Zum Hauptinhalt springen
Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Entertainment Computing – ICEC 2025 -

Entertainment Computing – ICEC 2025

24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings
Buch | Softcover
XVIII, 651 Seiten
2025
Springer International Publishing (Verlag)
978-3-032-02554-8 (ISBN)
CHF 122,80 inkl. MwSt
  • Versand in 15-20 Tagen
  • Versandkostenfrei
  • Auch auf Rechnung
  • Artikel merken

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.
.

.- 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.

Erscheinungsdatum
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo XVIII, 651 p. 238 illus., 208 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Themenwelt Informatik Weitere Themen Hardware
Schlagworte art and entertainment • Digital Storytelling • Edutainment • Entertainment Computing • Entertainment Games • entertainment robot • Extended Reality for Digital Entertainment • Game Accessibility • Human Computer Interaction • Information Retrieval for Entertainment • Interactive Systems • Media Arts • Serious Games • Sound and Music Computing • Visualization
ISBN-10 3-032-02554-0 / 3032025540
ISBN-13 978-3-032-02554-8 / 9783032025548
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
ein Streifzug durch das Innenleben eines Computers

von Jürgen Nehmer

Buch | Softcover (2023)
Springer (Verlag)
CHF 39,15