Skip to main content
  • Conference proceedings
  • © 2019

Entertainment Computing and Serious Games

First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings

Editors:

(view affiliations)

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 11863)

Part of the book sub series: Information Systems and Applications, incl. Internet/Web, and HCI (LNISA)

Conference series link(s): ICEC: International Conference on Entertainment Computing

Conference proceedings info: ICEC 2019.

Buying options

eBook
USD 89.00
Price excludes VAT (USA)
  • ISBN: 978-3-030-34644-7
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD 124.00
Price excludes VAT (USA)

This is a preview of subscription content, access via your institution.

Table of contents (50 papers)

  1. Front Matter

    Pages i-xiv
  2. Mixed Reality

    1. Front Matter

      Pages 1-1
    2. Diminished Reality Based on 3D-Scanning

      • Erwin Andre, Helmut Hlavacs
      Pages 3-14
    3. Measuring Preferences in Game Mechanics: Towards Personalized Chocolate-Covered Broccoli

      • Irene Camps-Ortueta, Pedro A. González-Calero, María Angeles Quiroga, Pedro P. Gómez-Martín
      Pages 15-27
    4. Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive Environments

      • Wesley Oliveira, Michelle Tizuka, Esteban Clua, Daniela Trevisan, Luciana Salgado
      Pages 42-54
  3. Virtual Reality

    1. Front Matter

      Pages 55-55
    2. FPVRGame: Deep Learning for Hand Pose Recognition in Real-Time Using Low-End HMD

      • Eder de Oliveira, Esteban Walter Gonzalez Clua, Cristina Nader Vasconcelos, Bruno Augusto Dorta Marques, Daniela Gorski Trevisan, Luciana Cardoso de Castro Salgado
      Pages 70-84
    3. Give MEANinGS to Robots with Kitchen Clash: A VR Human Computation Serious Game for World Knowledge Accumulation

      • Johannes Pfau, Robert Porzel, Mihai Pomarlan, Vanja Sophie Cangalovic, Supara Grudpan, Sebastian Höffner et al.
      Pages 85-96
    4. Designing a VR Experience to Reduce the Experience of Pain: Scare, Excite or Relax?

      • Erik D. van der Spek, Luuk P. M. Roelofs
      Pages 97-110
    5. Increasing Learning Motivation: An Empirical Study of VR Effects on the Vocational Training of Bank Clerks

      • Michael D. Kickmeier-Rust, Philipp Hann, Michael Leitner
      Pages 111-118
  4. Entertainment Algorithms

    1. Front Matter

      Pages 119-119
    2. Learning How to Play Bomberman with Deep Reinforcement and Imitation Learning

      • Ícaro Goulart, Aline Paes, Esteban Clua
      Pages 121-133
    3. Procedural Content Generation of Rhythm Games Using Deep Learning Methods

      • Yubin Liang, Wanxiang Li, Kokolo Ikeda
      Pages 134-145
    4. Music Video Clip Impression Emphasis Method by Font Fusion Synchronized with Music

      • Kosuke Nonaka, Junki Saito, Satoshi Nakamura
      Pages 146-157
    5. $$\delta $$-logit : Dynamic Difficulty Adjustment Using Few Data Points

      • William Rao Fernandes, Guillaume Levieux
      Pages 158-171
  5. Game Design and Development

    1. Front Matter

      Pages 173-173
    2. A Feature-Based Approach to Develop Digital Board Games

      • Filipe M. B. Boaventura, Victor T. Sarinho
      Pages 175-186

Other Volumes

  1. Entertainment Computing and Serious Games

    First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings

About this book

This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019.

The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications. 




Keywords

  • 3D
  • artificial intelligence
  • augmented reality
  • computer networks
  • data communication systems
  • e-learning
  • education
  • game design
  • Human-Computer Interaction (HCI)
  • image analysis
  • interactive computer graphics
  • internet
  • mobile computing
  • mobile devices
  • telecommunication networks
  • user interfaces
  • video games
  • virtual reality
  • wireless networks
  • wireless telecommunication systems

Editors and Affiliations

  • Eindhoven University of Technology, Eindhoven, The Netherlands

    Erik van der Spek

  • TU Darmstadt, Darmstadt, Germany

    Stefan Göbel

  • University of Colorado Boulder, Boulder, USA

    Ellen Yi-Luen Do

  • Fluminense Federal University, Niteroi, Brazil

    Esteban Clua

  • KTH-Royal Institute of Technology, Södertälje, Sweden

    Jannicke Baalsrud Hauge

Bibliographic Information

Buying options

eBook
USD 89.00
Price excludes VAT (USA)
  • ISBN: 978-3-030-34644-7
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD 124.00
Price excludes VAT (USA)