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Titlebook: Entertainment Computing - ICEC 2014; 13th International C Yusuf Pisan,Nikitas M. Sgouros,Tim Marsh Conference proceedings 2014 IFIP Interna

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Noise, Gain and Bandwidth in Analog Designeal-world and physically-based interaction to create an immersive experience that corresponds to the dramatic storyline of the interactive narrative influenced by the actions of the user. Immersiveness is a crucial aspect of such an installation, and can be influenced by multiple factors such as vid
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,Case History: The ‘Transax’ Story,support. To address this, a concept for tool-supported “progression planning” has been proposed and implemented by Butler, Smith, Liu & Popovic for the design of their educational puzzle game .. . is a game that has relatively undemanding progression design needs. Further tool development and practi
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https://doi.org/10.1007/978-3-319-43712-5 classroom looks quite different to the entertaining online world it exists within. The design of mobile online resources, both official and unofficial, plays a key role in student engagement and learning. From the teachers perspective designing an online presence and in particular engaging online l
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https://doi.org/10.1007/978-3-030-71718-6esent the Structural Playability Process (SPP), a new approach for designing and implementing serious games. Using the SPP designed game . as a case study, we describe the four SPP spaces: education, translation, design and engine. Ora is a forest-pest-management game based on scientific models and
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,The Spatial Organisation of Trade, are often overlooked. In this paper we focus on rock climbing and we examine existing work on climbing from varying fields, including sports science, psychology, and climbing literary works, in order to identify recurring motivational themes. In total we identify and describe five key themes from t
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