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ویرایش: نویسندگان: Barbara Göbl (editor), Erik van der Spek (editor), Jannicke Baalsrud Hauge (editor), Rod McCall (editor) سری: ISBN (شابک) : 3031202112, 9783031202117 ناشر: Springer سال نشر: 2022 تعداد صفحات: 472 [456] زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 49 Mb
در صورت تبدیل فایل کتاب Entertainment Computing – ICEC 2022: 21st IFIP TC 14 International Conference, ICEC 2022, Bremen, Germany, November 1–3, 2022, Proceedings (Lecture Notes in Computer Science) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب محاسبات سرگرمی – ICEC 2022: بیست و یکمین کنفرانس بین المللی IFIP TC 14، ICEC 2022، برمن، آلمان، 1 تا 3 نوامبر 2022، مجموعه مقالات (یادداشت های سخنرانی در علوم کامپیوتر) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Preface Organization Contents Game Experience AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds 1 Introduction 2 Related Work 2.1 Cultural Affordances in Games 2.2 Theology and Gaming 2.3 Game Design Frameworks and Taxonomies 3 AstraVerse Framework 3.1 Mythological Derivation 3.2 Generative and Evaluative Steps 4 Applying the Framework on Hindu Mythology 4.1 Mythological Derivation [Step 1]: Establishing a Taxonomy on Mythological Hindu Characters and Mythical Objects 4.2 Generative Step [Step 2]: Facilitating the Creation of Characters from the Established Hindu Taxonomy 4.3 Constructed Outcomes from Generative Step 4.4 Creative Evaluation [Step 3(a)]: Evaluating the Creative Dimension of Workshop Outcomes 4.5 Cultural Evaluation [Step 3(b)]: Evaluating the Cultural Validity of Workshop Outcomes 5 Results and Discussion 6 Future Work and Conclusion References Comfortably Numb? Violent Video Games and Their Effects on Aggression, Mood, and Pain-Related Responses 1 Introduction 1.1 Violent Video Games and Aggression Desensitization 1.2 Violent Video Games and Pain Desensitization 1.3 Hypotheses 2 Study 1 2.1 Methods 2.2 Results 2.3 Discussion 3 Study 2 3.1 Methods 3.2 Results 3.3 Discussion 4 Study 3 4.1 Methods 4.2 Results 4.3 Discussion 5 General Discussion References Discovering the Motivational Constitution of `Playing Games for Fun' 1 Introduction 2 Methods 3 Results 4 Concluding Statements References Towards an Understanding of How Players Make Meaning from Post-Play Process Visualizations 1 Introduction 2 Related Work 3 Methodology 3.1 Interview Protocol 3.2 Data Analysis 4 Results 4.1 Sense-Making Methods 5 Discussion and Implications 6 Limitations 7 Conclusion References Entertainment Tools and Methods Plot Composition by Mapping Situation Calculus Schemas into Petri Net Representation 1 Introduction 2 Related Work 3 From Situation Calculus to Petri Net Models 3.1 The Basic Situation Calculus Model 3.2 Deriving a Petri Net from a Situation Calculus Model 4 Interactive Storytelling Application 4.1 System Architecture 4.2 Interactive Dramatization 5 Concluding Remarks References Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-robot Interaction 1 Introduction 2 Related Work 3 Approach 3.1 Robot Avatar 3.2 Virtual Environment and Interaction Modes 3.3 Task of the Game 3.4 Robot Behavior 4 Evaluation 4.1 Method 4.2 Findings 5 Discussion 6 Conclusion References OptimizingMARL: Developing Cooperative Game Environments Based on Multi-agent Reinforcement Learning 1 Introduction 2 Related Work 3 The Framework OptimizingMARL 3.1 Model the Multi-agent Learning Environment 3.2 Design Rewards and Distributing Knowledge 3.3 Create the Learning Environment 4 Experiments 4.1 Dungeon Escape Environment 4.2 Color Balls Environment 4.3 Wild World Environment 5 Conclusion References Game Engine Comparative Anatomy 1 Introduction 