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Entertainment Computing - ICEC 2015
Konstantinos Chorianopoulos, Monica Divitini, Jannicke Baalsrud Hauge, Letizia Jaccheri, Rainer Malaka
Front Matter

Full papers


A Mobile Game Controller Adapted to the Gameplay and User’s Behavior Using Machine Learning
Leonardo Torok, Mateus Pelegrino, Daniela Trevisan, Esteban Clua, Anselmo Montenegro
3-16
A Participatory Approach for Game Design to Support the Learning and Communication of Autistic Children
Thiago Porcino, Daniela Trevisan, Esteban Clua, Marcos Rodrigues, Danilo Barbosa
17-31
A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains
Érick Rodrigues, Esteban Clua
32-44
Adaptive Automated Storytelling Based on Audience Response
Augusto Baffa, Marcus Poggi, Bruno Feijó
45-58
ADITHO – A Serious Game for Training and Evaluating Medical Ethics Skills
Cristian Lorenzini, Claudia Faita, Michele Barsotti, Marcello Carrozzino, Franco Tecchia, Massimo Bergamasco
59-71
A Battle of Wit: Applying Computational Humour to Game Design
Dormann Claire
72-85
Advanced Dynamic Scripting for Fighting Game AI
Kevin Majchrzak, Jan Quadflieg, Günter Rudolph
86-99
Applied Games – In Search of a New Definition
Ralf Schmidt, Katharina Emmerich, Burkhard Schmidt
100-111
Classification of Player Roles in the Team-Based Multi-player Game Dota 2
Christoph Eggert, Marc Herrlich, Jan Smeddinck, Rainer Malaka
112-125
Design-Based Learning in Classrooms Using Playful Digital Toolkits
K. Scheltenaar, J. Poel, M. Bekker
126-139
Embedding and Implementation of Quantum Computational Concepts in Digital Narratives
Nikitas Sgouros
140-154
EmotionBike: A Study of Provoking Emotions in Cycling Exergames
Larissa Müller, Sebastian Zagaria, Arne Bernin, Abbes Amira, Naeem Ramzan, Christos Grecos, Florian Vogt
155-168
Evaluating the Impact of Highly Immersive Technologies and Natural Interaction on Player Engagement and Flow Experience in Games
Raffaello Brondi, Leila Alem, Giovanni Avveduto, Claudia Faita, Marcello Carrozzino, Franco Tecchia, Massimo Bergamasco
169-181
Evolutionary Changes of Pokemon Game: A Case Study with Focus On Catching Pokemon
Chetprayoon Panumate, Shuo Xiong, Hiroyuki Iida, Toshiaki Kondo
182-194
Game-Based Interactive Campaign Using Motion-Sensing Technology
Alf Wang, Mari Asplem, Mia Aasbakken, Letizia Jaccheri
195-208
Gamification and Family Housework Applications
Anne Bjering, Marikken Høiseth, Ole Alsos
209-223
IdleWars: An Evaluation of a Pervasive Game to Promote Sustainable Behaviour in the Workplace
Evangelos Tolias, Enrico Costanza, Alex Rogers, Benjamin Bedwell, Nick Banks
224-237
Interactive Digital Gameplay Can Lower Stress Hormone Levels in Home Alone Dogs — A Case for Animal Welfare Informatics
Annika Geurtsen, Maarten Lamers, Marcel Schaaf
238-251
KINJIRO: Animatronics for Children’s Reading Aloud Training
Hisanao Nakadai, Lee Hee, Muneo Kitajima, Junichi Hoshino
252-260
Rogue-Like Games as a Playground for Artificial Intelligence – Evolutionary Approach
Vojtech Cerny, Filip Dechterenko
261-271
Software Architectures and the Creative Processes in Game Development
Alf Wang, Njål Nordmark
272-285
Storytelling Variants: The Case of Little Red Riding Hood
Edirlei Lima, Antonio Furtado, Bruno Feijo
286-300
Tags You Don’t Forget: Gamified Tagging of Personal Images
Nina Runge, Dirk Wenig, Danny Zitzmann, Rainer Malaka
301-314
The Design Process Continues
Rikard Lindell
315-328
Three Apps for Shooting Sports: The Design, Development, and Deployment
Agnieszka Besz, Maciej Górnicki, Toni Heinonen, Tapani Kiikeri, Ilkka Ratamo, Mika Luimula, Taisto Suominen, Aki Koponen, Jouni Saarni, Tomi Suovuo, Jouni Smed
329-342
Yasmine’s Adventures: An Interactive Urban Experience Exploring the Sociocultural Potential of Digital Entertainment
Luis Ferreira, Nuno Nunes, Valentina Nisi, Mara Dionisio, Julian Hanna
343-356

