Produktbild: Entertainment Computing – ICEC 2025
Band 16042

Entertainment Computing – ICEC 2025 24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

22.08.2025

Abbildungen

XVIII, 238 illus., 208 illus. in color., farbige Illustrationen, schwarz-weiss Illustrationen

Herausgeber

Maki Sugimoto + weitere

Verlag

Springer

Seitenzahl

651

Maße (L/B/H)

23,5/15,5/3,6 cm

Gewicht

1002 g

Sprache

Englisch

ISBN

978-3-032-02554-8

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

22.08.2025

Abbildungen

XVIII, 238 illus., 208 illus. in color., farbige Illustrationen, schwarz-weiss Illustrationen

Herausgeber

Verlag

Springer

Seitenzahl

651

Maße (L/B/H)

23,5/15,5/3,6 cm

Gewicht

1002 g

Sprache

Englisch

ISBN

978-3-032-02554-8

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

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  • Produktbild: Entertainment Computing – ICEC 2025
  • .- 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 Combating

    Office Workers’ Sedentary Behavior: An Exploratory Single-Case Pilot

    Study.

    .- Design of a Serious Game to Challenge Sexism.

    .- ”Follow My Lead”: Role of AI-Based NPC Autonomy in Player-NPC

    Collaboration.

    .- Interaction and Emotion: A Phenomenological Study of a Playable

    Generative Landscape.

    .- The Blind Gamer: Examining Ethical Agency Through Choice

    Blindness in Game Design.

    .- Math Valley - On Designing an Embodied VR Learning Application for

    Primary School Students.

    .- 200 VR-Sessions with Children - Practical Challenges and Educational

    Insights Into Conducting a Longitudinal VR-Study in Primary School.

    .- Characterizing Social Interaction in Tabletop Games: A Constructive

    Conceptual Analysis.

    .- Initializing Interactive Treasure Hunts in Cultural Heritage Sites: An

    LLM-Based Approach.

    .- Pacing Control with Wave Function Collapse in Strategy Game Map

    Generation.

    .- Generative Multimodal Content Creation with Location-Aware Context

    for Gamified Mobile Assisted Language Learning Apps Using Large

    Language Models.

    .- Automated Planning of Entertainment Content for Digital Health

    Interventions: A Technical Feasibility Study on Balance VS Fun.

    .- Evaluating Colorblind-Friendly Design for Equitable Play in Mobile

    Puzzle Games.

    .- Manzai Karaoke: A Real-time Visual Guidance System for Assisting

    Japanese Double Act Performance.

    .- EchoArtLink: Enhancing Social Connectedness between Parents and

    Children Living Apart through Digital Sound Visualization.

    .- Optimizing Random Forest Multi-Classification and Gini-Based Feature

    Analysis of Board Game Success via BGG Characteristic Data.

    .- Stay and Play – Modeling Social Influence of Players in the Steam

    Gaming Community.

    .- A Framework for Explainable AI in Wargames to Understand Strategies.

    .- Parablade: A Proposal of Chambara Based on Augmented Sports - A

    Study of Appropriate Game Balancing Methods.

    .- Vectorigger: A Method of Inducing Vection Using a Wearable LED Array.

    .- Learning Success, Engagement and Fun: Evaluating an Educational

    Game 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 Room

    for Teaching Traditions and Culture.

    .- Experienced Video Game Players Interaction Preferences with Game

    Controllers and Haptic Gloves.

    .- What Does an Angel’s Halo Taste Like?: Exploring the Structure of

    Gustatory Comedy through Case Analysis of Ajigiri.

    .- ”Can You Feel Me Now?” Exploring Player Empathy in AI-Based NPC

    Conversations.

    .- Work in Progress .

    .- How does Entertainment Computing contribute to the Sustainable

    Development Goals? A Rapid Literature Review.

    .- VR Gaming approach to language comprehension in children with Autism.

    .- Physics Virtual Classroom: Leveraging Virtual Reality Sandboxes for

    Learning 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 Interaction

    with MR Environments.

    .- Simulating AI-Human Collaborative Strategies in Sudoku Puzzle

    Generation.

    .- ChordFusion: Interactive Piano Training in Mixed Reality with Custom

    Gloves.

    .- Implementation and Evaluation of an Automated Eye Dropping System

    Using Games.

    .- Proposal of Affective Music Features Utilizing Playlists as Collective

    Intelligence.

    .- Mi Librero de Aventuras: A Novel Configurable Serious Game for

    Personalized Science and Technology Learning in Peruvian Primary

    Education.

    .- Multi-Directional Shooting Using Logarithmic Spiral Trajectories.

    .- Refining Pervasive Game Design with LLMs: Insights, Limitations, and

    Challenges.

    .- Heist Extravaganza: A Design Framework and Exemplars of

    Asymmetric 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 the

    Pre-production Stage.

    .- ”Hand-in-Hand” Learning: A Novel Method for Instrument Skill

    Training 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 DJ

    Performances.

    .- Development of a Dialogue Agent System Expressed in a Two Dimensional Manga-Anime Style and Design of the Original Artificial

    Intelligence Character ”Kohane”.

    .- Development of Urban Disaster Prevention Shooting Game Using

    Spatial Reproduction Display.

    .- VR Game Aimed at Recovering Visual Acuity.

    .- Automatic Fingering Saxophone Quartet System.

    .- Multiple Robots Enable Moderate Facilitation through Approaching

    Movements 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 Practice

    for Beginners.

    .- Emo-pathy: An Emotion-sharing System for Promoting Psychological

    Well-Being through Supportive Interactions.

    .- Rapid Input Device with Independent Sensing of Input Intention and

    Input Target.

    .- Student Competition .

    .- Heaviest Listener: Immersive Radio Experience Simulation by Sending

    Japanese E-mail.

    .- Asymmetric VR Game Heist Extravaganza.