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Entertainment computing - ICEC 2025 ...
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ICEC (Conference) (2025 :)
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Entertainment computing - ICEC 2025 = 24th IFIP TC 14 International Conference, Tokyo, Japan, August 27-30, 2025 : proceedings /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Entertainment computing - ICEC 2025/ edited by Maki Sugimoto ... [et al.].
Reminder of title:
24th IFIP TC 14 International Conference, Tokyo, Japan, August 27-30, 2025 : proceedings /
remainder title:
ICEC 2025
other author:
Sugimoto, Maki.
corporate name:
ICEC (Conference)
Published:
Cham :Springer Nature Switzerland : : 2025.,
Description:
xviii, 651 p. :ill., digital ;24 cm.
[NT 15003449]:
Full Conference Papers. -- Fewer Draws, More Fun: searching for Unbalanced Positions in Chess. -- Game Elements in Cybersecurity Education: Hype or Help?. -- How to Turn a Platformer Game into a Casual Exergame for Combating Office Workers' Sedentary Behavior: An Exploratory Single-Case Pilot Study. -- Design of a Serious Game to Challenge Sexism. -- "Follow My Lead": Role of AI-Based NPC Autonomy in Player-NPC Collaboration. -- Interaction and Emotion: A Phenomenological Study of a Playable Generative Landscape. -- The Blind Gamer: Examining Ethical Agency Through Choice Blindness in Game Design. -- Math Valley - On Designing an Embodied VR Learning Application for Primary School Students. -- 200 VR-Sessions with Children - Practical Challenges and Educational Insights Into Conducting a Longitudinal VR-Study in Primary School. -- Characterizing Social Interaction in Tabletop Games: A Constructive Conceptual Analysis. -- Initializing Interactive Treasure Hunts in Cultural Heritage Sites: An LLM-Based Approach. -- Pacing Control with Wave Function Collapse in Strategy Game Map Generation. -- Generative Multimodal Content Creation with Location-Aware Context for Gamified Mobile Assisted Language Learning Apps Using Large Language Models. -- Automated Planning of Entertainment Content for Digital Health Interventions: A Technical Feasibility Study on Balance VS Fun. -- Evaluating Colorblind-Friendly Design for Equitable Play in Mobile Puzzle Games. -- Manzai Karaoke: A Real-time Visual Guidance System for Assisting Japanese Double Act Performance. -- EchoArtLink: Enhancing Social Connectedness between Parents and Children Living Apart through Digital Sound Visualization. -- Optimizing Random Forest Multi-Classification and Gini-Based Feature Analysis of Board Game Success via BGG Characteristic Data. -- Stay and Play - Modeling Social Influence of Players in the Steam Gaming Community. -- A Framework for Explainable AI in Wargames to Understand Strategies. -- Parablade: A Proposal of Chambara Based on Augmented Sports - A Study of Appropriate Game Balancing Methods. -- Vectorigger: A Method of Inducing Vection Using a Wearable LED Array. -- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment. -- From News to Stories via an AI-supported Retelling Process. -- Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture. -- Experienced Video Game Players Interaction Preferences with Game Controllers and Haptic Gloves. -- What Does an Angel's Halo Taste Like?: Exploring the Structure of Gustatory Comedy through Case Analysis of Ajigiri. -- "Can You Feel Me Now?" Exploring Player Empathy in AI-Based NPC Conversations. -- Work in Progress. -- How does Entertainment Computing contribute to the Sustainable Development Goals? A Rapid Literature Review. -- VR Gaming approach to language comprehension in children with Autism. -- Physics Virtual Classroom: Leveraging Virtual Reality Sandboxes for Learning Classical Mechanics. -- Gestalt Approaches to Hinting in Games: A 3D Connect Four Case Study. -- A VR System for Detecting Static Electricity as Invisible Creature. -- Designing Physically Fiction: Suspension of Disbelief in Interaction with MR Environments. -- Simulating AI-Human Collaborative Strategies in Sudoku Puzzle Generation. -- ChordFusion: Interactive Piano Training in Mixed Reality with Custom Gloves. -- Implementation and Evaluation of an Automated Eye Dropping System Using Games. -- Proposal of Affective Music Features Utilizing Playlists as Collective Intelligence. -- Mi