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ویرایش: نویسندگان: Paolo Ciancarini (editor), Angelo Di Iorio (editor), Helmut Hlavacs (editor), Francesco Poggi (editor) سری: ISBN (شابک) : 9819982472, 9789819982479 ناشر: Springer سال نشر: 2023 تعداد صفحات: 531 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 74 مگابایت
در صورت تبدیل فایل کتاب Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, 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 2023: بیست و دومین کنفرانس بین المللی IFIP TC 14، ICEC 2023، بولونیا، ایتالیا، 15 تا 17 نوامبر 2023، 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 Dynamic Difficulty Adjustment by Performance and Player Profile in Platform Game 1 Introduction 2 Related Work 3 Methodology 4 Experiments 5 Discussion 5.1 Investigation of Difficulty Estimation and Player Data 5.2 Comparison Between DDA Control System Models 5.3 Comparison Between DDA Analysis System Models 6 Conclusion References A Data-Driven Classification of Video Game Vocabulary 1 Introduction 1.1 From Beliefs to Facts 1.2 Taxonomy Definition 1.3 The Steam Tags 1.4 Our Contributions 1.5 Methodology 2 The Priority of Steam Tags 3 A Taxonomy of Steam Tags 3.1 Low Priority Tags 3.2 High Priority Tags 3.3 Medium Priority Tags 3.4 Some Interesting High Priority Tags 4 Conclusion References Prov-Replay: A Qualitative Analysis Framework for Gameplay Sessions Using Provenance and Replay 1 Introduction 2 Related Work 3 Theoretical Background 4 Prov-Replay 5 PinGU Replay 5.1 Replay Module 5.2 Provenance Graph Viewer Controller 6 Case Study 6.1 Research Hypotheses 6.2 PinGU Replay Integration in Smoke Squadron and Data Collect 6.3 Smoke Squadron Developers Using PinGU Replay 6.4 Analyzing Game Developers\' Answers 7 Conclusion References Player Engagement and Analysis Seligman’s PERMA Model in Video Games – The Positive Influence of Video Games on Well-Being 1 Introduction 1.1 Video Games and Well-Being 1.2 The PERMA Model 1.3 Gaming Motivation 1.4 Hypotheses 2 Methods 2.1 Participants 2.2 Gaming Habits, Motivation and Player Types 2.3 Well-Being and PERMA 2.4 Procedure 3 Results 3.1 H1: Effects of Play Time on Well-Being 3.2 H2: The Compliance with the PERMA Factors Has a Positive Association with Well-Being 3.3 H3: Men and Women Differ in Game Preferences, Gaming Experience, and Video Game Status 3.4 RQ1 and RQ2: Does the Well-Being of the Four Player Types Depend on the Number of PERMA Model Factors They Fulfil? Do Different Player Types Differ in Their PERMA Profiles? 4 Discussion References The Meaning of Life (in Video Games) 1 Introduction 2 Related Work 2.1 Initial Concept of Life 2.2 More Than Just Life: Hit Points and Health Points 2.3 Other Approaches for Life Representation 3 Proposed Framework 4 Evaluation 4.1 Goal and Methodology 4.2 Results and Discussion 5 Conclusions References Method for Training Player Emotion in a Custom FPS Game Using Heart Rate 1 Introduction 2 System Composition 2.1 System Implementation 2.2 Obtain Heart Rate 2.3 Customized FPS Game 2.4 Connected Heart Rate and Target Speed 2.5 Emotion Control Training 3 Evaluation of the Proposed Method 3.1 Experimental Method 3.2 Experiment 1: Feasibility of the Training Method Using Heart Rate 3.3 Experiment 2: Control Experiment 3.4 Discussion 4 Conclusion and Future Work References Serious Gameplay Split Screen - Split Mind: An Innovative Format for Narrative Reflexive, and Pedagogical Games 1 Exploration of Split Screen in Digital and Non Digital Media 1.1 Split Screen in Interactive Digital Storytelling 1.2 Visual Characteristics of Split Screen 1.3 Narrative Analysis of Split Screen 2 Learning with Split Screen 3 Design of a Reflective Game 3.1 Choice of a Topic 3.2 The Story 3.3 Split Screen Design and Interactivity 3.4 Additional Features 3.5 Implementation 4 Preliminary Evaluation 4.1 Material 4.2 Participants 4.3 Protocol 4.4 Results 4.5 Discussion 