![](https://dblp.dagstuhl.de/img/logo.ua.320x120.png)
![](https://dblp.dagstuhl.de/img/dropdown.dark.16x16.png)
![](https://dblp.dagstuhl.de/img/peace.dark.16x16.png)
Остановите войну!
for scientists:
![search dblp search dblp](https://dblp.dagstuhl.de/img/search.dark.16x16.png)
![search dblp](https://dblp.dagstuhl.de/img/search.dark.16x16.png)
default search action
Entertainment Computing, Volume 5
Volume 5, Number 1, January 2014
- James Munro, Kofi Appiah, Patrick Dickinson:
Investigating informative performance metrics for a multicore game world server. 1-17
- Junia Anacleto, T. C. Nicholas Graham:
Preface. 19 - Anders Drachen
, Rafet Sifa, Christian Thurau:
The name in the game: Patterns in character names and gamer tags. 21-32 - Edirlei Soares de Lima
, Bruno Feijó
, Simone D. J. Barbosa
, António L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer:
Draw your own story: Paper and pencil interactive storytelling. 33-41 - Amin Tavassolian, Kevin G. Stanley, Carl Gutwin:
The effect of temporal adaptation granularity and game genre on the time-balancing abilities of adaptive time-varying minigames. 43-54 - Lennart E. Nacke
, Chris Bateman, Regan L. Mandryk:
BrainHex: A neurobiological gamer typology survey. 55-62
- Marc Cavazza
:
Preface. 63 - Diane J. Schiano, Bonnie A. Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee:
The "lonely gamer" revisited. 65-70 - Paul Martin
:
A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent. 71-82 - Tony Morelli, Eelke Folmer:
Real-time sensory substitution to enable players who are blind to play video games using whole body gestures. 83-90
Volume 5, Number 2, May 2014
- Jiulin Zhang, Xuemei Gao:
Background music matters: Why video games lead to increased aggressive behavior? 91-100 - Matthew Hudson, Paul A. Cairns
:
Interrogating social presence in games with experiential vignettes. 101-114 - Sofia Reis
, Nuno Correia
:
Casual games with a pervasive twist. 115-125 - Jehanzeb R. Cheema:
Computer use for entertainment among young men and women in Qatar: Evidence from a national sample. 127-133
Volume 5, Number 3, August 2014
- Kevin Browne, Christopher Anand, Elizabeth Gosse:
Gamification and serious game approaches for adult literacy tablet software. 135-146 - Mirja Ilves
, Yulia Gizatdinova
, Veikko Surakka
, Esko Vankka:
Head movement and facial expressions as game input. 147-156
- Paolo Ciancarini
:
Preface. 157-158 - Don Dailey, Adam Hair, Mark Watkins:
Move similarity analysis in chess programs. 159-171 - H. Jaap van den Herik
, Aske Plaat
, David N. L. Levy, D. Dimov:
Plagiarism in game programming competitions. 173-187 - Søren Riis
:
What makes a chess program original? Revisiting the Rybka case. 189-204
Volume 5, Number 4, December 2014
- Meagan Leflar, Audrey Girouard:
Navigating in 3D space with a handheld flexible device. 205-209 - Stephen Karpinskyj, Fabio Zambetta
, Lawrence Cavedon
:
Video game personalisation techniques: A comprehensive survey. 211-218 - Anders Drachen
, Joseph Riley, Shawna Baskin, Diego Klabjan:
Going out of business: Auction house behavior in the Massively Multi-player Online Game Glitch. 219-232 - Hanyuool Kim, Issei Takahashi, Hiroki Yamamoto, Satoshi Maekawa, Takeshi Naemura
:
MARIO: Mid-air Augmented Reality Interaction with Objects. 233-241
- Pedro Antonio González-Calero:
Preface of Special issue SEED2013. 243 - Pablo Gervás
:
Metrics for desired structural features for narrative renderings of game logs. 245-250 - Raúl Lara-Cabrera
, Carlos Cotta
, Antonio José Fernández Leiva
:
Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game. 251-258 - José Luis González Sánchez, Francisco Luis Gutiérrez Vela
:
Assessing the player interaction experiences based on playability. 259-267
- Andrea Sanna
, Fabrizio Lamberti
:
Preface of the special issue on virtual puppetry. 269-270 - Benjamin Walther-Franks, Rainer Malaka