Librero de Aventuras: A Novel Configurable Serious Game for Personalized Science and Technology Learning in Peruvian Primary Education. -- Multi-Directional Shooting Using Logarithmic Spiral Trajectories. -- Refining Pervasive Game Design with LLMs: Insights, Limitations, and Challenges. -- Heist Extravaganza: A Design Framework and Exemplars of Asymmetric Virtual Reality Controllers Based on Player Profiles. -- Automatic Piano Arrangement for Three-part Choral of Female Voices. -- JumpLab: An Interactive Learning Tool for Parameter Tuning in the Pre-production Stage. -- "Hand-in-Hand" Learning: A Novel Method for Instrument Skill Training with Electrical Muscle Stimulation. -- Interactive Entertainment Showcase. -- Transformer based Adaptive Music Generation for Video Games. -- Kaiman-aki o te Ngahere: Guardians of the Forest. -- Demonstration of Visualizer for Beats and Scratches of Breaking DJ Performances. -- Development of a Dialogue Agent System Expressed in a Two Dimensional Manga-Anime Style and Design of the Original Artificial Intelligence Character "Kohane". -- Development of Urban Disaster Prevention Shooting Game Using Spatial Reproduction Display. -- VR Game Aimed at Recovering Visual Acuity. -- Automatic Fingering Saxophone Quartet System. -- Multiple Robots Enable Moderate Facilitation through Approaching Movements in Group Discussions. -- VR Batting Practice System Integrated with Visual Training. -- Arcade Games Generating an Atmosphere to Promote Exercise. -- Guitar Clicker: A Gamified Approach to Motivating Guitar Practice for Beginners. -- Emo-pathy: An Emotion-sharing System for Promoting Psychological Well-Being through Supportive Interactions. -- Rapid Input Device with Independent Sensing of Input Intention and Input Target. -- Student Competition. -- Heaviest Listener: Immersive Radio Experience Simulation by Sending Japanese E-mail. -- Asymmetric VR Game Heist Extravaganza.
Contained By:
Springer Nature eBook
Subject:
Entertainment computing - Congresses. -
Online resource:
https://doi.org/10.1007/978-3-032-02555-5
ISBN:
9783032025555
Entertainment computing - ICEC 2025 = 24th IFIP TC 14 International Conference, Tokyo, Japan, August 27-30, 2025 : proceedings /
Entertainment computing - ICEC 2025
24th IFIP TC 14 International Conference, Tokyo, Japan, August 27-30, 2025 : proceedings /[electronic resource] :ICEC 2025edited by Maki Sugimoto ... [et al.]. - Cham :Springer Nature Switzerland :2025. - xviii, 651 p. :ill., digital ;24 cm. - Lecture notes in computer science,160420302-9743 ;. - Lecture notes in computer science ;16042..
Full Conference Papers. -- Fewer Draws, More Fun: searching for Unbalanced Positions in Chess. -- Game Elements in Cybersecurity Education: Hype or Help?. -- How to Turn a Platformer Game into a Casual Exergame for Combating Office Workers' Sedentary Behavior: An Exploratory Single-Case Pilot Study. -- Design of a Serious Game to Challenge Sexism. -- "Follow My Lead": Role of AI-Based NPC Autonomy in Player-NPC Collaboration. -- Interaction and Emotion: A Phenomenological Study of a Playable Generative Landscape. -- The Blind Gamer: Examining Ethical Agency Through Choice Blindness in Game Design. -- Math Valley - On Designing an Embodied VR Learning Application for Primary School Students. -- 200 VR-Sessions with Children - Practical Challenges and Educational Insights Into Conducting a Longitudinal VR-Study in Primary School. -- Characterizing Social Interaction in Tabletop Games: A Constructive Conceptual Analysis. -- Initializing Interactive Treasure Hunts in Cultural Heritage Sites: An LLM-Based Approach. -- Pacing Control with Wave Function Collapse in Strategy Game Map Generation. -- Generative Multimodal Content Creation with Location-Aware Context for Gamified Mobile Assisted Language Learning Apps Using Large Language Models. -- Automated Planning of Entertainment Content for Digital Health Interventions: A Technical Feasibility Study on Balance VS Fun. -- Evaluating Colorblind-Friendly Design for Equitable Play in Mobile Puzzle Games. -- Manzai Karaoke: A Real-time Visual Guidance System for Assisting Japanese Double Act Performance. -- EchoArtLink: Enhancing Social Connectedness between Parents and Children Living Apart through Digital Sound Visualization. -- Optimizing Random