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Entertainment Computing – ICEC 2018
Esteban Clua, Licinio Roque, Artur Lugmayr, Pauliina Tuomi
Front Matter

Full Papers


Dynamic Projection Mapping on Multiple Non-rigid Moving Objects for Stage Performance Applications
Ryohei Nakatsu, Ningfeng Yang, Hirokazu Takata, Takashi Nakanishi, Makoto Kitaguchi, Naoko Tosa
3-15
Applying Design Thinking for Prototyping a Game Controller
Gabriel Alves, Emerson Souza, Daniela Trevisan, Anselmo Montenegro, Luciana Cardoso de Castro Salgado, Esteban Walter Gonzalez Clua
16-27
Diminishing Reality
Andreas Hackl, Helmut Hlavacs
28-39
Live Probabilistic Editing for Virtual Cinematography
Luiz Velho, Leonardo Carvalho, Djama Lucio
40-51
Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment
Wesley Oliveira, Werner Gaisbauer, Michelle Tizuka, Esteban Clua, Helmut Hlavacs
52-63
Aspects that Need to Be Addressed During the Development of Location-Based Games
Jacques Barnard, Magda Huisman, Günther Drevin
64-75
Games that Make Curious: An Exploratory Survey into Digital Games that Invoke Curiosity
Marcello A. Gómez Maureira, Isabelle Kniestedt
76-89
Learning to Identify Rush Strategies in StarCraft
Teguh Budianto, Hyunwoo Oh, Takehito Utsuro
90-102
Design and Evaluation of a Fall Prevention Multiplayer Game for Senior Care Centres
João Madureira, Eduardo Pereira, Joana Silva, Elsa Oliveira, Dinis Moreira, Francisco Nunes, Martina Caic
103-114
Comedy in the Ludonarrative of Video Games
Oskari Kallio, Masood Masoodian
115-126
Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot
Petar Jerčić, Johan Hagelbäck, Craig Lindley
127-138
Analysis of the Effect of Number of Players on the Excitement of the Game with Respect to Fairness
Sagguneswaraan Thavamuni, Hadzariah Ismail, Hiroyuki Iida
139-151
The Influence of Digital Convergence/Divergence on Digital Media Business Models
Zvezdan Vukanovic
152-163
Sensor Ball Raffle – Gamification of Billboard Advertising: How to Engage the Audience?
Sari Järvinen, Johannes Peltola, Paul Kemppi
164-174
Dance Dance Gradation: A Generation of Fine-Tuned Dance Charts
Yudai Tsujino, Ryosuke Yamanishi
175-187

Short Papers


Playful Information Access Through Virtual Creatures
Kota Gushima, Tatsuo Nakajima
191-197
Validating the Creature Believability Scale for Videogames
Nuno Barreto, Rui Craveirinha, Licinio Roque
198-204
The Programmable Drone for STEM Education
Patrik Voštinár, Dana Horváthová, Nika Klimová
205-210
A Taxonomy of Synchronous Communication Modalities in Online Games
Quentin Gyger, Nicolas Szilas
211-216
Realtime Musical Composition System for Automatic Driving Vehicles
Yoichi Nagashima
217-222
Circus Noel: A Case Study into Interaction and Interface Design for Cinematic VR
Mirjam Vosmeer, Alyea Sandovar
223-227
Reorientation Method to Suppress Simulator Sickness in Home VR Contents Using HMD
Yuki Ueda, Kazuma Nagata, Soh Masuko, Junichi Hoshino
228-234
A.R.M. - Augmented Reality Muscularity
Dirk J.J. Sweere, Martin P. Hughes, Martijn G. Van Laar, Lisa E. Rombout
235-240
Virtual Reality as e-Mental Health to Support Starting with Mindfulness-Based Cognitive Therapy
Koen Damen, Erik D. Van Der Spek
241-247
Engagement in Interactive Digital Storytelling: Sampling Without Spoiling
Sergio Estupiñán, Kasper Andkjaer, Nicolas Szilas
248-253
Playing with Empathy Through a Collaborative Storytelling Game
Sindre Skaraas, Javier Gomez, Letizia Jaccheri
254-259
Construction of Mixed Reality Story Environment Based on Real Space Shape
Kazuma Nagata, Junichi Hoshino
260-265
Digital Therapies
Robert Wierzbicki
266-273

