Fun and Games

Fun and Games

Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings

IJsselsteijn, Wijnand; Rowland, Duncan; Markopoulos, Panos

Springer-Verlag Berlin and Heidelberg GmbH & Co. KG

10/2008

203

Mole

Inglês

9783540883210

15 a 20 dias

454

Descrição não disponível.
Keynotes.- Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction.- Hypercomputation, Unconsciousness and Entertainment Technology.- Focus on Innovation.- Pervasive Mobile Games - A New Mindset for Players and Developers.- EyeMote - Towards Context-Aware Gaming Using Eye Movements Recorded from Wearable Electrooculography.- The Audio Adventurer: Design of a Portable Audio Adventure Game.- Building RFID-Based Augmented Dice with Perfect Recognition Rates.- Aseba-Challenge: An Open-Source Multiplayer Introduction to Mobile Robots Programming.- Test-Bed for Multimodal Games on Mobile Devices.- Affect and Gaming.- Dynamic Game Balancing by Recognizing Affect.- Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures.- Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting.- The Unlikeability of a Cuddly Toy Interface: An Experimental Study of Preschoolers' Likeability and Usability of a 3D Game Played with a Cuddly Toy Versus a Keyboard.- Think Aloud during fMRI: Neuronal Correlates of Subjective Experience in Video Games.- Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game.- Log Who's Playing: Psychophysiological Game Analysis Made Easy through Event Logging.- Fun n'Games for Young and Old.- Acting Your Age in Second Life.- Developing an Adaptive Memory Game for Seniors.- A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy.- A Music Educational Entertainment Environment for Preschoolers.
Design;Second Life;Usability;adventure game;asynchronous gameplay;audio game;cognition;cognitive decline;computer games;consciousness;context-awareness;cross-cultural comparison;digital gaming;educational entertainment;robot