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  • Entertainment Computing ? ICEC 2025: 24th IFIP TC 14 International Conference, Tokyo, Japan, August 27?30, 2025, Proceedings

    Entertainment Computing ? ICEC 2025 by Sugimoto, Maki; Di Iorio, Angelo; Figueroa, Pablo; Yamanishi, Ryosuke; Matsumura, Kohei;

    24th IFIP TC 14 International Conference, Tokyo, Japan, August 27?30, 2025, Proceedings

    Sorozatcím: Lecture Notes in Computer Science;

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    A termék adatai:

    • Kiadó Springer Nature Switzerland
    • Megjelenés dátuma 2025. augusztus 22.

    • ISBN 9783032025548
    • Kötéstípus Puhakötés
    • Terjedelem651 oldal
    • Méret 235x155 mm
    • Nyelv angol
    • Illusztrációk XVIII, 651 p. 238 illus., 208 illus. in color.
    • 655

    Kategóriák

    Hosszú leírás:

    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.
    .

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    Tartalomjegyzék:

    .- 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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