5 Conclusion References Accessibility Issues Within Serious Games in Engineering Education for Visual Impairment 1 Introduction 2 Research Methodology 3 Findings on Accessibility Issues in Serious Games 4 Discussion and Guidelines 4.1 Color 4.2 Sound/Audio 4.3 Interfaces 4.4 Understanding Needs 4.5 Recommendations on Accessibility 5 Conclusion References Persuasive System Design for Climate Change Awareness 1 Introduction 2 Background 3 Methodology 3.1 System Design 3.2 Implementation of Persuasive Strategies 3.3 System Evaluation 4 Results 4.1 Effectiveness of the Persuasive Strategies 4.2 Differences in the Effectiveness of Persuasive Strategies 4.3 Qualitative Analysis 5 Discussion 5.1 Significant Persuasiveness of Strategies 5.2 Exploring Different Implementations of Strategies 5.3 Design Recommendations 6 Conclusion References Reasoning of Intelligent Virtual Agents with Exceptional Behavior in Rare Scenarios 1 Introduction 2 Related Work 3 Multi Choice Reasoning Concept 4 Realization 5 Results 6 Conclusions and Discussions References Game ON! a Gamified Approach to Household Food Waste Reduction 1 Introduction 2 Related Work 2.1 Initiatives on Food Waste Awareness 2.2 Serious Games About Food Waste Reduction 3 Game Design 3.1 Game Narrative and Mechanics 4 Preliminary Concept Evaluation 4.1 Results from the Preliminary Concept Evaluation 5 Discussion and Future Work 6 Conclusion References Acquiring and Assessing 21st Century Skills Through Game Development: A Case Study with an Escape Game Template 1 Introduction 2 Background 3 The Design of an Escape Game Template for GDBL 4 Method 5 Results 5.1 Skills Assessment from Teachers’ Point of View 5.2 Subtasks Performed According to Students 5.3 Tasks Completed Versus Self-reported Subtasks by Students 5.4 Skills Performed by Students 5.5 Students Self-reported Satisfaction and Tasks Performed 6 Discussions and Limitations 7 Conclusion References Entertainment Methods and Tools Semiotic Structuring in Movie Narrative Generation 1 Introduction 2 Semiotic Structuring 3 Examples of Structured Movie Narrative Analysis 3.1 Syntagmatic Relation – Batman v Superman: Dawn of Justice 3.2 Paradigmatic Relation – The Magnificent Seven 3.3 Meronymic Relation – The Sixth Sense 3.4 Antithetic Relation – The Shape of Water 4 Semiotic Support for Movie Narrative Generation 4.1 System Architecture 4.2 Story Generation 4.3 Image Generation 4.4 User Interface 5 Concluding Remarks References Girls vs. Men - The Prevalence of Gender-Biased Language in Popular YouTube Videos 1 Introduction 1.1 Theoretical Background 2 Methods 2.1 Sample and Material 2.2 Coding 3 Results 4 Discussion References i-Cube, an (In)tangible Interface for Multi-user Generative Art Creation 1 Introduction 2 (In)tangible Interface for Generative Art 2.1 Components and Functions 2.2 Connectivity and Initial Testing 3 Experiment Setup and Progress 3.1 First Stage - Pilot Study 3.2 Second Stage - Experiment 3.3 Discussion 4 Conclusion References Content Design for Learning Support in Museum: Research on Exhibition Support System Using Tactile Senses 1 Introduction 2 Related Work 2.1 Current Status of Exhibition Support for the Visually Impaired in Museums 2.2 Touchable Exhibits in Museums 3 System Design, Structure and Concept 3.1 Animal Card 3.2 Round Zoo 4 Workshop 4.1 Methodology 4.2 Results 5 Conclusion and Future Work References Extended Reality Exploring the Influence of Collision Anxiety on Player Experience in XR Games 1 AR and VR Technology 1.1 Challenges in XR Gaming 2 Collision Anxiety 2.1 Collision Anxiety Questionnaire 3 Study 3.1 ExARcism in AR and VR 3.2 1st Study: AR Versus VR 3.3 2nd Study: Manual Versus Automatic Transition 3.4 3rd Study: Simple Versus Complex Calibration 3.5 Further Results 4 Discussion 5 Conclusion 5.1 Limitations 5.2 Future Work References Mutually Imperceptible Skill Adjustment in VR for