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  • © 2012

Entertainment Computing - ICEC 2012

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

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

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 2012.

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  • ISBN: 978-3-642-33542-6
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Table of contents (82 papers)

  1. Serious Games (Health and Social)

    1. Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games

      • Kathrin Maria Gerling, Frank Paul Schulte, Jan Smeddinck, Maic Masuch
      Pages 235-242
  2. Player Experience

    1. The Effect of Closely-Coupled Interaction on Player Experience in Casual Games

      • Anastasiia Beznosyk, Peter Quax, Wim Lamotte, Karin Coninx
      Pages 243-255
    2. A Method for Measuring the Creative Potential of Computer Games

      • Wilawan Inchamnan, Peta Wyeth, Daniel Johnson, David Conroy
      Pages 270-283
    3. Similarity in Visual Designs: Effects on Workload and Performance in a Railed-Shooter Game

      • David Milam, Magy Seif El-Nasr, Lyn Bartram, Bardia Aghabeigi, Perry Tan
      Pages 284-291
  3. Tools and Methods I

    1. A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects

      • Thales Luis Sabino, Paulo Andrade, Esteban Walter Gonzales Clua, Anselmo Montenegro, Paulo Pagliosa
      Pages 292-305
  4. Tools and Methods II

    1. A Parallel Fipa Architecture Based on GPU for Games and Real Time Simulations

      • Luiz Guilherme Oliveira dos Santos, Esteban Walter Gonzales Clua, Flávia Cristina Bernardini
      Pages 306-317
    2. Cognitive Agents for Microscopic Traffic Simulations in Virtual Environments

      • Sven Seele, Rainer Herpers, Christian Bauckhage
      Pages 318-325
    3. Out of Context Augmented Navfields: Designing Crowd Choreographies

      • Guillaume Levieux, Stéphane Natkin, Alexandre Topol
      Pages 326-332
    4. Priority Level Planning in Kriegspiel

      • Paolo Ciancarini, Andrea Gasparro
      Pages 333-340
    5. Writing Real-Time .Net Games in Casanova

      • Giuseppe Maggiore, Pieter Spronck, Renzo Orsini, Michele Bugliesi, Enrico Steffinlongo, Mohamed Abbadi
      Pages 341-348
  5. User Interface

    1. An Analysis of Player Strategies and Performance in Audio Puzzles

      • Jaime Carvalho, Luís Duarte, Luís Carriço
      Pages 349-362
    2. Cell Phone Puppets: Turning Mobile Phones into Performing Objects

      • Michael Nitsche, Sanjeev Nayak
      Pages 363-372
    3. Brain-Computer Interface Games: Towards a Framework

      • Hayrettin Gürkök, Anton Nijholt, Mannes Poel
      Pages 373-380
  6. Posters

    1. Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning?

      • Cyril Brom, Edita Bromová, Martin Pergel
      Pages 389-392
    2. Player Control in a Real-Time Mobile Augmented Reality Game

      • Mareike Picklum, Georg Modzelewski, Susanne Knoop, Toke Lichtenberg, Philipp Dittmann, Tammo Böhme et al.
      Pages 393-396
    3. Evolution of GameBots Project

      • Michal Bída, Martin Černý, Jakub Gemrot, Cyril Brom
      Pages 397-400
    4. A Framework for Usability Evaluation of Mobile Mixed Reality Games

      • Charley Gielkens, Richard Wetzel
      Pages 401-404

Other Volumes

  1. Entertainment Computing - ICEC 2012

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

About this book

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

  • Technologie-Zentrum Informatik und Informationstechik (TZI), Universität Bremen, Bremen, Germany

    Marc Herrlich

  • Digital Media, TZI, University of Bremen, Germany

    Rainer Malaka

  • Abteilung für Informatik und angewandte Kognitionswissenschaften, Universität Duisburg-Essen, Duisburg, Germany

    Maic Masuch

Bibliographic Information

Buying options

eBook USD 119.00
Price excludes VAT (USA)
  • ISBN: 978-3-642-33542-6
  • 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 155.00
Price excludes VAT (USA)