001440744 000__ 07718cam\a2200685\i\4500 001440744 001__ 1440744 001440744 003__ OCoLC 001440744 005__ 20230309004659.0 001440744 006__ m\\\\\o\\d\\\\\\\\ 001440744 007__ cr\un\nnnunnun 001440744 008__ 211103s2021\\\\sz\a\\\\o\\\\\101\0\eng\d 001440744 019__ $$a1282599654$$a1283138914$$a1283859978$$a1287771982$$a1292518937 001440744 020__ $$a9783030893941$$q(electronic bk.) 001440744 020__ $$a3030893944$$q(electronic bk.) 001440744 020__ $$z9783030893934 001440744 020__ $$z3030893936 001440744 0247_ $$a10.1007/978-3-030-89394-1$$2doi 001440744 035__ $$aSP(OCoLC)1282004763 001440744 040__ $$aYDX$$beng$$erda$$epn$$cYDX$$dGW5XE$$dEBLCP$$dDCT$$dOCLCF$$dDKU$$dOCLCO$$dOCLCQ 001440744 049__ $$aISEA 001440744 050_4 $$aQA76.9.E57$$bI34 2021 001440744 08204 $$a790.20285$$223 001440744 1112_ $$aICEC (Conference)$$n(20th :$$d2021 :$$cCoimbra, Portugal) 001440744 24510 $$aEntertainment computing - ICEC 2021 :$$b20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2-5, 2021 : proceedings /$$cJannicke Baalsrud Hauge, Jorge C.S. Cardoso, Licínio Roque, Pedro A. Gonzalez-Calero (eds.). 001440744 24630 $$aICEC 2021 001440744 264_1 $$aCham :$$bSpringer,$$c[2021] 001440744 264_4 $$c©2021 001440744 300__ $$a1 online resource :$$billustrations 001440744 336__ $$atext$$btxt$$2rdacontent 001440744 337__ $$acomputer$$bc$$2rdamedia 001440744 338__ $$aonline resource$$bcr$$2rdacarrier 001440744 347__ $$atext file 001440744 347__ $$bPDF 001440744 4901_ $$aLecture notes in computer science ;$$v13056 001440744 4901_ $$aLNCS sublibrary: SL3 - Information systems and applications, incl. Internet/Web, and HCI 001440744 500__ $$aInternational conference proceedings. 001440744 500__ $$aIncludes author index. 001440744 5050_ $$aFull research papers -- Comparison of Viewing Contents Using Large LED Display and Projector by Psychological Evaluation -- CS:Show - An Interactive Visual Analysis Tool for First-Person Shooter eSports Match Data -- Fun to Enhance Learning, Motivation, Self-efficacy and Intention to Play in DGBL -- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay & Arts-Based Techniques -- Cultural Emotion Games as Trajectory Learning in Southeast Asia -- A taxonomy of social roles for agents in games -- Kill or spare-Moral decision-making in video games -- Performative Virtual Scenes: A Dynamic VR Environment Design Approach -- A symbolic machine learning approach for cybersickness potential-cause estimation -- Fundamental Study of Color Combinations by Using Deuteranope-Simulation Filter for Controlling the Handicap of Color Vision Diversity in Video Games -- Social Gaming Patterns During a Pandemic Crisis: A Cross-Cultural Survey -- A Real-time Drum-wise Volume Visualization System for Learning Volume-Balanced Drum Performance -- Speech Recognition Game Interface to Increase Intimacy with Characters -- Game Development as a Serious Game with Live-Programming and Time-Travel Mechanics -- AI Game Agents based on Evolutionary Search and (Deep) Reinforcement Learning: a Practical Analysis with Flappy Bird -- Instruction Pictograms for Interactive Entertainment -- How Awe Affects Players' Entertainment Experiences Over Six Weeks of Playing -- The Gilmorehill Mystery: A Location-based Game for Campus Exploration -- reco.mu: A Music Recommendation System Depending on Listerner's Preference by Creating a Branching Playlist -- Towards Suitable Free-to-Play Games for Children -- Provenance in Gamified Business Systems -- Computational Narrative Blending Based on Planning -- Linkages between Gameplay Preferences and Fondness for Game Music -- That sound's Juicy! Exploring Juicy Audio Effects in Video Games -- What is a Game Mechanic? -- A Method for Supporting Verbalization to Facilitate Observation in Illustration Copy-Drawing -- Works in Progress -- Optimization of first-person shooter game control using heart rate sensor -- Virtual Guia Fortress: a 3D-printed eXtended Reality Playset -- Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets -- Interaction toolkit for programming interactions with marker-based tangibles in Virtual Reality -- Sketch Recognition for Interactive Game Experiences Using Neural Network -- Basic Research on How to Apply Foundation Makeup Evenly on Your Own Face -- Identifying the impact of game music both within and beyond gameplay -- Investigating Impact of Augmented Reality on Game Design to Facilitate Learning Experiences in Logistics Operations using Immersive AR Interfaces -- Amnesia in the Atlantic: an AI Driven Serious Game on Marine Biodiversity -- A VR-based Serious Game Associated to EMG Signal Processing and Sensory Feedback for Upper Limb Prosthesis Training -- A Review on the Contribution of ClassDojo as Point System Gamification in Education -- Assessing the Support for Creativity of a Playground for Live Coding Machine Learning -- Safety Risks in Location-Based Augmented Reality Games -- Workshops -- Virtualization of Digital Location-based Experiences -- Artificial Intelligence and Entertainment Science Workshop: Towards Empathic Entertainment Technology -- Aesthetic Perspectives on Computational Media Design -- Workshop on Interactive Immersive Entertainment: VR/XR/AR in Digital Entertainment (WIIE) -- Tutorials -- Cross-sector/discipline project planning for serious interactive digital narratives -- Interactive Entertainment / Experiential Works -- The Woods AR Game -- "Sentenced to Transportation: An iDoc for Australia's Convict Past -- Casa das Máquinas: an Artificial Dialogue of Portuguese Poetry -- Student Game and Interactive Entertainment Competition -- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay and Arts-Based Techniques -- An introduction to ChemiKami AR -- Juéguelo!: An Interactive Compilation of Traditional Colombian Games Revised. 001440744 506__ $$aAccess limited to authorized users. 001440744 520__ $$aThis book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 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. 001440744 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed November 9, 2021). 001440744 650_0 $$aEntertainment computing$$vCongresses. 001440744 650_6 $$aDivertissement informatique$$vCongrès. 001440744 655_7 $$aConference papers and proceedings.$$2fast$$0(OCoLC)fst01423772 001440744 655_7 $$aConference papers and proceedings.$$2lcgft 001440744 655_7 $$aActes de congrès.$$2rvmgf 001440744 655_0 $$aElectronic books. 001440744 7001_ $$aBaalsrud Hauge, Jannicke,$$eeditor. 001440744 7001_ $$aCardoso, Jorge C. S.,$$eeditor. 001440744 7001_ $$aRoque, Licínio,$$eeditor. 001440744 7001_ $$aGonzález Calero, Pedro A.,$$eeditor. 001440744 77608 $$iPrint version:$$aICEC (Conference) (20th : 2021 : Coimbra, Portugal).$$tEntertainment computing - ICEC 2021.$$dCham : Springer, [2021]$$z3030893936$$z9783030893934$$w(OCoLC)1268114160 001440744 830_0 $$aLecture notes in computer science ;$$v13056. 001440744 830_0 $$aLNCS sublibrary.$$nSL 3,$$pInformation systems and applications, incl. Internet/Web, and HCI. 001440744 852__ $$bebk 001440744 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-89394-1$$zOnline Access$$91397441.1 001440744 909CO $$ooai:library.usi.edu:1440744$$pGLOBAL_SET 001440744 980__ $$aBIB 001440744 980__ $$aEBOOK 001440744 982__ $$aEbook 001440744 983__ $$aOnline 001440744 994__ $$a92$$bISE