Entertainment Computing – ICEC 2011

10th International Conference, ICEC 2011, Vancouver, Canada, October 5-8, 2011. Proceedings

ISBN: 978-3-642-24499-5 (Print) 978-3-642-24500-8 (Online)

Table of contents (70 chapters)

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  1. Front Matter

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  2. Story

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      Pages 1-12

      Draw Your Own Story: Paper and Pencil Interactive Storytelling

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      Pages 13-21

      The Experience of Interactive Storytelling: Comparing “Fahrenheit” with “Façade”

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      Pages 22-27

      Emotion-Driven Interactive Digital Storytelling

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      Pages 28-34

      Verification of Temporal Constraints in Continuous Time on Nondeterministic Stories

  3. Active Games

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      Pages 35-46

      GrabApple: The Design of a Casual Exergame

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      Pages 47-58

      Motion-Based Games for Parkinson’s Disease Patients

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      Pages 59-64

      Universal Game Based on Traditional Children’s Outdoor Games

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      Pages 65-76

      Gemini: A Pervasive Accumulated Context Exergame

  4. Player Experience

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      Pages 77-88

      Evaluating User Experience in a Selection Based Brain-Computer Interface Game A Comparative Study

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      Pages 89-100

      Influencing Experience: The Effects of Reading Game Reviews on Player Experience

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      Pages 101-112

      Quality of Service and Quality of Experience Correlations in a Location-Based Mobile Multiplayer Role-Playing Game

  5. Camera and 3D

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      Pages 113-123

      Effect of Camera and Object Motion on Visual Load in 3D Games

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      Pages 124-135

      Integrating Stereoscopic Video in 3D Games

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      Pages 136-142

      A Public 3D Visualization Tool for the Musée des Arts et Métiers de Paris

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      Pages 143-148

      Camerawork for Comics Generated from Visitors’ Experiences in a Virtual Museum

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      Pages 149-154

      Towards a Unified System for Digital Film Production

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      Pages 155-160

      Fundamentals of Stereoscopic 3D Game Design

  6. Artificial Intelligence

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      Pages 161-172

      Affective Agents for Empathic Interactions

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      Pages 173-185

      Time Balancing with Adaptive Time-Variant Minigames

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      Pages 186-197

      Increasing Efficiency and Quality in the Automatic Composition of Three-Move Mate Problems

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