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Entertainment Computing – ICEC 2018

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Cover of 'Entertainment Computing – ICEC 2018'

Table of Contents

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    Book Overview
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    Chapter 1 Dynamic Projection Mapping on Multiple Non-rigid Moving Objects for Stage Performance Applications
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    Chapter 2 Applying Design Thinking for Prototyping a Game Controller
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    Chapter 3 Diminishing Reality
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    Chapter 4 Live Probabilistic Editing for Virtual Cinematography
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    Chapter 5 Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment
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    Chapter 6 Aspects that Need to Be Addressed During the Development of Location-Based Games
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    Chapter 7 Games that Make Curious: An Exploratory Survey into Digital Games that Invoke Curiosity
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    Chapter 8 Learning to Identify Rush Strategies in StarCraft
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    Chapter 9 Design and Evaluation of a Fall Prevention Multiplayer Game for Senior Care Centres
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    Chapter 10 Comedy in the Ludonarrative of Video Games
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    Chapter 11 Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot
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    Chapter 12 Analysis of the Effect of Number of Players on the Excitement of the Game with Respect to Fairness
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    Chapter 13 The Influence of Digital Convergence/Divergence on Digital Media Business Models
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    Chapter 14 Sensor Ball Raffle – Gamification of Billboard Advertising: How to Engage the Audience?
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    Chapter 15 Dance Dance Gradation: A Generation of Fine-Tuned Dance Charts
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    Chapter 16 Playful Information Access Through Virtual Creatures
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    Chapter 17 Validating the Creature Believability Scale for Videogames
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    Chapter 18 The Programmable Drone for STEM Education
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    Chapter 19 A Taxonomy of Synchronous Communication Modalities in Online Games
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    Chapter 20 Realtime Musical Composition System for Automatic Driving Vehicles
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    Chapter 21 Circus Noel : A Case Study into Interaction and Interface Design for Cinematic VR
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    Chapter 22 Reorientation Method to Suppress Simulator Sickness in Home VR Contents Using HMD
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    Chapter 23 A.R.M. - Augmented Reality Muscularity
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    Chapter 24 Virtual Reality as e-Mental Health to Support Starting with Mindfulness-Based Cognitive Therapy
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    Chapter 25 Engagement in Interactive Digital Storytelling: Sampling Without Spoiling
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    Chapter 26 Playing with Empathy Through a Collaborative Storytelling Game
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    Chapter 27 Construction of Mixed Reality Story Environment Based on Real Space Shape
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    Chapter 28 Digital Therapies
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    Chapter 29 Data Reduction of Indoor Point Clouds
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    Chapter 30 Designing ‘Wall Mounted Level’ – A Cooperative Mixed-Reality Game About Reconciliation
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    Chapter 31 Automatic Generation of the Periodic Hair Motion of 3D Characters for Anime Production
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    Chapter 32 An iTV Prototype for Content Unification
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    Chapter 33 Content Unification: A Trend Reshaping the iTV Ecosystem
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    Chapter 34 Creating Art Installation in Virtual Reality. The Stilleben Project
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    Chapter 35 Design of a Mixed-Reality Serious Game to Tackle a Public Health Problem
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    Chapter 36 Converging Data Storytelling and Visualisation
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    Chapter 37 A Systematic Mapping of Game-Based Methods to Tackle a Public Health Problem
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    Chapter 38 Workshop on Robot Competitions
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    Chapter 39 NOVELICA: A Visual Novel System to Make People Forget Their Negative Feelings on Mathematics
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    Chapter 40 Imperceptible Art
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    Chapter 41 Tappetina: An Ecosystem of Art, Software, and Research
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    Chapter 42 Designing Entertainment for the Aging Population
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    Chapter 43 Storytelling: A Medium for Co-design of Health and Well-Being Services for Seniors
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    Chapter 44 User-Centered Design of an Online Mobile Game Suite to Affect Well-Being of Older Adults
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    Chapter 45 Providing Life-Style-Intervention to Improve Well-Being of Elderly People
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    Chapter 46 Intergenerational Joint Media Engagement
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    Chapter 47 Physical Activity Among Older Adults: A Meta-review of EU-Funded Research Projects
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    Chapter 48 Entertainment Computing - A Key for Improving Inclusion and Reducing Gender Gap?
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    Chapter 49 Who Will Be the Leaders in Top Academic Positions in Entertainment Computing?
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    Chapter 50 Serious Games in Special Education. A Practitioner’s Experience Review
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    Chapter 51 Perspectives on Accessibility in Digital Games
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    Chapter 52 Adult Perception of Gender-Based Toys and Their Influence on Girls’ Careers in STEM
Attention for Chapter 11: Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot
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