Description

Book Synopsis

.- Reflecting on interaction spaces in public immersive installations.
.- Empowering User Security Awareness and Risk Assessment within Gamified Smartphone Environment.
.- Unveiling Computer Chess Evolution: Can Machine Learning Detect Historical Trends?.
.- Prototypical - A Framework for Board Game Creation.
.- Game Audio Description in Death of Internet: Insights from Players and Developers.
.- ArtAI4DS: AI Art and its Empowering Role in Digital Storytelling.
.- Automated clustering of video games into groups with distinctive names.
.- Toward Scalable Content Generation For Gamified mHealth Interventions: The Evaluation Of LLM-Generated Goals On User Engagement.
.- Virtual Reality and accessibility : what users need?.
.- From Pixels to Feelings: Exploring Game Elements for Eliciting Empathy toward Refugees.
.- A Pattern-oriented AI-powered Approach to Story Composition.
.- Towards Game Design Elements on the Perception of a Fun Game: an Exergame Case Study.
.- Harmony in Hierarchy: Mixed-Initiative Music Composition Inspired by WFC.
.- Introducing Open-sourced AI to Art and Design Education: A Gamified Course on LoRA Model Training.
.- The Effects of Roleplaying Orientations on Transformative Learning and Perspective Taking in Virtual Reality.
.- Virtual Reality Visions from Science Fiction Movies.
.- Accessible Heads-Up Computing.
.- Enhancing Orientation and Mobility Skills for Persons with Visual Impairments through VR Games: Introducing the EdKit Unity Package.
.- DPGame: Game-Based Learning for Dynamic Programming Algorithms.
.- Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?.
.- Ethics of Mixed Reality Entertainment.
.- Challenges in Data Visualization with Extended Reality Devices.
.- Game Accessibility Research Summit Workshop.
.- Aesthetics and Empowerment: Exploring AI-Driven Creativity.
.- Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics.
.- Answering Anya: A virtual and mixed reality game centered on nurturing.
.- Escape-INF-VR: An Accessible VR Escape Game Proposal for Blind Individuals.
.- Interactive Design of Serious Game Based on Gesture for Transmission of Traditional Handicraft.
.- Effects of Social Robot's Non-verbal Behaviors on Facilitating Creativity.
.- The application of innovative design concept of color and light and shadow in underground space lighting.
.- Integrating More-Than-Human Perspectives in Speculative Prototyping Based on Actor-Network Theory.
.- Exploring the impact of AI painting tools on graphic design education for hearing-impaired students.
.- Magic Planters: AI-Enhanced Design in an AR Game for Behavioral Improvement .
.- StressFlow: Designing Physically Visualized Stress Management System for Office Workers.
.- Hidden Scars: Anti-bullying Serious Game Design for Rural Children.
.- The Expansion of Neuroaesthetic Models to Accommodate Diverse Multisensory Experiences in the Era of Digital Materiality.
.- A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective.
.- A Virtual Reality Simulator for Enhancing Marine Pollution Control Efforts.

Entertainment Computing ICEC 2024

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    £75.99

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    RRP £79.99 – you save £4.00 (5%)

    Order before 4pm tomorrow for delivery by Tue 16 Jun 2026.

    A Paperback by Pablo Figueroa

    15 in stock


      View other formats and editions of Entertainment Computing ICEC 2024 by Pablo Figueroa

      Publisher: Springer
      Publication Date: 26/11/2024
      ISBN13: 9783031743528, 978-3031743528
      ISBN10:

      Description

      Book Synopsis

      .- Reflecting on interaction spaces in public immersive installations.
      .- Empowering User Security Awareness and Risk Assessment within Gamified Smartphone Environment.
      .- Unveiling Computer Chess Evolution: Can Machine Learning Detect Historical Trends?.
      .- Prototypical - A Framework for Board Game Creation.
      .- Game Audio Description in Death of Internet: Insights from Players and Developers.
      .- ArtAI4DS: AI Art and its Empowering Role in Digital Storytelling.
      .- Automated clustering of video games into groups with distinctive names.
      .- Toward Scalable Content Generation For Gamified mHealth Interventions: The Evaluation Of LLM-Generated Goals On User Engagement.
      .- Virtual Reality and accessibility : what users need?.
      .- From Pixels to Feelings: Exploring Game Elements for Eliciting Empathy toward Refugees.
      .- A Pattern-oriented AI-powered Approach to Story Composition.
      .- Towards Game Design Elements on the Perception of a Fun Game: an Exergame Case Study.
      .- Harmony in Hierarchy: Mixed-Initiative Music Composition Inspired by WFC.
      .- Introducing Open-sourced AI to Art and Design Education: A Gamified Course on LoRA Model Training.
      .- The Effects of Roleplaying Orientations on Transformative Learning and Perspective Taking in Virtual Reality.
      .- Virtual Reality Visions from Science Fiction Movies.
      .- Accessible Heads-Up Computing.
      .- Enhancing Orientation and Mobility Skills for Persons with Visual Impairments through VR Games: Introducing the EdKit Unity Package.
      .- DPGame: Game-Based Learning for Dynamic Programming Algorithms.
      .- Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?.
      .- Ethics of Mixed Reality Entertainment.
      .- Challenges in Data Visualization with Extended Reality Devices.
      .- Game Accessibility Research Summit Workshop.
      .- Aesthetics and Empowerment: Exploring AI-Driven Creativity.
      .- Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics.
      .- Answering Anya: A virtual and mixed reality game centered on nurturing.
      .- Escape-INF-VR: An Accessible VR Escape Game Proposal for Blind Individuals.
      .- Interactive Design of Serious Game Based on Gesture for Transmission of Traditional Handicraft.
      .- Effects of Social Robot's Non-verbal Behaviors on Facilitating Creativity.
      .- The application of innovative design concept of color and light and shadow in underground space lighting.
      .- Integrating More-Than-Human Perspectives in Speculative Prototyping Based on Actor-Network Theory.
      .- Exploring the impact of AI painting tools on graphic design education for hearing-impaired students.
      .- Magic Planters: AI-Enhanced Design in an AR Game for Behavioral Improvement .
      .- StressFlow: Designing Physically Visualized Stress Management System for Office Workers.
      .- Hidden Scars: Anti-bullying Serious Game Design for Rural Children.
      .- The Expansion of Neuroaesthetic Models to Accommodate Diverse Multisensory Experiences in the Era of Digital Materiality.
      .- A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective.
      .- A Virtual Reality Simulator for Enhancing Marine Pollution Control Efforts.

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