Makeup Evenly on Your Own Face. 402-410 - Kai Tuuri, Oskari Koskela, Jukka Vahlo, Heli Tissari:
Identifying the Impact of Game Music both Within and Beyond Gameplay. 411-418 - Sundus Fatima, Jannicke Baalsrud Hauge, Prabahan Basu, Jakob A. H. Baalsrud Hauge, Anindya Chowdhury, Artem Schurig:
Investigating Impact of Augmented Reality on Game Design to Facilitate Learning Experiences in Logistics Operations Using Immersive AR Interfaces. 419-426 - Mara Dionísio, Valentina Nisi, Jin Xin, Paulo Bala, Stuart James, Nuno Jardim Nunes:
Amnesia in the Atlantic: An AI Driven Serious Game on Marine Biodiversity. 427-432 - Reidner Cavalcante, Aya Gaballa, John-John Cabibihan, Alcimar Soares, Edgard Lamounier:
A VR-Based Serious Game Associated to EMG Signal Processing and Sensory Feedback for Upper Limb Prosthesis Training. 433-440 - Rabab Marouf, Joseph Alexander Brown:
A Review on the Contribution of ClassDojo as Point System Gamification in Education. 441-448 - Francisco Bernardo, Chris Kiefer, Thor Magnusson:
Assessing the Support for Creativity of a Playground for Live Coding Machine Learning. 449-456 - Munir Makhmutov, Timur Asapov, Joseph Alexander Brown:
Safety Risks in Location-Based Augmented Reality Games. 457-464
Workshops
- Jannicke Baalsrud Hauge, Heinrich Söbke, Ioana A. Stefan:
Virtualization of Digital Location-Based Experiences. 467-474 - Mohd Nor Akmal Khalid, Hiroyuki Iida, Umi Kalsom Yusof, Ruzinoor Che Mat:
Artificial Intelligence and Entertainment Science Workshop: Towards Empathic Entertainment Technology. 475-481 - Rui Craveirinha, Luís Lucas Pereira, Mariana Seiça, Licínio Roque:
Aesthetic Perspectives on Computational Media Design. 482-488 - Esteban Clua, Thiago Malheiros Porcino, Daniela Trevisan, Jorge C. S. Cardoso, Thallys Lisboa, Victor Peres, Victor Ferrari, Bruno Augusto Dorta Marques, Lucas D. Barbosa, Eder de Oliveira:
Workshop: Challenges for XR in Digital Entertainment. 489-498
Interactive Entertainment/Experiential Works
- Scott Swearingen, Kyoung Lee Swearingen, Fede Camara Halac, Sruthi Ammannagari, Matt Hall:
"The Woods" AR Game. 501-504 - Nicole Basaraba:
Sentenced to Transportation: An iDoc for Australia's Convict Past. 505-508 - Mariana Seiça, João Couceiro e Castro, Sérgio Rebelo, Pedro Martins, Ana Boavida, Penousal Machado:
Casa das Máquinas: An Artificial Dialogue of Portuguese Poetry. 509-512
Student Game and Interactive Entertainment Competition
- Simone Downie:
Designing an Arts-Based, Collaborative Mystery Game to Improve Players' Motivation and Confidence as Storytellers. 515-520 - Tengjia Zuo, Erik D. Van der Spek, Max Valentin Birk, Jun Hu:
An Introduction to ChemiKami AR. 521-526 - Andrés Felipe Daza Díaz, Luis José García Mojica, Luisa Mariana Rodríguez Cifuentes, Pablo A. Figueroa:
¡Juéguelo!: An Interactive Compilation of Traditional Colombian Games. 527-533
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