Posters


Data Reduction of Indoor Point Clouds
Stephan Feichter, Helmut Hlavacs
277-283
Designing ‘Wall Mounted Level’ – A Cooperative Mixed-Reality Game About Reconciliation
Kyoung Swearingen, Scott Swearingen
284-288
Automatic Generation of the Periodic Hair Motion of 3D Characters for Anime Production
Kenji Furukawa, Susumu Nakata
289-292
An iTV Prototype for Content Unification
Jorge Abreu, Pedro Almeida, Ana Velhinho, Sílvia Fernandes, Rafael Guedes
293-296
Content Unification: A Trend Reshaping the iTV Ecosystem
Jorge Abreu, Pedro Almeida, Sílvia Fernandes, Ana Velhinho, Ana Rodrigues
297-300
Creating Art Installation in Virtual Reality. The Stilleben Project
Jan K. Argasiński
301-304
Design of a Mixed-Reality Serious Game to Tackle a Public Health Problem
Tiago França Melo Lima, João Paulo Ferreira Beltrame, Carlos Ramos Niquini, Breno Gonçalves Barbosa, Clodoveu Augusto Davis
305-309
Converging Data Storytelling and Visualisation
Yangjinbo Zhang
310-316
A Systematic Mapping of Game-Based Methods to Tackle a Public Health Proble
Tiago Lima , Clodoveu Davis
317-315
Workshop on Robot Competitions
David Obdržálek, Richard Balogh, Artur Lugmayr
324-326

Demonstration


NOVELICA: A Visual Novel System to Make People Forget Their Negative Feelings on Mathematics
Nobumitsu Shikine, Toshimasa Yamanaka, Letizia Jaccheri, Javier Gomez, Junichi Hoshino
329-333

Art Exhibition


Imperceptible Art
Aleksandra Vasovic
337-339
Tappetina: An Ecosystem of Art, Software, and Research
Letizia Jaccheri, Javier Gomez, Sindre B. Skaraas
340-342

Workshops


Designing Entertainment for the Aging Population
Paula Silva, Masood Masoodian
345-348
Storytelling: A Medium for Co-design of Health and Well-Being Services for Seniors
Leah Burns, Masood Masoodian
349-354
User-Centered Design of an Online Mobile Game Suite to Affect Well-Being of Older Adults
Isabelle Kniestedt, Stephan Lukosch, Frances Brazier
355-361
Providing Life-Style-Intervention to Improve Well-Being of Elderly People
Thomas Rist, Andreas Seiderer, Elisabeth André
362-367
Intergenerational Joint Media Engagement
Ana Amaro, Lidia Oliveira, Vania Baldi
368-373
Physical Activity Among Older Adults: A Meta-review of EU-Funded Research Projects
Paula Silva
374-387
Entertainment Computing - A Key for Improving Inclusion and Reducing Gender Gap?
Javier Gomez, Letizia Jaccheri, Jannicke Hauge
388-391
Who Will Be the Leaders in Top Academic Positions in Entertainment Computing?
Letizia Jaccheri, Soudabeh Khodambashi, Katrien Moor, Özlem Özgöbek, Katina Kralevska
392-396
Serious Games in Special Education. A Practitioner’s Experience Review
Guadalupe Montero, Javier Gomez
397-401
Perspectives on Accessibility in Digital Games
Jannicke Baalsrud Hauge, Neil Judd, Ioana Stefan, Antoniu Stefan
402-406
Adult Perception of Gender-Based Toys and Their Influence on Girls’ Careers in STEM
Serena Lee-Cultura, Katerina Mangaroska, Kshitij Sharma
407-410
   

 

 


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