Short papers


Asterodrome: Force-of-Gravity Simulations in an Interactive Media Theater
Marcel Köster, Michael Schmitz, Soenke Zehle, Burkhard Detzler
359-366
Exploring the Importance of “Making” in an Educational Game Design
Michail Giannakos, Varvara Garneli, Konstantinos Chorianopoulos
367-374
Simple Games – Complex Emotions: Automated Affect Detection Using Physiological Signals
Thomas Friedrichs, Carolin Zschippig, Marc Herrlich, Benjamin Walther-Franks, Rainer Malaka, Kerstin Schill
375-382
Studying an Author-Oriented Approach to Procedural Content Generation through Participatory Design
Rui Craveirinha, Licinio Roque
383-390
The Role of Embarrassment to Shape Public Interactions
Licia Calvi
391-398
Towards Smart City Learning: Contextualizing Geometry Learning with a Van Hiele Inspired Location-Aware Game
Matthias Rehm, Catalin Stan, Niels Wøldike, Dimitra Vasilarou
399-406

Posters


A Simultaneous, Multidisciplinary Development and Design Journey – Reflections on Prototyping
Achim Gerstenberg, Heikki Sjöman, Thov Reime, Pekka Abrahamsson, Martin Steinert
409-416
A Role-Switching Mechanic for Reflective Decision-Making Game
Thomas Constant, Axel Buendia, Catherine Rolland, Stéphane Natkin
417-423
Adaptation to TV Delays Based on the User Behaviour towards a Cheating-Free Second Screen Entertainment
Rui Madeira, Pedro Centieiro, Nuno Correia
424-432
Exploring Deep Content in Physical Rehabilitation Games
Niels Quinten, Steven Malliet, Karin Coninx
433-438
Games, from Engaging to Understanding: A Perspective from a Museum of Computing Machinery
Giovanni Cignoni, Leonora Cappellini, Tommaso Mongelli
439-444
Interactive Painterly Rendering for Mobile Devices
Dongwann Kang, Kyunghyun Yoon
445-450
Lessons from Practicing an Adapted Model Driven Approach in Game Development
Hong Guo, Hallvard Trætteberg, Alf Wang, Shang Gao, Maria Jaccheri
451-456
Measuring Latency in Virtual Reality Systems
Kjetil Raaen, Ivar Kjellmo
457-462
MindSpace: A Cognitive Behavioral Therapy Game for Treating Anxiety Disorders in Children
Barbara Göbl, Helmut Hlavacs, Jessica Hofer, Isabelle Müller, Hélen Müllner, Claudia Schubert, Halina Spallek, Charlotte Rybka, Manuel Sprung
463-468
Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders
Johan Helsing, Anne Elster
469-474
Serious Games: Is Your User Playing or Hunting?
Sofya Baskin, Sharon Anavi-Goffer, Anna Zamansky
475-481
Space for Seriousness?
Heinrich Söbke
482-489
Spheres of Play: Designing Games and Interfaces for Media Architectures
Michael Schmitz, Dominik Scholl, Julian Saraceni, Pascal Klein, Carsten Blaser, Jorge Olmeda, Soenke Zehle, André Miede
490-495
Supporting the Collaboration between Programmers and Designers Building Game AI
Ismael Sagredo-Olivenza, Marco Gómez-Martín, Pedro González-Calero
496-501
The Impact of Sensor Noise on Player Experience in Magic Window Augmented Reality Aiming Games
Farjana Eishita, Kevin Stanley
502-507
Towards a Framework for Gamification-Based Intervention Mapping in mHealth
Helf Christopher, Patrick Zwickl, Helmut Hlavacs, Peter Reichl
508-513

Demonstrations


[self.]: Realization / Art Installation / Artificial Intelligence: A Demonstration
Axel Tidemann, Øyvind Brandtsegg
517-522
Bridging Tangible and Virtual Interaction: Rapid Prototyping of a Gaming Idea
Thov Reime, Heikki Sjöman, Achim Gerstenberg, Pekka Abrahamsson, Martin Steinert
523-528
Can Interactive Art Installations Attract 15 Years Old Students to Coding?
Michail Giannakos, Finn Holme, Letizia Jaccheri, Irene Marquez, Sofia Papavlasopoulou, Ilse Visser
529-532
Digital Art Application Development: A Project to Increase Motivation in Systems Development Courses for Bachelor Students in Computer Engineering
Anniken Karlsen, Robin Bye
533-538
Pedal Tanks
Kristoffer Hagen, Stian Weie, Konstantinos Chorianopoulos, Alf Wang, Letizia Jaccheri
539-544
The Vocal Range of Movies - Sonifying Gender Representation in Film
Marcello Maureira, Lisa Rombout
545-550

Workshops and Tutorials


Workshop: AI and Creativity in Entertainment
Axel Tidemann, Agnar Aamodt
553-555
Creating Video Content for Oculus Rift
Mirjam Vosmeer, Ben Schouten
556-559
Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media
J. Hauge, T. Lim, S. Louchart, I. Stanescu, M. Ma, T. Marsh
560-565
Making as a Pathway to Foster Joyful Engagement and Creativity in Learning
Michail Giannakos, Monica Divitini, Ole Iversen, Pavlos Koulouris
566-570
Playful Experiences and Game Concepts for Multi-screen Environments
Jeroen Vanattenhoven, David Geerts
571-574
Quantum and Entertainment Computing
Nikitas Sgouros
575-577
Tutorial: Service-Oriented Architecture (SOA) Development for Serious Games
Maira Carvalho, Jun Hu, Francesco Bellotti, Alessandro Gloria, Matthias Rauterberg
578-580

 

 


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