Making Hyakunin Isshu Karuta Inclusive 1 Introduction 2 Hyakunin Isshu Karuta Game 2.1 Terms Used in Hyakunin Isshu Karuta and “Decisive Letters” 2.2 Game Progression 3 Related Work 3.1 Making Multiplayer Games Inclusive 3.2 Training and Human Augmentation Using Mixed Reality 3.3 Technology to Externally Control Body Movement 3.4 Assistance in Playing HIK by Information Technology 4 System Implementation 4.1 System Overview 4.2 Implementation of Mutually Imperceptible Skill Adjustment in VR 5 Evaluation 5.1 Hypotheses 5.2 Experiment 5.3 Discussion 6 Future Work 6.1 Application to Other Multiplayer Games 6.2 Skill Adjustments That are Imperceptible Even to the Adjusted Player 6.3 Toward More Inclusive HIK 7 Conclusion References Design of Collaborative Learning Experience with AR–AR Collaboration Game for Children at Museum 1 Introduction 2 Related Work 2.1 Digital Technology Supporting Museums 2.2 AR as a Tool for Socialization 3 Approach 4 Preliminary Experiment 4.1 Context 4.2 Physical Action Interaction Design 4.3 Exploration Game Design 4.4 Experiment 5 Design Exploration 5.1 Overview 5.2 AR–AR Collaboration User Interface Design 5.3 Exploration Design 5.4 Quiz UI Design 6 Conclusions and Future Work References Unity-VRlines: Towards a Modular eXtended Reality Unity Flight Simulator 1 Introduction 2 Related Works 3 System Architecture and Implementation 3.1 Aircraft and Environment 3.2 Flight Physics 3.3 Flight Simulation 4 Conclusions and Future Works References Augmented Adventures: Using Different Perspectives to Design Novel Tabletop Game Experiences with Augmented Reality 1 Introduction 2 Process and Categorization 2.1 First, Third, Second and Fourth-Person Perspective 3 Novel AR Tabletop Gameplay Ideas 4 Researching a Second-Person Perspective in Tabletop Games 4.1 First Iteration: Dragon Game 4.2 Final Design: Eye of the Cyclops 4.3 Playtest 5 Discussion and Conclusion References Game Design Visualising Game Engine Subsystem Coupling Patterns 1 Introduction 2 Related Work 3 Approach 3.1 System Selection 3.2 Subsystem Selection 3.3 Subsystem Detection 3.4 Include Graph Generation 3.5 Moose Model Generation 3.6 Architectural Model Visualisation 4 Results 4.1 RQ1 - Which Subsystems More Often Couple with One Another? 4.2 RQ2 - Do Game Engines Share Subsystem Coupling Patterns? 5 Discussion 6 Threats to Validity 7 Conclusion References Enhancing Stockfish: A Chess Engine Tailored for Training Human Players 1 Introduction 2 Motivation 3 Related Works 4 Method 4.1 Modifying the Evaluation Function 4.2 Exploiting Reinforcement Learning 4.3 Customization of the Engine 5 Evaluation 5.1 Training Humans 6 Conclusions and Further Work References Combating Computer Vision-Based Aim Assist Tools in Competitive Online Games 1 Introduction 2 Background 2.1 Aim Assist/Aimbots 2.2 Adversarial Attacks 2.3 Related Works 3 Methods 3.1 Proposed Solution 3.2 Data Collection 3.3 Object Detection 3.4 Optimization Strategy 3.5 Image Reconstruction 3.6 Misclassification 4 Results 4.1 Object Detection 4.2 Image Reconstruction 4.3 Misclassification 4.4 Combining Image Reconstruction and Misclassification 5 Conclusion 5.1 Future Works 5.2 Summary References Research on the Gameplay Evolution Based on Warcraft 3 Mod Platform 1 Introduction 1.1 Development of Gameplay 1.2 Game Mod 1.3 Mods on Warcraft 3 Map Editor 2 Methods 2.1 Data Collection 2.2 Data Processing 3 Results 3.1 Main Features of Popular Map Gameplays 3.2 Iterative Trend of Successful Gameplay Map 4 Discussion 4.1 From RTS to MOBA 4.2 Development and Evolution of Gameplay 4.3 Evolution of Battle Royale 4.4 Practices of Gameplay Evolution and Design 5 Conclusions and Future Works References A SandBox to Sandbox: A Tangible Terrain Generator for Prototyping Game Worlds 1 Introduction 2 Related Work 2.1 Tangible Landscape Creation 2.2 Increasing Engagement Through Haptics 2.3 Summary 3 