Entertainment Computing – ICEC 2025 24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings /
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 wer...
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| Formato: | Recurso Electrónico livro electrónico |
| Idioma: | inglês |
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Springer Nature Switzerland : Imprint: Springer,
2025.
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| Edição: | 1st ed. 2025. |
| Colecção: | Lecture Notes in Computer Science,
16042 |
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| Acesso em linha: | https://doi.org/10.1007/978-3-032-02555-5 |
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| 245 | 1 | 0 | |a Entertainment Computing – ICEC 2025 |h [electronic resource] : |b 24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings / |c edited by Maki Sugimoto, Angelo Di Iorio, Pablo Figueroa, Ryosuke Yamanishi, Kohei Matsumura. |
| 250 | |a 1st ed. 2025. | ||
| 264 | 1 | |a Cham : |b Springer Nature Switzerland : |b Imprint: Springer, |c 2025. | |
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| 490 | 1 | |a Lecture Notes in Computer Science, |x 1611-3349 ; |v 16042 | |
| 505 | 0 | |a -- 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. | |
| 520 | |a 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. . | ||
| 532 | 8 | |a Accessibility summary: This PDF has been created in accordance with the PDF/UA-1 standard to enhance accessibility, including screen reader support, described non-text content (images, graphs), bookmarks for easy navigation, keyboard-friendly links and forms and searchable, selectable text. We recognize the importance of accessibility, and we welcome queries about accessibility for any of our products. If you have a question or an access need, please get in touch with us at accessibilitysupport@springernature.com. Please note that a more accessible version of this eBook is available as ePub. | |
| 532 | 8 | |a No reading system accessibility options actively disabled | |
| 532 | 8 | |a Publisher contact for further accessibility information: accessibilitysupport@springernature.com | |
| 650 | 0 | |a Microcomputers. | |
| 650 | 0 | |a Artificial intelligence. | |
| 650 | 0 | |a Image processing |x Digital techniques. | |
| 650 | 0 | |a Computer vision. | |
| 650 | 0 | |a User interfaces (Computer systems). | |
| 650 | 0 | |a Human-computer interaction. | |
| 650 | 0 | |a Computers, Special purpose. | |
| 650 | 0 | |a Computer networks . | |
| 650 | 1 | 4 | |a Personal Computing. |
| 650 | 2 | 4 | |a Artificial Intelligence. |
| 650 | 2 | 4 | |a Computer Imaging, Vision, Pattern Recognition and Graphics. |
| 650 | 2 | 4 | |a User Interfaces and Human Computer Interaction. |
| 650 | 2 | 4 | |a Special Purpose and Application-Based Systems. |
| 650 | 2 | 4 | |a Computer Communication Networks. |
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| 700 | 1 | |a Figueroa, Pablo. |e editor. |0 (orcid)0000-0001-5412-8630 |1 https://orcid.org/0000-0001-5412-8630 |4 edt |4 http://id.loc.gov/vocabulary/relators/edt | |
| 700 | 1 | |a Yamanishi, Ryosuke. |e editor. |0 (orcid)0009-0007-6798-279X |1 https://orcid.org/0009-0007-6798-279X |4 edt |4 http://id.loc.gov/vocabulary/relators/edt | |
| 700 | 1 | |a Matsumura, Kohei. |e editor. |0 (orcid)0000-0001-6397-7255 |1 https://orcid.org/0000-0001-6397-7255 |4 edt |4 http://id.loc.gov/vocabulary/relators/edt | |
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