Entertainment Computing - ICEC 2012

11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012. Proceedings

  • Marc Herrlich
  • Rainer Malaka
  • Maic Masuch
Conference proceedings ICEC 2012

DOI: 10.1007/978-3-642-33542-6

Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Table of contents (81 papers)

  1. Front Matter
  2. Storytelling

    1. Social Interaction for Interactive Storytelling
      Edirlei Soares de Lima, Bruno Feijó, Cesar T. Pozzer, Angelo E. M. Ciarlini, Simone D. J. Barbosa, Antonio L. Furtado et al.
      Pages 1-15
    2. Gaming after Dark
      Ivana Müller, Petra Sundström, Martin Murer, Manfred Tscheligi
      Pages 16-29
    3. Information-Gathering Events in Story Plots
      Fabio A. Guilherme da Silva, Antonio L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer, Bruno Feijó, Edirlei Soares de Lima
      Pages 30-44
    4. Design and Evaluation of Parametrizable Multi-genre Game Mechanics
      Daniel Apken, Hendrik Landwehr, Marc Herrlich, Markus Krause, Dennis Paul, Rainer Malaka
      Pages 45-52
  3. Serious Games (Learning and Training)

    1. A Virtual Training Tool for Giving Talks
      Oswald D. Kothgassner, Anna Felnhofer, Leon Beutl, Helmut Hlavacs, Mario Lehenbauer, Birgit Stetina
      Pages 53-66
  4. Self and Identity

    1. Cognitive Processes Involved in Video Game Identification
      Christopher Blake, Dorothée Hefner, Christian Roth, Christoph Klimmt, Peter Vorderer
      Pages 75-84
    2. An Annotation Scheme for Social Interaction in Digital Playgrounds
      Alejandro Moreno, Robby van Delden, Dennis Reidsma, Ronald Poppe, Dirk Heylen
      Pages 85-99
    3. Philosophy Meets Entertainment: Designing an Interactive Virtual Philosopher
      Xuan Wang, Eng Tat Khoo, Sanath Siriwardana, Horathalge Iroshan, Ryohei Nakatsu
      Pages 100-113
    4. Spotting the Difference: Identifying Player Opponent Preferences in FPS Games
      David Conroy, Peta Wyeth, Daniel Johnson
      Pages 114-121
  5. Interactive Performance

    1. AR Paint: A Fusion System of a Paint Tool and AR
      Suwon Lee, Jinki Jung, Jihye Hong, J. B. Ryu, Hyun S. Yang
      Pages 122-129
    2. Pictures at an Exhibition: Design of a Hybrid Puppetry Performance Piece
      Ali Mazalek, Michael Nitsche, Claudia Rébola, Paul Clifton, Andy Wu, Nick Poirier et al.
      Pages 130-143
  6. Mixed Reality and 3D Worlds

    1. Follow the Grass: A Smart Material Interactive Pervasive Display
      Andrea Minuto, Gijs Huisman, Anton Nijholt
      Pages 144-157
    2. The ICOCOON Virtual Meeting Room: A Virtual Environment as a Support Tool for Multipoint Teleconference Systems
      Aljosha Demeulemeester, Katriina Kilpi, Shirley A. Elprama, Sammy Lievens, Charles-Frederik Hollemeersch, An Jacobs et al.
      Pages 158-171
    3. Playing with the Weather
      Sofia Reis, Nuno Correia
      Pages 172-184
    4. fAARS: A Platform for Location-Aware Trans-reality Games
      Lucio Gutierrez, Eleni Stroulia, Ioanis Nikolaidis
      Pages 185-192
  7. Serious Games (Health and Social)

    1. How to Analyse Therapeutic Games: The Player / Game / Therapy Model
      Stéphanie Mader, Stéphane Natkin, Guillaume Levieux
      Pages 193-206
    2. Game-Based Trust
      Sebastian Matyas, Daishi Kato, Takao Shime, Kazuo Kunieda, Keiji Yamada
      Pages 207-220
    3. Design of Tangible Games for Children Undergoing Occupational and Physical Therapy
      Robby van Delden, Pauline Aarts, Betsy van Dijk
      Pages 221-234

About these proceedings

Introduction

This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.

Keywords

design game therapy mobile devices video games virtual environments

Editors and affiliations

  • Marc Herrlich
    • 1
  • Rainer Malaka
    • 2
  • Maic Masuch
    • 3
  1. 1.Technologie-Zentrum Informatik und Informationstechik (TZI)Universität BremenBremenGermany
  2. 2.Digital Media, TZIUniversity of BremenGermany
  3. 3.Abteilung für Informatik und angewandte KognitionswissenschaftenUniversität Duisburg-EssenDuisburgGermany

Bibliographic information

  • Copyright Information Springer-Verlag Berlin Heidelberg 2012
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-33541-9
  • Online ISBN 978-3-642-33542-6
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349