2 Related Work 3 Approach 3.1 Overview 3.2 Engine Selection 3.3 Engine Compilation and Analysis 4 Godot's Call Graph 5 Urho3D's Call Graph 6 Comparing Godot and Urho3D 7 Discussion 8 Conclusion References Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-surface Interaction 1 Introduction 2 Related Work 3 Materials and Methods 3.1 2D Visualization 3.2 AR Visualization 4 Future Work and Limitations 5 Conclusion References Player Behavior and Analysis Mental Wear and Tear: An Exploratory Study on Mental Fatigue in Video Games Using the Example of League of Legends 1 Introduction 2 Related Work 3 Study 3.1 Measures 3.2 Participants 4 Results 5 Discussion 6 Limitations and Future Work 7 Conclusion References Difficulty Pacing Impact on Player Motivation 1 Introduction 2 Difficulty and Motivation 3 Difficulty Curves 4 Experimentation 4.1 Hypotheses 4.2 Methodology 5 Results 6 Discussion 7 Conclusion References Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Person Shooter 1 Introduction 2 Related Work 2.1 Audio Cues 2.2 GPR 3 Methodology 3.1 Difficulty Recommendation 3.2 Difficulty Setting with GPR 4 Experiment and Result 5 Conclusions and Future Work References Playstyles in Tetris: Beyond Player Skill, Score, and Competition 1 Introduction 2 Background 3 Tetris and Our Variations 4 Method 5 Results 6 Discussion and Limitations 7 Conclusion References A Matter of Closeness: Player-Avatar Relationships as Degree of Including Avatars in the Self 1 Introduction 2 Theoretical Approaches to Player-Avatar Relationships 2.1 Status Quo 2.2 The Inclusion-of-Other-In-The-Self Principle 2.3 PAR as Inclusion of the Avatar in the Self 3 Method 4 Results 4.1 A Distance-Closeness Continuum 4.2 In-Depth Findings: Five Types of PARs and Related Experiences 5 Discussion References Serious Gameplay Through Troubled Waters: A Narrative Game for Anger Regulation 1 Introduction 2 Game Design 2.1 Original Game: When Life Gives You Lemons (WLGYL) 2.2 Modified Game: Through Troubled Waters (TTW) 3 Method 3.1 Measurements 3.2 Sampling and Experiment Procedure 3.3 Data Analysis 4 Results 4.1 Quantitative Results 4.2 Qualitative Results 5 Discussion 6 Conclusion References Incorporating the Theory of Attention in Applied Game Design 1 Introduction 2 Related Work 2.1 Areas of Involvement 2.2 Balance and Rhythm 2.3 Attention in Applied Games 3 Implementation 3.1 Case 1: Virtual Reality (VR) Person-Centred Care (PCC) 3.2 Case 2: When Life Gives You Lemons (WLGYL) 3.3 The Lens of Attention 3.4 Design Discussions 4 Discussion 5 Conclusion References Exergames in the GAME2AWE Platform with Dynamic Difficulty Adjustment 1 Introduction 2 GAME2AWE Platform 2.1 Scope 2.2 Methodology 2.3 Example Games 3 Dynamic Difficulty Adjustment 3.1 Background 3.2 GAME2AWE Approach 3.3 Building the Fun Prediction Model 4 Conclusions References Art and Entertainment Improvement of Deep Learning Technology to Create 3D Model of Fluid Art 1 Introduction 2 Sound of Ikebana 3 3D Reconstruction of Sound of Ikebana 3.1 Phase only Correlation Method 3.2 GANs 3.3 Improvement of 3D Modeling for Sound of Ikebana 3.4 Results 4 Conclusion References Method for Music Game Control Using Myoelectric Sensors 1 Introduction 2 Music Game Control Optimization System 2.1 System Implementation 2.2 Sensing Devices for Measuring EMG 2.3 Evaluation of Muscle Fatigue 2.4 Music Game 3 Evaluation of the Proposed Method 3.1 Experimental Method 3.2 Experimental Results 3.3 Discussion 4 Conclusion and Future Work References Creation of Fluid Art “Sound of Ikebana” Under Microgravity Using Parabolic Flight 1 Introduction 2 Related Works 3 Fluid Art “Sound of Ikebana” 3.1 Fluid Art 3.2 “Sound of