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Titlebook: Entertainment Computing – ICEC 2023; 22nd IFIP TC 14 Inte Paolo Ciancarini,Angelo Di Iorio,Francesco Poggi Conference proceedings 2023 IFIP

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楼主: GUST
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https://doi.org/10.1007/978-1-4842-7023-3 and voice. Through collecting data from iCube, users’ feedback will be integrated and visualized in real time. Rather than get a visually appealing result, this study focuses on how individuals interact with the device and create generative art through collaboration.
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i-Cube, an (In)tangible Interface for Multi-user Generative Art Creation and voice. Through collecting data from iCube, users’ feedback will be integrated and visualized in real time. Rather than get a visually appealing result, this study focuses on how individuals interact with the device and create generative art through collaboration.
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Dynamic Difficulty Adjustment by Performance and Player Profile in Platform Gamefferent mechanisms of a DDA system for a platform game to adequately adapt its difficulty level and keep the player in a state of flow. The proposed adjustment varies the size of the platform and the height of the jump, comparing different approaches from the game systems. Tests were made with sampl
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A Data-Driven Classification of Video Game Vocabularyed tags of the video game digital distribution service Steam to better understand what words are essential to players for describing a game. Our method is data-driven as we consider for each game on Steam how many players assigned each tag to it. We introduce a new metric, the priority of a Steam ta
发表于 2025-3-28 00:55:05 | 显示全部楼层
Prov-Replay: A Qualitative Analysis Framework for Gameplay Sessions Using Provenance and Replayrous techniques exist for collecting data with distinct objectives. Among the strategies employed for analyzing gameplay sessions, the collection and analysis of provenance data emerge as prominent. In this paper, we improve provenance approaches through a Prov-Replay conceptual framework. Our frame
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Seligman’s PERMA Model in Video Games – The Positive Influence of Video Games on Well-Being on Seligman’s PERMA model (2011), which links the fulfillment of different factors (., ., ., ., .) to flourishing mental-health, the present research examined positive video game effects on the different PERMA factors and well-being. It investigated how well-being varies across gaming-related facto
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