Handbook of digital games and entertainment technologies: Volume 2
Gespeichert in:
Weitere Verfasser: | , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Singapore
Springer Reference
[2017]
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Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xxv Seiten, Seite 643-1362 Illustrationen, Diagramme |
Internformat
MARC
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245 | 1 | 0 | |a Handbook of digital games and entertainment technologies |n Volume 2 |c Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini, editors |
264 | 1 | |a Singapore |b Springer Reference |c [2017] | |
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700 | 1 | |a Nakatsu, Ryohei |d 1946- |0 (DE-588)109387676X |4 edt | |
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Datensatz im Suchindex
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Part I Al and Games ............................................. 1
1 Game Solvers ............................................... 3
Akihiro Kishimoto and Martin Mueller
2 General Game Playing ....................................... 23
Yngvi Bjömsson and Stephan Schiffel
3 Monte-Carlo Tree Search in Board Games ..................... 47
Mark H. M. Winands
4 Physics Simulation Games ................................... 77
Jochen Renz and Xiaoyu Ge
Part II BCI and Games ........................................... 97
5 Action Games, Motor Imagery, and Control Strategies:
Toward a Multi-button Controller ............................ 99
Damien Coyle, Jacqueline Stow, Karl. A. McCreadie, Chen Li,
Jhonatan Garcia, Jacinta McElligott, and Aine Carroll
6 Brain-Computer Interface Games: Towards a Framework ........ 133
Hayrettin Gurkok, Anton Nijholt, and Mannes Poel
7 Brain-Computer Interfacing and Virtual Reality ............. 151
Doron Friedman
8 Games for BCI Skill Learning ............................... 173
Reinhold Scherer, Gemot Müller-Putz, Elisabeth V. C. Friedrich,
Viktoria Pammer-Schindler, Karin Wilding, Stephan Keller, and
Johanna Pirker
Contents
9 Towards Serious Games for Improved BCI ........................ 197
Brent J. Lance, Jon Touryan, Yu-Kai Wang, Shao-Wei Lu,
Chun-Hsiang Chuang, Peter Khooshabeh, Paul Sajda, Amar Marathe,
Tzyy-Ping Jung, Chin-Teng Lin, and Kaleb McDowell
10 User-Centered BCI Videogame Design ............................ 225
Emilie Loup-Escande, Fabien Lotte, Guillaume Loup, and
Anatole Lecuyer
Part III Entertainment Games....................................... 251
11 Current Status of Applying Artificial Intelligence in
Digital Games ................................................ 253
Youichiro Miyake
12 Hand Gesture Interface for Entertainment Games ................ 293
Kiyoshi Hoshino
13 Intelligent Character Technologies for Entertainment Games .... 313
Hiroshi Mori
14 Real-World Game Platform for Lifelong Learning Society ........ 331
Junichi Hoshino
Part IV Interactive Storytelling .................................. 347
15 Discourse and Camera Control in Interactive Narratives ........ 349
Amav Jhala
16 Interactive Storytelling Paradigms and Representations:
A Humanities-Based Perspective ............................... 361
Hartmut Koenitz
17 Introduction to Interactive Storytelling ...................... 377
Marc Cavazza and R. Michael Young
18 Planning Technologies for Interactive Storytelling ............ 393
Julie Porteous
19 User Interaction for Interactive Storytelling ................. 415
Marc Cavazza and Fred Charles
Part V Networking in Games ....................................... 429
20 Commodity Video Game Technology in Teletherapy ................ 431
Gary Ushaw, Richard Davison, and Graham Morgan
21 Network Support for Mobile Gaming ............................ 459
Armir Bujari, Marco Furini, and Claudio E. Palazzi
Contents
xi
22 Opportunistic Networking for Games and Entertainment .......... 481
Dario Maggiorini, Laura Anna Ripamonti, and Christian Quadri
23 QoE and Latency Issues in Networked Games ..................... 509
Jose Saldana and Mirko Suznjevic
24 Video Gaming on Ad Hoc Networks: Challenges and
Solutions .................................................... 545
Nadjib Achir and Khaled Boussetta
Part VI Serious Games .........,................................... 569
25 A Tangible Serious Game Approach to Science, Technology,
Engineering, and Mathematics (STEM) Education ................ 571
Riccardo Berta, Francesco Bellotti, Erik van der Spek, and
Thomas Winkler
26 Serious Games and Their Application in Creating
Corporate Identity .............................................. 593
Magdalena Bielenia-Grajewska
27 Ethics, Privacy, and Trust in Serious Games ................... 611
Rod McCall and Lynne Baillie
Volume 2
Part VII Art and Entertainment ....................................... 641
28 Computer Music Languages and Systems: The Synergy
Between Technology and Creativity ...................... 643
Hiroki Nishino and Ryohei Nakatsu
