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Titlebook: Entertainment Computing - ICEC 2011; 10th International C Junia Coutinho Anacleto,Sidney Fels,Kevin Stanley Conference proceedings 2011 The

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GrabApple: The Design of a Casual Exergame and that they burned an average of 91.8 Calories. If played three times per day, our casual exergame produced sufficient physical activity to meet current fitness guidelines. We discuss the potential health benefits of casual exergames.
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Motion-Based Games for Parkinson’s Disease Patientsgames. Finally, we present the results of a conducted field test showing a very positive motivational effect among the majority of the patients but also highlighting remaining issues and technical difficulties, which can be beneficial for the future development in this field.
发表于 2025-3-29 06:42:08 | 显示全部楼层
Gemini: A Pervasive Accumulated Context Exergamelayer roleplaying PACE. Results from a week-long study of our game showed that by satisfying the six design principles, we can create a PACE with scalability and staying power. Our results are the first step toward creating PACEs that promotes long-term game engagement, which is needed for activity-related behaviour change.
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Integrating Stereoscopic Video in 3D Gamespic Video Rendering (MSVR), allows to present stereoscopic video streams within game engines on consumer graphics boards. We further discuss aspects of performance and occlusion of virtual objects. This allows developers and other researchers to easily apply S3D video with current game engines to explore new innovations in S3D gaming.
发表于 2025-3-29 13:31:21 | 显示全部楼层
Time Balancing with Adaptive Time-Variant Minigamesloped three adaptive time-variant minigames and carried out two studies with them. The studies showed that the adaptation mechanisms allow accurate prediction of play time, that the minigames were valuable in helping to balance temporal asymmetries in a real mixed-reality game, and that they did not detract from the overall play experience.
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Verification of Temporal Constraints in Continuous Time on Nondeterministic Stories checked are described by temporal formulas over the properties of the story. To make possible the verification in real time, it is assumed that these properties are piecewise-linear functions. A prototype, using Constraint Logic Programming for the verification of properties, is operational.
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Camerawork for Comics Generated from Visitors’ Experiences in a Virtual Museumd in a comic generation system we have been developing for summarizing user experiences in Second Life. Visual comparison, with a baseline camerawork, confirms the effectiveness of the proposed camerawork module.
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