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Entertainment Computing – ICEC 2022

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Cover of 'Entertainment Computing – ICEC 2022'

Table of Contents

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    Book Overview
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    Chapter 1 AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds
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    Chapter 2 Comfortably Numb? Violent Video Games and Their Effects on Aggression, Mood, and Pain-Related Responses
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    Chapter 3 Discovering the Motivational Constitution of ‘Playing Games for Fun’
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    Chapter 4 Towards an Understanding of How Players Make Meaning from Post-Play Process Visualizations
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    Chapter 5 Plot Composition by Mapping Situation Calculus Schemas into Petri Net Representation
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    Chapter 6 Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-robot Interaction
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    Chapter 7 OptimizingMARL: Developing Cooperative Game Environments Based on Multi-agent Reinforcement Learning
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    Chapter 8 Game Engine Comparative Anatomy
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    Chapter 9 Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-surface Interaction
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    Chapter 10 Mental Wear and Tear: An Exploratory Study on Mental Fatigue in Video Games Using the Example of League of Legends
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    Chapter 11 Difficulty Pacing Impact on Player Motivation
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    Chapter 12 Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Person Shooter
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    Chapter 13 Playstyles in Tetris: Beyond Player Skill, Score, and Competition
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    Chapter 14 A Matter of Closeness: Player-Avatar Relationships as Degree of Including Avatars in the Self
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    Chapter 15 Through Troubled Waters: A Narrative Game for Anger Regulation
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    Chapter 16 Incorporating the Theory of Attention in Applied Game Design
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    Chapter 17 Exergames in the GAME2AWE Platform with Dynamic Difficulty Adjustment
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    Chapter 18 Improvement of Deep Learning Technology to Create 3D Model of Fluid Art
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    Chapter 19 Method for Music Game Control Using Myoelectric Sensors
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    Chapter 20 Creation of Fluid Art “Sound of Ikebana” Under Microgravity Using Parabolic Flight
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    Chapter 21 Design Explorations of Interactive Point Cloud Based Virtual Environments Using Volumetric Capture and Visualisation Techniques
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    Chapter 22 Predicting Success Factors of Video Game Titles and Companies
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    Chapter 23 The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players
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    Chapter 24 A Reusable Methodology for Player Clustering Using Wasserstein Autoencoders
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    Chapter 25 Towards a Community-Based Ranking System of Overwatch Players
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    Chapter 26 Understanding Stakeholders’ Perspectives Towards Serious Games for Vocational Training for People with Intellectual Disabilities in Macau
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    Chapter 27 SleepHill: Designing an Incrementally Bouncing Pillow as a Comfortable Wake-Up Approach
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    Chapter 28 Digital-Pen: An Interactive System for Correcting Writing Posture of Primary School Students
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    Chapter 29 The Study on Digital Art Generation of Health Data for the Elderly
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    Chapter 30 Effects of Color Tone of Dynamic Digital Art on Emotion Arousal
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    Chapter 31 Personalized Synchronous Running Music Remix Procedure for Novice Runners
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    Chapter 32 Design for Connecting People Through Digital Artworks with Personal Information
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    Chapter 33 Research on the Design of the Pre-hospital Emergency System Based on Kano-QFD
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    Chapter 34 The Public Transport Stress Test (PTST) at Bogotá: A Perceived Reality and Handling Anxious Situations with a Cool Mind Through Preparation
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    Chapter 35 Corruptio: An Interactive Insight on City Management
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    Chapter 36 Workshop on Social and Ethical Issues in Entertainment Computing
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    Chapter 37 Digital Arts and Health
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    Chapter 38 Current Opportunities and Challenges of Digital Game-Based Learning
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Title
Entertainment Computing – ICEC 2022
Published by
Springer International Publishing, October 2022
DOI 10.1007/978-3-031-20212-4
ISBNs
978-3-03-120211-7, 978-3-03-120212-4
Editors

Göbl, Barbara, van der Spek, Erik, Baalsrud Hauge, Jannicke, McCall, Rod

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