Forest Multi-Classification and Gini-Based Feature Analysis of Board Game Success via BGG Characteristic Data. -- Stay and Play - Modeling Social Influence of Players in the Steam Gaming Community. -- A Framework for Explainable AI in Wargames to Understand Strategies. -- Parablade: A Proposal of Chambara Based on Augmented Sports - A Study of Appropriate Game Balancing Methods. -- Vectorigger: A Method of Inducing Vection Using a Wearable LED Array. -- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment. -- From News to Stories via an AI-supported Retelling Process. -- Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture. -- Experienced Video Game Players Interaction Preferences with Game Controllers and Haptic Gloves. -- What Does an Angel's Halo Taste Like?: Exploring the Structure of Gustatory Comedy through Case Analysis of Ajigiri. -- "Can You Feel Me Now?" Exploring Player Empathy in AI-Based NPC Conversations. -- Work in Progress. -- How does Entertainment Computing contribute to the Sustainable Development Goals? A Rapid Literature Review. -- VR Gaming approach to language comprehension in children with Autism. -- Physics Virtual Classroom: Leveraging Virtual Reality Sandboxes for Learning Classical Mechanics. -- Gestalt Approaches to Hinting in Games: A 3D Connect Four Case Study. -- A VR System for Detecting Static Electricity as Invisible Creature. -- Designing Physically Fiction: Suspension of Disbelief in Interaction with MR Environments. -- Simulating AI-Human Collaborative Strategies in Sudoku Puzzle Generation. -- ChordFusion: Interactive Piano Training in Mixed Reality with Custom Gloves. -- Implementation and Evaluation of an Automated Eye Dropping System Using Games. -- Proposal of Affective Music Features Utilizing Playlists as Collective Intelligence. -- Mi Librero de Aventuras: A Novel Configurable Serious Game for Personalized Science and Technology Learning in Peruvian Primary Education. -- Multi-Directional Shooting Using Logarithmic Spiral Trajectories. -- Refining Pervasive Game Design with LLMs: Insights, Limitations, and Challenges. -- Heist Extravaganza: A Design Framework and Exemplars of Asymmetric Virtual Reality Controllers Based on Player Profiles. -- Automatic Piano Arrangement for Three-part Choral of Female Voices. -- JumpLab: An Interactive Learning Tool for Parameter Tuning in the Pre-production Stage. -- "Hand-in-Hand" Learning: A Novel Method for Instrument Skill Training with Electrical Muscle Stimulation. -- Interactive Entertainment Showcase. -- Transformer based Adaptive Music Generation for Video Games. -- Kaiman-aki o te Ngahere: Guardians of the Forest. -- Demonstration of Visualizer for Beats and Scratches of Breaking DJ Performances. -- Development of a Dialogue Agent System Expressed in a Two Dimensional Manga-Anime Style and Design of the Original Artificial Intelligence Character "Kohane". -- Development of Urban Disaster Prevention Shooting Game Using Spatial Reproduction Display. -- VR Game Aimed at Recovering Visual Acuity. -- Automatic Fingering Saxophone Quartet System. -- Multiple Robots Enable Moderate Facilitation through Approaching Movements in Group Discussions. -- VR Batting Practice System Integrated with Visual Training. -- Arcade Games Generating an Atmosphere to Promote Exercise. -- Guitar Clicker: A Gamified Approach to Motivating Guitar Practice for Beginners. -- Emo-pathy: An Emotion-sharing System for Promoting Psychological Well-Being through Supportive Interactions. -- Rapid Input Device with Independent Sensing of Input Intention and Input Target. -- Student Competition. -- Heaviest Listener: Immersive Radio Experience Simulation by Sending Japanese E-mail. -- Asymmetric VR Game Heist Extravaganza.
This book constitutes the refereed proceedings of the 24th International Conference on Entertainment Computing, ICEC 2025, held in Tokyo, Japan, during August 27-30, 2025. The 28 full papers and 17 short papers included in this book were carefully reviewed and selected from 109 submissions. They were organized in topical sections as follows: Full Conference Papers; Work in Progress; Interactive Entertainment Showcase; and Student Competition.
ISBN: 9783032025555
Standard No.: 10.1007/978-3-032-02555-5doiSubjects--Topical Terms:
880038
Entertainment computing
--Congresses.
