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Entertainment Computing and Serious Games

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Cover of 'Entertainment Computing and Serious Games'

Table of Contents

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    Book Overview
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    Chapter 1 Diminished Reality Based on 3D-Scanning
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    Chapter 2 Measuring Preferences in Game Mechanics: Towards Personalized Chocolate-Covered Broccoli
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    Chapter 3 Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palace
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    Chapter 4 Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive Environments
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    Chapter 5 Effects of End-to-end Latency on User Experience and Performance in Immersive Virtual Reality Applications
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    Chapter 6 FPVRGame: Deep Learning for Hand Pose Recognition in Real-Time Using Low-End HMD
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    Chapter 7 Give MEANinGS to Robots with Kitchen Clash: A VR Human Computation Serious Game for World Knowledge Accumulation
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    Chapter 8 Designing a VR Experience to Reduce the Experience of Pain: Scare, Excite or Relax?
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    Chapter 9 Increasing Learning Motivation: An Empirical Study of VR Effects on the Vocational Training of Bank Clerks
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    Chapter 10 Learning How to Play Bomberman with Deep Reinforcement and Imitation Learning
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    Chapter 11 Procedural Content Generation of Rhythm Games Using Deep Learning Methods
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    Chapter 12 Music Video Clip Impression Emphasis Method by Font Fusion Synchronized with Music
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    Chapter 13 $$\delta $$-logit : Dynamic Difficulty Adjustment Using Few Data Points
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    Chapter 14 A Feature-Based Approach to Develop Digital Board Games
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    Chapter 15 Playing with Persiflage: The Impact of Free-Form Dialogue on the Play of Computer Role Playing Games
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    Chapter 16 Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games
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    Chapter 17 Exploring the Effect of Game Premise in Cooperative Digital Board Games
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    Chapter 18 Procedural Content Generation in Competitive Multiplayer Platform Games
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    Chapter 19 Creating Layouts for Virtual Game Controllers Using Generative Design
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    Chapter 20 Enhancing Communication and Awareness in Asymmetric Games
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    Chapter 21 LoRattle - An Exploratory Game with a Purpose Using LoRa and IoT
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    Chapter 22 Noise-Canceling Music: Reducing Noise by Mixing It with Suitable Music
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    Chapter 23 Arousal Measurement Reflected in the Pupil Diameter for a Decision-Making Performance in Serious Games
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    Chapter 24 Identifying Influences of Game Upgrades on Profitable Players Behavior in MMORPGs
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    Chapter 25 An Exploration of the Relationship Between Personality and Strategy Formation Using Market Farmer: Using a Bespoke Computer Game in Behavioural Research
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    Chapter 26 Using Game-Based Environments to Measure Cognitive Decision Making
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    Chapter 27 Towards Cognitive Adaptive Serious Games: A Conceptual Framework
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    Chapter 28 Designing Gamified Interventions for Autism Spectrum Disorder: A Systematic Review
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    Chapter 29 Analytical Design of Clinical Cases for Educational Games
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    Chapter 30 Evaluation of Informative Content of Health Data Submitted Through a Mobile Serious Game
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    Chapter 31 Designing Game-Inspired Applications to Increase Daily PA for People with ID
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    Chapter 32 An Educational Game About Math and Magic
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    Chapter 33 “Aedes Vs. Repellents”: Applying Tower Defense Dynamics in a Digital Game to Combat the Mosquito
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    Chapter 34 Quimi-Crush: A Digital Game for the Teaching of Inorganic Chemistry
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    Chapter 35 PDPuzzleTable: A Leap Motion Exergame for Dual-Tasking Rehabilitation in Parkinson’s Disease. Design and Study Protocol
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    Chapter 36 UGC Generator: An Open Access Web Tool to Model Unified Game Canvas
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    Chapter 37 Avatars: The Other Side of Proteus’s Mirror
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    Chapter 38 Presenting the Key Ideas of Fractions Through MathFractions: A Game Based Learning
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    Chapter 39 “Ultimate Food Defense”: A Serious Game for Healthy Eating Behavior Awareness
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    Chapter 40 The Concept and Development of a Serious Game „Alter Eco” as Part of Creating a Digital Twin of a Smart City
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    Chapter 41 “BDD Assemble!”: A Paper-Based Game Proposal for Behavior Driven Development Design Learning
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    Chapter 42 A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games
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    Chapter 43 “University Universe”: A Mobile Game to Simulate the University Student Life
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    Chapter 44 GaZone: VR Image Browsing System Providing Feelings of Happiness
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    Chapter 45 AutomataMind: A Serious Game Proposal for the Automata Theory Learning
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    Chapter 46 Smiling Earth - Citizens’ Awareness on Environmental Sustainability Using Energy and Transport Data
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    Chapter 47 Using a Location-Based AR Game in Environmental Engineering
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    Chapter 48 Incentivise Me: Smartphone-Based Mobility Detection for Pervasive Games
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    Chapter 49 Designing Serious Mobile Location-Based Games
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    Chapter 50 Workshop: Towards Inclusive Co-creation of Inclusive Games
Attention for Chapter 21: LoRattle - An Exploratory Game with a Purpose Using LoRa and IoT
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