29 Häusliches Glück: A Case Study on Deception in a Mixed
Reality Environment ............................................. 693
Alex Davies and Jeffrey Koh
30 Entertainment, Culture, and Media Art ............................ 725
Ryohei Nakatsu, Naoko Tosa, Matthias Rauterberg, and
Wang Xuan
31 Games of Chance: Explorations into Our Animal Selves ............. Ill
Siddharth Ramakrishnan and Victoria Vesna
32 Interface-Centric Art Games ...................................... 805
Christa Sommerer, Ulrich Brandstätter, and Laurent Mignonneau
33 Love and Sex with Robots.......................................... 833
Adrian David Cheok, David Levy, Kasun Karunanayaka, and
Yukihiro Morisawa
Xjj Contents
34 Media, Art, and Society: Interface of the Digital Image,
Aesthetics, and Culture ....................................... 859
Alistair D. Swale
Part VIII Edutainment ............................................. BEI
35 Edutainment in Sport and Health ................................ 883
Josef Wiemeyer and Lars L. Tremper
36 Gamification ................................................... 909
Alke Martens and Wolfgang Müller
Part IX Entertainment Robots ...................................... 933
37 Challenges for Robots Acting on a Stage ........................ 935
Mayumi Bono, Perla Maiolino, Augustin Lefebvre,
Fulvio Mastrogiovanni, and Hiroshi Ishiguro
38 Design and Development of Playful Robotic Interfaces for
Affective Telepresence .......................................... 979
Elham Saadatian, Hooman Samani, and Ryohei Nakatsu
39 Enrobotment: Toy Robots in the Developing Brain ................ 1011
Irini Giannopulu
40 Manzai Robots: Entertainment Robots as Passive Media Based
on Autocreated Manzai Scripts from Web News Articles .......... 1041
Tomohiro Umetani, Akiyo Nadamoto, and Tatsuya Kitamura
Part X Interactive TV and Online Video Experiences .................. 1069
41 Digital Interactive Television and the Older Generation ......... 1071
Mark Rice and Mark Springett
42 Interactive Digital Narratives for iTV and Online Video ......... 1097
Hartmut Koenitz and Noam Knoller
43 Place and ITV: Playful Design Strategies Towards
Place-Oriented ITV ............................................ 1127
Gabriele Ferri
44 Social Interaction Design for Online Video and Television ....... 1157
Pablo Cesar and David Geerts
45 The Interactive TV Experience: Where We Came From and
Where We Are Going ............................................ 1195
Michael J. Darnell
Contents
xiii
Part XI Social and Ethical Issues .................................... 1223
46 Addiction and Entertainment Products ............................. 1225
Mark D. Griffiths and Halley M. Pontes
47 Applied Entertainment: Positive Uses of Entertainment Media . . . 1247
Jeffrey H. Goldstein
48 Introduction to the Ethics of New and Emerging Science
and Technology ................................................... 1271
Tsjailing Swierstra
49 Negative Effects of Video Game Play .............................. 1297
Christopher L. Groves and Craig A. Anderson
50 Unconscious Emotions in Media Content ............................ 1323
Huang-Ming Chang, Leonid Ivonin, and Matthias Rauterberg
Index ............................................................ 1353
|
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language | English |
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spelling | Handbook of digital games and entertainment technologies Volume 2 Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini, editors Singapore Springer Reference [2017] xxv Seiten, Seite 643-1362 Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Nakatsu, Ryohei 1946- (DE-588)109387676X edt Rauterberg, Matthias edt Ciancarini, Paolo edt (DE-604)BV043825256 2 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029260367&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Handbook of digital games and entertainment technologies |
title | Handbook of digital games and entertainment technologies |
title_auth | Handbook of digital games and entertainment technologies |
title_exact_search | Handbook of digital games and entertainment technologies |
title_full | Handbook of digital games and entertainment technologies Volume 2 Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini, editors |
title_fullStr | Handbook of digital games and entertainment technologies Volume 2 Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini, editors |
title_full_unstemmed | Handbook of digital games and entertainment technologies Volume 2 Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini, editors |
title_short | Handbook of digital games and entertainment technologies |
title_sort | handbook of digital games and entertainment technologies |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029260367&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
volume_link | (DE-604)BV043825256 |
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