LC Class. No.: QA76.9.E57
Dewey Class. No.: 790.20285
Entertainment computing - ICEC 2025 = 24th IFIP TC 14 International Conference, Tokyo, Japan, August 27-30, 2025 : proceedings /
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Full Conference Papers. -- Fewer Draws, More Fun: searching for Unbalanced Positions in Chess. -- Game Elements in Cybersecurity Education: Hype or Help?. -- How to Turn a Platformer Game into a Casual Exergame for Combating Office Workers' Sedentary Behavior: An Exploratory Single-Case Pilot Study. -- Design of a Serious Game to Challenge Sexism. -- "Follow My Lead": Role of AI-Based NPC Autonomy in Player-NPC Collaboration. -- Interaction and Emotion: A Phenomenological Study of a Playable Generative Landscape. -- The Blind Gamer: Examining Ethical Agency Through Choice Blindness in Game Design. -- Math Valley - On Designing an Embodied VR Learning Application for Primary School Students. -- 200 VR-Sessions with Children - Practical Challenges and Educational Insights Into Conducting a Longitudinal VR-Study in Primary School. -- Characterizing Social Interaction in Tabletop Games: A Constructive Conceptual Analysis. -- Initializing Interactive Treasure Hunts in Cultural Heritage Sites: An LLM-Based Approach. -- Pacing Control with Wave Function Collapse in Strategy Game Map Generation. -- Generative Multimodal Content Creation with Location-Aware Context for Gamified Mobile Assisted Language Learning Apps Using Large Language Models. -- Automated Planning of Entertainment Content for Digital Health Interventions: A Technical Feasibility Study on Balance VS Fun. -- Evaluating Colorblind-Friendly Design for Equitable Play in Mobile Puzzle Games. -- Manzai Karaoke: A Real-time Visual Guidance System for Assisting Japanese Double Act Performance. -- EchoArtLink: Enhancing Social Connectedness between Parents and Children Living Apart through Digital Sound Visualization. -- Optimizing Random Forest Multi-Classification and Gini-Based Feature Analysis of Board Game Success via BGG Characteristic Data. -- Stay and Play - Modeling Social Influence of Players in the Steam Gaming Community. -- A Framework for Explainable AI in Wargames to Understand Strategies. -- Parablade: A Proposal of Chambara Based on Augmented Sports - A Study of Appropriate Game Balancing Methods. -- Vectorigger: A Method of Inducing Vection Using a Wearable LED Array. -- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment. -- From News to Stories via an AI-supported Retelling Process. -- Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture. -- Experienced Video Game Players Interaction Preferences with Game Controllers and Haptic Gloves. -- What Does an Angel's Halo Taste Like?: Exploring the Structure of Gustatory Comedy through Case Analysis of Ajigiri. -- "Can You Feel Me Now?" Exploring Player Empathy in AI-Based NPC Conversations. -- Work in Progress. -- How does Entertainment Computing contribute to the Sustainable Development Goals? A Rapid Literature Review. -- VR Gaming approach to language comprehension in children with Autism. -- Physics Virtual Classroom: Leveraging Virtual Reality Sandboxes for Learning Classical Mechanics. -- Gestalt Approaches to Hinting in Games: A 3D Connect Four Case Study. -- A VR System for Detecting Static Electricity as Invisible Creature. -- Designing Physically Fiction: Suspension of Disbelief in Interaction with MR Environments. -- Simulating AI-Human Collaborative Strategies in Sudoku Puzzle Generation. -- ChordFusion: Interactive Piano Training in Mixed Reality with Custom Gloves. -- Implementation and Evaluation of an Automated Eye Dropping System Using Games. -- Proposal of Affective Music Features Utilizing Playlists as Collective Intelligence. -- Mi Librero de Aventuras: A Novel Configurable Serious Game for Personalized Science and Technology Learning in Peruvian Primary Education. -- Multi-Directional Shooting Using Logarithmic Spiral Trajectories. -- Refining Pervasive Game Design with LLMs: Insights, Limitations, and Challenges. -- Heist Extravaganza: A Design Framework and Exemplars of Asymmetric Virtual Reality Controllers Based on Player Profiles. -- Automatic Piano Arrangement for Three-part Choral of Female Voices. -- JumpLab: An Interactive Learning Tool for Parameter Tuning in the Pre-production Stage. -- "Hand-in-Hand" Learning: A Novel Method for Instrument Skill Training with Electrical Muscle Stimulation. -- Interactive Entertainment Showcase. -- Transformer based Adaptive Music Generation for Video Games. -- Kaiman-aki o te Ngahere: Guardians of the Forest. -- Demonstration of Visualizer for Beats and Scratches of Breaking DJ Performances. -- Development of a Dialogue Agent System Expressed in a Two Dimensional Manga-Anime Style and Design of the Original Artificial Intelligence Character "Kohane". -- Development of Urban Disaster Prevention Shooting Game Using Spatial Reproduction Display. -- VR Game Aimed at Recovering Visual Acuity. -- Automatic Fingering Saxophone Quartet System. -- Multiple Robots Enable Moderate Facilitation through Approaching Movements in Group Discussions. -- VR Batting Practice System Integrated with Visual Training. -- Arcade Games Generating an Atmosphere to Promote Exercise. -- Guitar Clicker: A Gamified Approach to Motivating Guitar Practice for Beginners. -- Emo-pathy: An Emotion-sharing System for Promoting Psychological Well-Being through Supportive Interactions. -- Rapid Input Device with Independent Sensing of Input Intention and Input Target. -- Student Competition. -- Heaviest Listener: Immersive Radio Experience Simulation by Sending Japanese E-mail. -- Asymmetric VR Game Heist Extravaganza.
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