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Titlebook: Entertainment Computing - ICEC 2012; 11th International C Marc Herrlich,Rainer Malaka,Maic Masuch Conference proceedings 2012 IFIP Internat

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書目名稱Entertainment Computing - ICEC 2012
副標(biāo)題11th International C
編輯Marc Herrlich,Rainer Malaka,Maic Masuch
視頻videohttp://file.papertrans.cn/312/311604/311604.mp4
概述Up-to-date results.Fast track conference proceedings.State-of-the-art report
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Entertainment Computing - ICEC 2012; 11th International C Marc Herrlich,Rainer Malaka,Maic Masuch Conference proceedings 2012 IFIP Internat
描述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.
出版日期Conference proceedings 2012
關(guān)鍵詞design; game therapy; mobile devices; video games; virtual environments
版次1
doihttps://doi.org/10.1007/978-3-642-33542-6
isbn_softcover978-3-642-33541-9
isbn_ebook978-3-642-33542-6Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightIFIP International Federation for Information Processing 2012
The information of publication is updating

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Caring and Democratic Inclusion,, we present our look at late 19th century art works and the emergent set of visual features commonly used to create an atmosphere of horror in visual art. Further, we show how we transformed these features into a set of seven patterns to be used in interactive artistry, based on an analysis of six
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Towards a Philosophy of Cinematography beliefs on the facts of the mini-world in which the narrative takes place. In this paper, we present an approach to model such events within a plan-based storytelling context. Three kinds of such events are considered here, involving, respectively, inter-character communication, perception and reas
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The Human Body as the Singing Universe,only change dynamically with a parametric model of this aspect available. One aspect of digital games is yet missing such a systematic description: the genre of a game is currently only determined by its designer. This paper introduces a new approach that allows for dynamic blending between genres.
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