Ikebana” 4 Microgravity Generation Method 4.1 Parabolic Flight 4.2 Free-Fall 5 Creation of Fluid Art Under Microgravity 5.1 Basic Methodology 5.2 Sound of Ikebana Creation Using Parabolic Flight 5.3 Sound of Ikebana Under the Parabolic Flight 5.4 Three-Dimensional Materialization of the Sound of Ikebana Under Microgravity 6 Conclusion References Design Explorations of Interactive Point Cloud Based Virtual Environments Using Volumetric Capture and Visualisation Techniques 1 Introduction 2 Related Work 3 Development Pipeline 4 Prototype: Tilia x europaea 4.1 Point-Cloud Representation 4.2 Representation of Natural Processes 4.3 Interactions 4.4 Sound 4.5 Locomotion and Area Traversal 5 Evaluation 6 Conclusion and Future Work References Game Communities Predicting Success Factors of Video Game Titles and Companies 1 Introduction 2 Related Work 3 Approach 3.1 Dataset and Processing 3.2 Prediction Outcomes 4 Validation 4.1 Measures 4.2 Procedure 4.3 Participants 5 Results and Discussion 5.1 General Findings 5.2 Survivability 5.3 Player Ratings 5.4 Return on Investment 6 Implications 7 Limitations and Future Work 8 Conclusion A Appendix A.1 Survivability A.2 Player Rating A.3 Sharpe Ratio (ROI) References The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players 1 Introduction 2 Related Work 3 Design 4 Method 4.1 Participants 4.2 Procedure 4.3 Data Analysis 5 Results 5.1 External Scoreboard 5.2 Internal Scoreboard 5.3 Direct Opponent 5.4 Last Teamfight 5.5 Webcams 5.6 Qualitative Feedback 6 Discussion 7 Limitations and Future Work 8 Conclusion References .26em plus .1em minus .1emA Reusable Methodology for Player Clustering Using Wasserstein Autoencoders 1 Introduction 2 Background 2.1 Recurrent Neural Networks 2.2 Autoencoders 2.3 Adversarial Training and Generative Adversarial Networks 2.4 Wasserstein Distance 2.5 Clustering Metrics 2.6 Archetypal Analysis 3 Related Work 4 Method 4.1 Game Identification and Understanding: My Singing Monsters 4.2 Data Collection and Preprocessing 4.3 Model Definition and Construction 5 Translation into Actionable Interpretations: Clustering Analysis 5.1 Player Visualizations 5.2 Representative Analysis 6 Discussion References Towards a Community-Based Ranking System of Overwatch Players 1 Introduction 2 Background 3 Overwatch and Player Rankings 4 Method 4.1 Data 4.2 Survey 4.3 Rating System 5 Use Cases 6 Discussion 7 Conclusions and Future Work References Understanding Stakeholders’ Perspectives Towards Serious Games for Vocational Training for People with Intellectual Disabilities in Macau 1 Introduction 2 Related Work 3 Understanding Stakeholders’ Perspectives 3.1 Questionnaires 3.2 Interviews 3.3 Discussion 4 Conclusion Appendix A References Workshop: Digital Arts and Health SleepHill: Designing an Incrementally Bouncing Pillow as a Comfortable Wake-Up Approach 1 Introduction 2 SleepHill 2.1 System Design 2.2 Implementation 3 The Study 3.1 Participants 3.2 Apparatus and Setup 3.3 Procedure 3.4 Data Collection and Analysis 4 Findings 4.1 Quantitative Findings 4.2 Qualitative Findings 5 Discussion, Conclusions, and Future Work 5.1 Design Implications 5.2 Limitation and Future Work References Digital-Pen: An Interactive System for Correcting Writing Posture of Primary School Students 1 Introduction 2 Related Work 2.1 Research on Smart Pen 2.2 Research on the Hidden Health Problems in the Writing Process of Primary School Students 2.3 The Data and Explanation of the Correct Writing Posture of Primary School Students 3 Design Process of the Digital-Pen Interactive System 3.1 Design Exploration with Experts 3.2 Design Goals 4 System Design 4.1 Application Design of the Software System 4.2 