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Intelligent Technologies for Interactive Entertainment

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Cover of 'Intelligent Technologies for Interactive Entertainment'

Table of Contents

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    Book Overview
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    Chapter 1 Player Expectations of Animal Incorporated Computer Games
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    Chapter 2 Reaper Tournament System
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    Chapter 3 Analysis of Average Hand-Drawing and Its Application
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    Chapter 4 Dynamorph: Montessori Inspired Design for Seniors with Dementia Living in Long-Term Care Facilities
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    Chapter 5 AR Sound Sandbox: A Playful Interface for Musical and Artistic Expression
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    Chapter 6 Kessel Run - A Cooperative Multiplayer SSVEP BCI Game
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    Chapter 7 Persuasive Games for Intergenerational Social Interaction in Urban Environments
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    Chapter 8 Trampoline Jumping with a Head-Mounted Display in Virtual Reality Entertainment
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    Chapter 9 Exploring Children’s Use of a Remotely Controlled Surfacebot Character for Storytelling
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    Chapter 10 MuMail – A Simple Multimedia Email Client
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    Chapter 11 Enabling Augmented Sense-Making (and Pure Experience) with Wearable Technology
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    Chapter 12 G:RASS – Experiencing a City Through an Artist’s Eyes
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    Chapter 13 Placemaking Across Platforms: Playing to Circulate Stories in the Smart City
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    Chapter 14 Smart Magic City Run: Exploring the Implications of Public Augmented Reality Games
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    Chapter 15 Beating the City: Three Inspirational Design Patterns to Promote Social Play Through Aligning Rhythms
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Title
Intelligent Technologies for Interactive Entertainment
Published by
Springer International Publishing, February 2018
DOI 10.1007/978-3-319-73062-2
ISBNs
978-3-31-973061-5, 978-3-31-973062-2
Editors

Chisik, Yoram, Holopainen, Jussi, Khaled, Rilla, Luis Silva, José, Alexandra Silva, Paula

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