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Entertainment Computing - ICEC 2016
Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang
Front Matter

Games for Health, Learning, and Social Change


Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
Ioana Stanescu, Antoniu Stefan, Jannicke Baalsrud Hauge
3-14
The Challenge to Nurture Challenge
Heinrich Söbke, Laura Weitze
15-23
Game System of Coordination Skills Training for Elderly People
Nobumitsu Shikine, Yuki Hayashi, Takeshi Akiba, Mami Tanasaki, Junichi Hoshino
24-37
A Grammar-Based Framework for Rehabilitation Exergames
Victor Fernandez-Cervantes, Eleni Stroulia, Benjamin Hunter
38-50
Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Interpersonal and Evaluative Stressors
Oswald Kothgassner, Helmut Hlavacs, Leon Beutl, Lisa Glenk, Rupert Palme, Anna Felnhofer
51-62
Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners
Ralf Schmidt, Mirco Zick, Burkhard Schmidt, Maic Masuch
63-74

Use and Evaluation of Digital Entertainment


Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
André Rattinger, Günter Wallner, Anders Drachen, Johanna Pirker, Rafet Sifa
77-89
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2
Johanna Pirker, Simone Griesmayr, Anders Drachen, Rafet Sifa
90-101
EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
Bernhard Maurer, Michael Lankes, Barbara Stiglbauer, Manfred Tscheligi
102-114
Evaluating Experiences in Different Virtual Reality Setups
Volker Settgast, Johanna Pirker, Stefan Lontschar, Stefan Maggale, Christian Gütl
115-125
Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful-Consumption Experiences
Amir Abbasi, Ding Ting, Helmut Hlavacs
126-134

Entertainment Technology


Avatar Density Based Client Assignment
Lutz Behnke, Sven Allers, Qi Wang, Christos Grecos, Kai Luck
137-148
A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming
Kar-Long Chan, Kohei Ichikawa, Yasuhiro Watashiba, Uthayopas Putchong, Hajimu Iida
149-160
Anyboard: A Platform for Hybrid Board Games
Simone Mora, Tomas Fagerbekk, Matthias Monnier, Emil Schroeder, Monica Divitini
161-172
Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set
Tomoko Yonezawa, Shota Yanagi, Naoto Yoshida, Yuki Ishikawa
173-186
The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
Luis Valente, Bruno Feijó, Alexandre Ribeiro, Esteban Clua
187-198

Short Papers


Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions
Günter Wallner, Lauri Galbreath, Simone Kriglstein
201-204
Little Fitness Dragon: A Gamified Activity Tracker
Isabelle Kniestedt, Marcello Gómez Maureira
205-210
Promoting Stretching Activity with Smartwatch - A Pilot Study
Sinjae Lee, Sangbin Kim, Junghyun Han
211-216
Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility
Thomas Westin, Jérôme Dupire
217-222
Mindtraining: Playful Interaction Techniques for People with Dementia
Elisabeth Hackner, Michael Lankes
223-228
User Interface Prototyping for Handheld Mobile Augmented Reality Applications
Antonia Kampa, Kathrin Stöbener, Ulrike Spierling
229-234
Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games
Stefan Liszio, Maic Masuch
235-240
Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach
Line Thomsen, Falko Petersen, Anders Drachen, Pejman Mirza-Babaei
241-246
A Revisit of the Measurements on Engagement in Videogames: A New Scale Development
Amir Abbasi, Ding Ting, Helmut Hlavacs
247-252
Geometric Representations for Subjective Time in Digital Narratives
Nikitas Sgouros
253-259
Productive Gaming
Ulrich Brandstätter, Christa Sommerer
260-265
Solving the Sophistication-Population Paradox of Game Refinement Theory
Shuo Xiong, Parth Tiwary, Hiroyuki Iida
266-271
Cultural Visualisation of a Cultural Photographic Collection in 3D Environments – Development of ‘PAV 3D’ (Photographic Archive Visualisation)
Artur Lugmayr, Adam Greenfeld, Andrew Woods, Pauline Joseph
272-277

Posters


Enrichment of Story Reading with Digital Media
Pedro Ribeiro, Ido Iurgel, Wolfgang Müller, Christian Ressel
281-285
Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game
Alexander Golombek, Michael Lankes, Jürgen Hagler
286-289

 

 


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