Design of Smart Hardware Pen 4.3 Communication and Data Processing of Hardware and Software 5 Preliminary User Research 5.1 Procedure 5.2 Results 6 Current Limitations and Future Work 7 Conclusion References The Study on Digital Art Generation of Health Data for the Elderly 1 Introduction 2 Related Work 3 System Design 3.1 The Analysis of Health Data Generates Digital Art 3.2 The Description of Visual System Design 3.3 The Construction of Algorithm Model and Framework 3.4 Final Visual Presentation 4 Analysis 4.1 Study Methods 4.2 Study Results 5 Result 6 Conclusion References Effects of Color Tone of Dynamic Digital Art on Emotion Arousal 1 Introduction 2 Related Work 3 Study Design 3.1 Stimuli 3.2 Participants 3.3 Experiment Design 4 Discussion and Future Work 5 Conclusion References Personalized Synchronous Running Music Remix Procedure for Novice Runners 1 Introduction 2 Related Work 2.1 Music, Health, and Sports 2.2 Intervention of Music on Sports Performance 3 Proposed Method 3.1 Trial Run 3.2 Data Analytic and Goal Establishment 3.3 Music Retrieval and Pre-processing 3.4 Mixing 4 Experiment 4.1 Experiment Design 4.2 Procedure 5 Results 5.1 Quantitative Analysis 5.2 Qualitative Analysis 6 Discussion Appendix 1. Power Words List References Design for Connecting People Through Digital Artworks with Personal Information 1 Introduction 2 Related Work 2.1 Social Connectedness and Health 2.2 Work for Social Connectedness Enhancement Remotely 3 Design 3.1 Proposed Design 3.2 Design Considerations 3.3 Design Components 4 Pilot Study 4.1 Experiment Setup and Place 4.2 Participants, Procedure and Measurements 4.3 Preliminary User Feedback 5 Discussion 6 Conclusion and Future Work References Research on the Design of the Pre-hospital Emergency System Based on Kano-QFD 1 Introduction 2 Pre-hospital Emergency System 3 Explanation of the Kano-QFD Method 4 Research Process of Pre-hospital Emergency System Design Based on Kano-QFD 4.1 User Requirement Elicitation 4.2 Analysis of Interactive Requirements for the Pre-hospital Emergency System 4.3 QFD-Based Functional Transformation and Sorting 5 Design of the Pre-hospital Emergency System 5.1 Manual for and Structure of the Pre-hospital Emergency System 5.2 Design of the Scheme 6 Conclusion Appendix References Student Game Competition The Public Transport Stress Test (PTST) at Bogotá: A Perceived Reality and Handling Anxious Situations with a Cool Mind Through Preparation 1 Motivation 1.1 Problem Statement 1.2 Goals 2 Game Experience 2.1 Abstraction 2.2 Game Structure 2.3 Aesthetics 2.4 Minigames and Mechanics 2.5 Additional Content 3 Proposed Solution 3.1 Results References Corruptio: An Interactive Insight on City Management 1 Introduction 1.1 Development Process 2 Game Experience 2.1 Base City 2.2 Match System 2.3 Budget System 2.4 Adaptative City System 2.5 Notifications System 2.6 Decision-Making System 2.7 Random Events System 3 Results References Workshops and Tutorials Workshop on Social and Ethical Issues in Entertainment Computing 1 Introduction 2 Background 2.1 Foundations 2.2 Ethics While Playing Computer Games 2.3 Social Issues While Playing Computer Games 2.4 Legal Issues 2.5 Digital Game-Based Learning 2.6 Monetization 2.7 Diversity 3 Conclusions References Digital Arts and Health 1 Arts and Health 2 Digital Arts and Health 3 Opportunities and Challenges 4 Workshop Goals 5 Summary References Current Opportunities and Challenges of Digital Game-Based Learning 1 Introduction 2 Life Cycle Model for Digital Learning Games 3 Opportunities and Challenges 3.1 Ideation 3.2 Design 3.3 Implementation 3.4 Evaluation 3.5 Operation 3.6 Maintenance 4 Conclusion References Author Index