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000 nam5i
001 2210080943636
003 DE-He213
005 20260324133814
007 cr nn 008mamaa
008 250915s2025 sz | s |||| 0|eng d
020 a97830320255559978-3-032-02555-5
024 a10.1007/978-3-032-02555-52doi
040 a221008
050 aQA75.5-76.95
072 aUKP2bicssc
072 aCOM0500002bisacsh
072 aUKP2thema
082 a004.16223
245 00 aEntertainment Computing – ICEC 2025h[electronic resource] :b24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings /cedited by Maki Sugimoto, Angelo Di Iorio, Pablo Figueroa, Ryosuke Yamanishi, Kohei Matsumura.
250 a1st ed. 2025.
264 aCham :bSpringer Nature Switzerland :bImprint: Springer,c2025.
300 aXVIII, 651 p. 238 illus., 208 illus. in color.bonline resource.
336 atextbtxt2rdacontent
337 acomputerbc2rdamedia
338 aonline resourcebcr2rdacarrier
347 atext filebPDF2rda
490 aLecture Notes in Computer Science,x1611-3349 ;v16042
505 a -- 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.
520 aThis book constitutes the refereed proceedings of the 24th International Conference on Entertainment Computing, ICEC 2025, held in Tokyo, Japan, during August 27–30, 2025. The 28 full papers and 17 short papers included in this book were carefully reviewed and selected from 109 submissions. They were organized in topical sections as follows: Full Conference Papers; Work in Progress; Interactive Entertainment Showcase; and Student Competition. .
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 aSugimoto, Maki.eeditor.4edt4http://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 aFigueroa, Pablo.eeditor.0(orcid)0000-0001-5412-86301https://orcid.org/0000-0001-5412-86304edt4http://id.loc.gov/vocabulary/relators/edt
700 aYamanishi, Ryosuke.eeditor.0(orcid)0009-0007-6798-279X1https://orcid.org/0009-0007-6798-279X4edt4http://id.loc.gov/vocabulary/relators/edt
700 aMatsumura, Kohei.eeditor.0(orcid)0000-0001-6397-72551https://orcid.org/0000-0001-6397-72554edt4http://id.loc.gov/vocabulary/relators/edt
710 aSpringerLink (Online service)
773 tSpringer Nature eBook
776 iPrinted edition:z9783032025548
776 iPrinted edition:z9783032025562
830 aLecture Notes in Computer Science,x1611-3349 ;v16042
856 uhttps://doi.org/10.1007/978-3-032-02555-5
912 aZDB-2-SCS
912 aZDB-2-SXCS
912 aZDB-2-SXPS
912 aZDB-2-LNC
950 aComputer Science (SpringerNature-11645)
950 aComputer Science (R0) (SpringerNature-43710)
950 aSpringer Nature Proceedings Computer Science (SpringerNature-85344)
Entertainment Computing – ICEC 2025[electronic resource] :24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings /edited by Maki Sugimoto, Angelo Di Iorio, Pablo Figueroa, Ryosuke Yamanishi, Kohei Matsumura
Material type
전자책
Title
Entertainment Computing – ICEC 2025[electronic resource] :24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings /edited by Maki Sugimoto, Angelo Di Iorio, Pablo Figueroa, Ryosuke Yamanishi, Kohei Matsumura
판 사항
1st ed. 2025.
Physical Description
XVIII, 651 p 238 illus, 208 illus in color online resource.
Keyword
This book constitutes the refereed proceedings of the 24th International Conference on Entertainment Computing, ICEC 2025, held in Tokyo, Japan, during August 27–30, 2025. The 28 full papers and 17 short papers included in this book were carefully reviewed and selected from 109 submissions. They were organized in topical sections as follows: Full Conference Papers; Work in Progress; Interactive Entertainment Showcase; and Student Competition. .
내용주기
/ 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.
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