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Titlebook: Entertainment Computing – ICEC 2022; 21st IFIP TC 14 Inte Barbara G?bl,Erik van der Spek,Rod McCall Conference proceedings 2022 IFIP Intern

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發(fā)表于 2025-3-21 17:45:34 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Entertainment Computing – ICEC 2022
副標(biāo)題21st IFIP TC 14 Inte
編輯Barbara G?bl,Erik van der Spek,Rod McCall
視頻videohttp://file.papertrans.cn/312/311619/311619.mp4
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Entertainment Computing – ICEC 2022; 21st IFIP TC 14 Inte Barbara G?bl,Erik van der Spek,Rod McCall Conference proceedings 2022 IFIP Intern
描述This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022..The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing..
出版日期Conference proceedings 2022
關(guān)鍵詞Computer Science; Informatics; Conference Proceedings; Research; Applications
版次1
doihttps://doi.org/10.1007/978-3-031-20212-4
isbn_softcover978-3-031-20211-7
isbn_ebook978-3-031-20212-4Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightIFIP International Federation for Information Processing 2022
The information of publication is updating

書目名稱Entertainment Computing – ICEC 2022影響因子(影響力)




書目名稱Entertainment Computing – ICEC 2022影響因子(影響力)學(xué)科排名




書目名稱Entertainment Computing – ICEC 2022網(wǎng)絡(luò)公開度




書目名稱Entertainment Computing – ICEC 2022網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Entertainment Computing – ICEC 2022被引頻次




書目名稱Entertainment Computing – ICEC 2022被引頻次學(xué)科排名




書目名稱Entertainment Computing – ICEC 2022年度引用




書目名稱Entertainment Computing – ICEC 2022年度引用學(xué)科排名




書目名稱Entertainment Computing – ICEC 2022讀者反饋




書目名稱Entertainment Computing – ICEC 2022讀者反饋學(xué)科排名




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Comfortably Numb? Violent Video Games and Their Effects on Aggression, Mood, and Pain-Related Respone [.], no desensitization was found for player responses to pain stimuli in three lab experiments. Compared to a non-violent game, VVG exposure neither affected physiological responses, nor participants’ self-reports of perceived pain caused by thermal stress. In addition, the level of game immersio
板凳
發(fā)表于 2025-3-22 02:49:50 | 只看該作者
Discovering the?Motivational Constitution of?‘Playing Games for?Fun’f a concept seems to be associated with everything, it logically follows that the concept lacks explanatory power. In this paper, we do not merely settle for the blunt conclusion that fun is not an interesting research concept. Rather we start to explore the phenomenon of fun by approaching it throu
地板
發(fā)表于 2025-3-22 08:28:07 | 只看該作者
Towards an?Understanding of?How Players Make Meaning from?Post-Play Process Visualizationss, may be able to advance retrospective visualization. However, we currently do not know how players make meaning from process visualizations of game data. In this work, we take a first step towards addressing this gap by examining how players make meaning from process visualizations of other player
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OptimizingMARL: Developing Cooperative Game Environments Based on?Multi-agent Reinforcement Learning and ecosystems full of agents. These environments are known as multi-agent environments. In this domain, reinforcement learning has been explored to develop artificial agents in games. In reinforcement learning, the agent must discover which actions lead to greater rewards by experimenting with the
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發(fā)表于 2025-3-23 00:25:52 | 只看該作者
Game Engine Comparative Anatomy to the best of our knowledge, they are often developed in isolation, in a closed-source manner, without architectural discussions, comparison, and collaboration among projects. In this work in progress, we compare the call graphs of two open-source engines: Godot 3.4.4 and Urho3D 1.8. While static
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Mental Wear and?Tear: An Exploratory Study on?Mental Fatigue in?Video Games Using the?Example of?Lealexity, time investment and cognitive strain to acquire proficiency and keep up with competitors grow with them. Fundamental psychological work stresses the detrimental impact of sinking extensive amounts of time into tasks onto mental health and capabilities to perform in those tasks. However, the
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