Method 3.1 Development of the Prototype 3.2 Study Design 3.3 Measures 3.4 Tasks 3.5 Participants 3.6 Procedure 4 Results 4.1 Qualitative Analysis 4.2 Quantitative Analysis 5 Discussion 6 Future Work 7 Conclusion References Interactive Entertainment Empirical Studies on the Conditions of Achieving Interactive Mindfulness Through Virtual Reality Single User Experience in Macao 1 Introduction and Literature Review 2 Experiment Settings 3 The Quantitative and Qualitative Survey 4 Conclusion References Gameplay Audio Description: Death of Internet as a Pilot Study 1 Introduction 2 State of the Art 3 Death of Internet 4 Playing without Sight 5 Conclusions and Future Work 6 Technical Requirements References A Serious Video Game on Cybersecurity 1 Ludoteca del Registro.it 2 Edutainment Tools for Digital Education 3 The Videogame “Nabbovaldo and the Cyber Blackmail” 3.1 Design and Implementation 3.2 Labs in Schools: How to Use the Videogame 4 Future Developments References Robotic Choreography Creation Through Symbolic AI Techniques 1 Introduction 2 Proposed Approach 2.1 Focus on Planning Problem Description 2.2 Domain and Constraints Definition Phase 2.3 Choreography Creation Phase 2.4 Choreography Demonstration Phase 3 Conclusion and Future Directions References HabitAR: Motivating Outdoor Walk with Animal-Watching Activities 1 Introduction 2 Related Work 3 HabitAR System 4 Pilot Study 4.1 Questionnaire 4.2 User Test 5 Conclusion References Mystery in the Ecological Park: An Interactive Narrative to Promote Interaction with Biodiversity 1 Introduction 2 Mystery in the Ecological Park (MEP) 2.1 Narrative Design 3 Conclusion and Future Work 4 Demonstration Requirements and Video Link References SEC-GAME: A Minigame Collection for Cyber Security Awareness 1 Introduction 2 Sec-Game Design 2.1 Learning Principles 2.2 Minigames Description 3 Experiments 4 Conclusions 5 Gameplay 6 Requirements References Student Game Competition Designing a VR-Simulation Module to Support Marine Pollution Control Training 1 Introduction 2 Marine Pollution Control 3 MPCS VR Module 3.1 Functionality and Interactions 3.2 Physics Simulation 4 Preliminary Evaluation 5 Conclusion References ECO-QUEST: An Educational Game Designed to Impart Knowledge About Ecological Practices and Selective Waste Management 1 Introduction 2 Motivation 3 Related Work 4 Development 5 Gameplay 6 Conclusion References Workshops Towards Sustainable Serious Games 1 Introduction 2 Sustainable Serious Games 2.1 Serious Game Aging 2.2 Reuse and Repurposing 3 Discussion 4 Conclusion References Challenges for XR Experiences in Industry 4.0: A Preliminary Study 1 Introduction 2 Related Work 3 Main Challenges 4 Conclusion and Next Steps References Aesthetics and Empowerment 1 Introduction 2 Aesthetics for Empowerment 3 Case Research and Call to Action 4 Summary References Workshop: Aesthetics and Empowerment Research and Practice of Hierarchical Painting-Based Digital Design Method 1 Introduction 2 Methodology 2.1 Paint Texture Layering Tool 2.2 Hierarchical Texture Path Generation 3 Evaluation 4 Results 5 Conclusion References Research on the Influence of Object Recognition Based on Intelligent Algorithm on Staff’s Anxiety 1 Introduction 2 Subjects and Methods 3 Participants and Grouping 4 Task and System Design 5 Data Collection 6 Task Performance Measurement 7 Post-task Assessment 8 Data Analysis 9 Results 10 Discussion 11 Conclusions References Theatre of Tomorrow - A Virtual Exhibition and Performing Arts Platform Created by Digital Game Technology 1 Introduction 2 Background 3 Development of the Next Generation of the Virtual Exhibition and Performing Arts Platform 3.1 Theatre of Tomorrow has Both Social Media and Immersive Experiences 3.2 How the Next Generation of the Exhibition and Performing Arts Platform Could Be 3.3 Develop a Game Engine to Capture Performance Data Through Different