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Titlebook: Entertainment Computing - ICEC 2012; 11th International C Marc Herrlich,Rainer Malaka,Maic Masuch Conference proceedings 2012 IFIP Internat

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Gaming after Dark, we present our look at late 19th century art works and the emergent set of visual features commonly used to create an atmosphere of horror in visual art. Further, we show how we transformed these features into a set of seven patterns to be used in interactive artistry, based on an analysis of six
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A Virtual Training Tool for Giving Talksting a virtual lecture room, which can be filled with a large number of listeners behaving in different ways. The purpose of the scene is to train people who are anxious to give talks in front of a large audience. We present the results of two studies, showing the impact of this kind of virtual expo
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,, A Serious Game for Teaching History of the Czech Lands in the 20th Century – Notes on Design Concoses were employed. Especially the latter types of games were reported as being promising concerning instructional effectiveness. Still, there are not many complex serious games for history education, particularly in the secondary schools context. In this work-in-progress paper, we report on the pro
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An Annotation Scheme for Social Interaction in Digital Playgroundscheme is motivated by analyzing relevant literature, combined with observations from recordings of play sessions. The scheme allows us to analyze how key social interactions are related to different stages of play and the physical activity levels associated to them. We can use this information for t
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Philosophy Meets Entertainment: Designing an Interactive Virtual Philosopher accessible to people in the modern world, and make philosophy learning an entertaining activity by allowing people to directly interact with virtual philosophers from the past. With Artificial Intelligence technology, we have created a virtual philosopher that can automatically respond to user’s in
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Spotting the Difference: Identifying Player Opponent Preferences in FPS Games It examines the player’s ability to tell the difference between artificially intelligent opponents and other human players, and investigates the players’ perceptions of these opponents. The study examines player preferences in this regard and identifies the significance of the cues and signs player
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