Entertainment computing - ICEC 2024 ...
ICEC (Conference) (2024 :)

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  • Entertainment computing - ICEC 2024 = 23rd IFIP TC 14 International Conference, ICEC 2024, Manaus, Brazil, September 30 - October 3, 2024 : proceedings /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Entertainment computing - ICEC 2024/ edited by Pablo Figueroa ... [et al.].
    Reminder of title: 23rd IFIP TC 14 International Conference, ICEC 2024, Manaus, Brazil, September 30 - October 3, 2024 : proceedings /
    remainder title: ICEC 2024
    other author: Figueroa, Pablo.
    corporate name: ICEC (Conference)
    Published: Cham :Springer Nature Switzerland : : 2025.,
    Description: xvi, 456 p. :ill. (chiefly color), digital ;24 cm.
    [NT 15003449]: 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.
    Contained By: Springer Nature eBook
    Subject: Entertainment computing - Congresses. -
    Online resource: https://doi.org/10.1007/978-3-031-74353-5
    ISBN: 9783031743535
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