Motion Capture Technologies to Represent Digital Humans in Real Time 3.4 AIGC Technology Allows NPC Digital Humans to Take on Roles Such as Teachers and Guides 4 The Virtual Platform is a Complement to the Physical Venues 5 The Future of the Virtual Exhibition and Performing Arts Platform References Reminder Bag: Designing Smart Bag for New Parents 1 Introduction 2 Related Work 3 Reminder Bag 3.1 System Design 3.2 Implementation 4 Pilot User Study 4.1 Procedure 4.2 Data Collection and Analysis 4.3 Findings 5 Formal User Study 5.1 Procedure 5.2 Data Collection and Analyses 5.3 Findings 6 Discussion 7 Future Work and Conclusion References A Study on the Emotional Responses to Visual Art 1 Experiment Design 2 Stimuli 3 Measurement 3.1 Skin Conductance 3.2 Heart Rate 3.3 Self-report 4 Procedure 5 Data Analysis 6 Results 6.1 Heart Rate 6.2 Skin Conductance 6.3 Self-Assessment Manikin (SAM) Ratings 7 Discussion 7.1 Valence 7.2 Arousal 8 Conclusion References Calm Digital Artwork for Connectedness: A Case Study 1 Introduction 2 Related Work 2.1 Calm Technology and its Application in Design 2.2 Understanding Mondrian Art and its Potential for Expressing Connectedness 3 Design and Implementation 3.1 Design Concept of Artify 3.2 Data Mapping in Processing 3.3 Integration of Calm Technology Principles 3.4 Incorporation of Mondrian-Inspired Elements to Express Connectedness 4 Methodology 4.1 Participants 4.2 Co-constructing Stories 5 Results 5.1 Calm Technology and Connectedness 5.2 Mondrian-Inspired Digital Artwork 6 Discussion and Limitations 6.1 Discussion 6.2 Limitations 7 Conclusion and Future Work References DataVisage: A Card-Based Design Workshop to Support Design Ideation on Data Physicalization 1 Introduction 2 The Design of the Ideation Cards 2.1 The Mapping Strategy 2.2 The Ideation of DataVisage 3 The Design of the DataVisage Workshop 3.1 Participants 3.2 Procedure 3.3 Data Collection and Analysis 4 Results 4.1 Ideas Generated 4.2 Quantitative Result 4.3 Qualitative Result 5 Discussion 5.1 Full Utilization of Individual and Teamwork 5.2 Establishing Suitable Mapping Strategies of Data Physicalization 5.3 Guarantee a Fluid Design Thinking Process 6 Limitations and Future Work 7 Conclusion Appendix 1. Questionnaire References Portable Interactive Nebulizer Design for Children 1 Introduction 1.1 Theoretical Basis 1.2 Field Research on Nebulizer Therapy for Children 1.3 Existing Pediatric Nebulizers Analysis 1.4 Gamification of Nebulization Therapy 2 Design of a Portable Nebulizer for Children 2.1 Target Users 2.2 Concept Designs 2.3 Product Principle Tests 2.4 Product Design and Innovation 2.5 APP Interaction Design 3 Conclusion References Wryneck Tree: Designing a Multimodal Interactive System for Sedentary Office Forward Head Postures Correction 1 Introduction 2 Design of Wryneck Tree 2.1 Concept of Wryneck Tree Interactive System 2.2 Wryneck Tree Interactive Device 3 User Test 3.1 Participants 3.2 Setup and Procedure 3.3 Data Collection and Analysis 4 Results 4.1 Quantitative Findings 4.2 Qualitative Findings 5 Discussion 6 Conclusions References Crimson Tendons: Designing a Mouse Usage Visualization System to Prevent Mouse Overuse Behaviors 1 Introduction 2 The Presentation of Data 2.1 Visualization Strategy 2.2 Canvas Data Visualization 2.3 Physical Visualization 3 User Test 3.1 Experiment Walkthrough 3.2 Pilot Study 4 Results 4.1 Quantitative Findings from Pilot Study 4.2 Qualitative Findings 5 Discussion 6 Conclusion and Future Work References Tutorials Fashion in the Metaverse: Technologies, Applications, and Opportunities 1 Background on the Theoretical Approach 2 Description of Tutorial Content References Exploring New Frontiers at the Intersection of AI and Art 1 Background and Motivation 2 Tutorial Outline 2.1 Art and Knowledge Graphs 2.2 Artwork Captioning 2.3 Artwork Inpainting 3 Concluding Remarks References Author Index