:
An interaction approach to computer animation. 271-283 - Benjamin Kenwright
:
Planar character animation using genetic algorithms and GPU parallel computing. 285-294
- Francesco Bellotti, Riccardo Berta
, Alessandro De Gloria:
Special issue on Serious Games. 295-296 - Nick Kraayenbrink, Jassin Kessing, Tim Tutenel, Gerwin de Haan, Rafael Bidarra
:
Semantic crowds. 297-312 - Ángel Serrano-Laguna, Javier Torrente, Pablo Moreno-Ger
, Baltasar Fernández-Manjón
:
Application of Learning Analytics in educational videogames. 313-322 - Aparajithan Sivanathan
, Theodore Lim
, Sandy Louchart, James M. Ritchie:
Temporal multimodal data synchronisation for the analysis of a game driving task using EEG. 323-334 - Cláudia Sofia Ribeiro
, Carla Farinha
, João Madeiras Pereira
, Miguel Mira da Silva
:
Gamifying requirement elicitation: Practical implications and outcomes in improving stakeholders collaboration. 335-345 - André Pinheiro, Paulo Fernandes, Ana Margarida Maia
, Gonçalo Cruz
, Daniela Pedrosa
, Benjamim Fonseca
, Hugo Paredes
, Paulo Martins
, Leonel Morgado
, Jorge Rafael:
Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines. 347-355 - Francesco Bellotti, Riccardo Berta
, Alessandro De Gloria, Elisa Lavagnino, Alessandra Antonaci
, Francesca Maria Dagnino
, Michela Ott, Margarida Romero
, Mireia Usart
, Igor S. Mayer:
Serious games and the development of an entrepreneurial mindset in higher education engineering students. 357-366 - Kristian Kiili
, Timo Lainema
, Sara de Freitas, Sylvester Arnab
:
Flow framework for analyzing the quality of educational games. 367-377
- Christos Gatzidis, Jian Zhang:
Foreword for the Elsevier Entertainment Computing Special Issue from the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS Games 2013). 379 - Paula Alavesa
, Timo Ojala, Daniele Zanni:
Props: 3D-game-like mediator for improvisational storytelling. 381-390 - Fotis Liarokapis
, Kurt Debattista, Athanasios Vourvopoulos
, Panagiotis Petridis
, Alina Ene:
Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study. 391-399 - Ioannis Theoklitos Paraskevopoulos, Emmanuel Tsekleves
, Cathy M. Craig
, Caroline P. Whyatt
, John Cosmas:
Design guidelines for developing customised serious games for Parkinson's Disease rehabilitation using bespoke game sensors. 413-424 - Sebastian Seebauer
:
Validation of a social media quiz game as a measurement instrument for climate change knowledge. 425-437
- Haruhiro Katayose, Dennis Reidsma
:
Special issue: Ten years of Advances in Computer Entertainment. 439 - James Fraser, Michael Katchabaw, Robert E. Mercer:
A methodological approach to identifying and quantifying video game difficulty factors. 441-449 - Chi Thanh Vi, Kazuki Takashima, Hitomi Yokoyama, Gengdai Liu, Yuichi Itoh, Sriram Subramanian
, Yoshifumi Kitamura:
A dynamic flexible and interactive display method of digital photographs. 451-462 - Marcello A. Gómez Maureira
, Michelle Westerlaken, Dirk P. Janssen, Stefano Gualeni
, Licia Calvi:
Improving level design through game user research: A comparison of methodologies. 463-473 - Tuuli Keskinen
, Jaakko Hakulinen
, Markku Turunen
, Tomi Heimonen
, Antti Sand, Janne Paavilainen, Jaana Parviainen
, Sari Yrjänäinen
, Frans Mäyrä
, Jussi Okkonen
, Roope Raisamo
:
Schoolchildren's user experiences on a physical exercise game utilizing lighting and audio. 475-484 - Yosuke Kurihara, Seiya Takei, Yuriko Nakai, Taku Hachisu, Katherine J. Kuchenbecker
, Hiroyuki Kajimoto:
Haptic robotization of the human body by data-driven vibrotactile feedback. 485-494 - Cristina Sylla
, Clara Coutinho
, Pedro Branco
:
A digital manipulative for embodied "stage-narrative" creation. 495-507
![](https://dblp.dagstuhl.de/img/cog.dark.24x24.png)
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.