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001 2210080935384
003 DE-He213
005 20250321105527
007 cr nn 008mamaa
008 241126s2025 sz | s |||| 0|eng d
020 a97830317435359978-3-031-74353-5
024 a10.1007/978-3-031-74353-52doi
040 a221008
050 aQA75.5-76.95
072 aUKP2bicssc
072 aCOM0500002bisacsh
072 aUKP2thema
082 a004.16223
245 00 aEntertainment Computing – ICEC 2024h[electronic resource] :b23rd IFIP TC 14 International Conference, ICEC 2024, Manaus, Brazil, September 30 – October 3, 2024, Proceedings /cedited by Pablo Figueroa, Angelo Di Iorio, Daniel Guzman del Rio, Esteban Walter Gonzalez Clua, Luis Cuevas Rodriguez.
250 a1st ed. 2025.
264 aCham :bSpringer Nature Switzerland :bImprint: Springer,c2025.
300 aXVI, 456 p. 127 illus., 111 illus. in color.bonline resource.
336 atextbtxt2rdacontent
337 acomputerbc2rdamedia
338 aonline resourcebcr2rdacarrier
347 atext filebPDF2rda
490 aLecture Notes in Computer Science,x1611-3349 ;v15192
505 a -- Reflecting on interaction spaces in public immersive installations. -- Empowering User Security Awareness and Risk Assessment within Gamified Smartphone Environment. -- Unveiling Computer Chess Evolution: Can Machine Learning Detect Historical Trends?. -- Prototypical - A Framework for Board Game Creation. -- Game Audio Description in Death of Internet: Insights from Players and Developers. -- ArtAI4DS: AI Art and its Empowering Role in Digital Storytelling. -- Automated clustering of video games into groups with distinctive names. -- Toward Scalable Content Generation For Gamified mHealth Interventions: The Evaluation Of LLM-Generated Goals On User Engagement. -- Virtual Reality and accessibility : what users need?. -- From Pixels to Feelings: Exploring Game Elements for Eliciting Empathy toward Refugees. -- A Pattern-oriented AI-powered Approach to Story Composition. -- Towards Game Design Elements on the Perception of a Fun Game: an Exergame Case Study. -- Harmony in Hierarchy: Mixed-Initiative Music Composition Inspired by WFC. -- Introducing Open-sourced AI to Art and Design Education: A Gamified Course on LoRA Model Training. -- The Effects of Roleplaying Orientations on Transformative Learning and Perspective Taking in Virtual Reality. -- Virtual Reality Visions from Science Fiction Movies. -- Accessible Heads-Up Computing. -- Enhancing Orientation and Mobility Skills for Persons with Visual Impairments through VR Games: Introducing the EdKit Unity Package. -- DPGame: Game-Based Learning for Dynamic Programming Algorithms. -- Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?. -- Ethics of Mixed Reality Entertainment. -- Challenges in Data Visualization with Extended Reality Devices. -- Game Accessibility Research Summit Workshop. -- Aesthetics and Empowerment: Exploring AI-Driven Creativity. -- Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics. -- Answering Anya: A virtual and mixed reality game centered on nurturing. -- Escape-INF-VR: An Accessible VR Escape Game Proposal for Blind Individuals. -- Interactive Design of Serious Game Based on Gesture for Transmission of Traditional Handicraft. -- Effects of Social Robot’s Non-verbal Behaviors on Facilitating Creativity. -- The application of innovative design concept of color and light and shadow in underground space lighting. -- Integrating More-Than-Human Perspectives in Speculative Prototyping Based on Actor-Network Theory. -- Exploring the impact of AI painting tools on graphic design education for hearing-impaired students. -- Magic Planters: AI-Enhanced Design in an AR Game for Behavioral Improvement . -- StressFlow: Designing Physically Visualized Stress Management System for Office Workers. -- Hidden Scars: Anti-bullying Serious Game Design for Rural Children. -- The Expansion of Neuroaesthetic Models to Accommodate Diverse Multisensory Experiences in the Era of Digital Materiality. -- A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective. -- A Virtual Reality Simulator for Enhancing Marine Pollution Control Efforts.
520 aThis book constitutes the refereed proceedings of the 23rd International Conference on Entertainment Computing (IFIP-ICEC 2024) which was held in Manaus, Brazil, during September 30 – October 3, 2024. The 13 full papers, 8 short papers and 17 papers of other types presented in this volume were carefully reviewed and selected from 60 submissions. The works collected in this volume discuss latest findings in the areas of Game Experience, Player Engagement and Analysis, Serious Gameplay, Entertainment Methods and Tools, Extended Reality and Game Design. .
650 aMicrocomputers.
650 aArtificial intelligence.
650 aImage processingxDigital techniques.
650 aComputer vision.
650 aUser interfaces (Computer systems).
650 aHuman-computer interaction.
650 aComputers, Special purpose.
650 aComputer networks .
650 aPersonal Computing.
650 aArtificial Intelligence.
650 aComputer Imaging, Vision, Pattern Recognition and Graphics.
650 aUser Interfaces and Human Computer Interaction.
650 aSpecial Purpose and Application-Based Systems.
650 aComputer Communication Networks.
700 aFigueroa, Pablo.eeditor.0(orcid)0000-0001-5412-86301https://orcid.org/0000-0001-5412-86304edt4http://id.loc.gov/vocabulary/relators/edt
700 aDi Iorio, Angelo.eeditor.0(orcid)0000-0002-6893-74521https://orcid.org/0000-0002-6893-74524edt4http://id.loc.gov/vocabulary/relators/edt
700 aGuzman del Rio, Daniel.eeditor.0(orcid)0000-0003-4321-04651https://orcid.org/0000-0003-4321-04654edt4http://id.loc.gov/vocabulary/relators/edt
700 aGonzalez Clua, Esteban Walter.eeditor.0(orcid)0000-0001-5650-17181https://orcid.org/0000-0001-5650-17184edt4http://id.loc.gov/vocabulary/relators/edt
700 aCuevas Rodriguez, Luis.eeditor.0(orcid)0000-0003-1572-96221https://orcid.org/0000-0003-1572-96224edt4http://id.loc.gov/vocabulary/relators/edt
710 aSpringerLink (Online service)
773 tSpringer Nature eBook
776 iPrinted edition:z9783031743528
776 iPrinted edition:z9783031743542
830 aLecture Notes in Computer Science,x1611-3349 ;v15192
856 uhttps://doi.org/10.1007/978-3-031-74353-5
912 aZDB-2-SCS
912 aZDB-2-SXCS
912 aZDB-2-LNC
950 aComputer Science (SpringerNature-11645)
950 aComputer Science (R0) (SpringerNature-43710)
Entertainment Computing – ICEC 2024[electronic resource] :23rd IFIP TC 14 International Conference, ICEC 2024, Manaus, Brazil, September 30 – October 3, 2024, Proceedings /edited by Pablo Figueroa, Angelo Di Iorio, Daniel Guzman del Rio, Esteban Walter Gonzalez Clua, Luis Cuevas Rodriguez
Material type
전자책
Title
Entertainment Computing – ICEC 2024[electronic resource] :23rd IFIP TC 14 International Conference, ICEC 2024, Manaus, Brazil, September 30 – October 3, 2024, Proceedings /edited by Pablo Figueroa, Angelo Di Iorio, Daniel Guzman del Rio, Esteban Walter Gonzalez Clua, Luis Cuevas Rodriguez
판 사항
1st ed. 2025.
Physical Description
XVI, 456 p 127 illus, 111 illus in color online resource.
Keyword
This book constitutes the refereed proceedings of the 23rd International Conference on Entertainment Computing (IFIP-ICEC 2024) which was held in Manaus, Brazil, during September 30 – October 3, 2024. The 13 full papers, 8 short papers and 17 papers of other types presented in this volume were carefully reviewed and selected from 60 submissions. The works collected in this volume discuss latest findings in the areas of Game Experience, Player Engagement and Analysis, Serious Gameplay, Entertainment Methods and Tools, Extended Reality and Game Design. .
내용주기
/ Reflecting on interaction spaces in public immersive installations. / Empowering User Security Awareness and Risk Assessment within Gamified Smartphone Environment. / Unveiling Computer Chess Evolution: Can Machine Learning Detect Historical Trends?. / Prototypical - A Framework for Board Game Creation. / Game Audio Description in Death of Internet: Insights from Players and Developers. / ArtAI4DS: AI Art and its Empowering Role in Digital Storytelling. / Automated clustering of video games into groups with distinctive names. / Toward Scalable Content Generation For Gamified mHealth Interventions: The Evaluation Of LLM-Generated Goals On User Engagement. / Virtual Reality and accessibility : what users need?. / From Pixels to Feelings: Exploring Game Elements for Eliciting Empathy toward Refugees. / A Pattern-oriented AI-powered Approach to Story Composition. / Towards Game Design Elements on the Perception of a Fun Game: an Exergame Case Study. / Harmony in Hierarchy: Mixed-Initiative Music Composition Inspired by WFC. / Introducing Open-sourced AI to Art and Design Education: A Gamified Course on LoRA Model Training. / The Effects of Roleplaying Orientations on Transformative Learning and Perspective Taking in Virtual Reality. / Virtual Reality Visions from Science Fiction Movies. / Accessible Heads-Up Computing. / Enhancing Orientation and Mobility Skills for Persons with Visual Impairments through VR Games: Introducing the EdKit Unity Package. / DPGame: Game-Based Learning for Dynamic Programming Algorithms. / Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?. / Ethics of Mixed Reality Entertainment. / Challenges in Data Visualization with Extended Reality Devices. / Game Accessibility Research Summit Workshop. / Aesthetics and Empowerment: Exploring AI-Driven Creativity. / Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics. / Answering Anya: A virtual and mixed reality game centered on nurturing. / Escape-INF-VR: An Accessible VR Escape Game Proposal for Blind Individuals. / Interactive Design of Serious Game Based on Gesture for Transmission of Traditional Handicraft. / Effects of Social Robot’s Non-verbal Behaviors on Facilitating Creativity. / The application of innovative design concept of color and light and shadow in underground space lighting. / Integrating More-Than-Human Perspectives in Speculative Prototyping Based on Actor-Network Theory. / Exploring the impact of AI painting tools on graphic design education for hearing-impaired students. / Magic Planters: AI-Enhanced Design in an AR Game for Behavioral Improvement . / StressFlow: Designing Physically Visualized Stress Management System for Office Workers. / Hidden Scars: Anti-bullying Serious Game Design for Rural Children. / The Expansion of Neuroaesthetic Models to Accommodate Diverse Multisensory Experiences in the Era of Digital Materiality. / A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective. / A Virtual Reality Simulator for Enhancing Marine Pollution Control Efforts.
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