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Entertainment Computing, Volume 2
Volume 2, Number 1, 2011
- Eduardo H. Calvillo Gámez, Jeremy Gow, Paul A. Cairns:
Introduction to special issue: Video games as research instruments. 1-2 - Ryan P. McMahan, Eric D. Ragan, Anamary Leal, Robert J. Beaton, Doug A. Bowman:
Considerations for the use of commercial video games in controlled experiments. 3-9 - J. Matias Kivikangas, Lennart E. Nacke, Niklas Ravaja:
Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character. 11-16 - Amanda E. Staiano, Sandra L. Calvert:
The promise of exergames as tools to measure physical health. 17-21 - Edward Downs, S. Shyam Sundar:
"We won" vs. "They lost": Exploring ego-enhancement and self-preservation tendencies in the context of video game play. 23-28 - Michael Lankes, Regina Bernhaupt:
Using embodied conversational agents in video games to investigate emotional facial expressions. 29-37 - Nanja J. J. M. Smets, Guido M. te Brake, Thijs Buurman, Mark A. Neerincx, Herre van Oostendorp:
Effects of mobile support on situation awareness and navigation in a field and game environment. 39-46 - Damian Schofield:
Playing with evidence: Using video games in the courtroom. 47-58
Volume 2, Number 2, 2011
- Minhua Ma:
Introduction to Serious Games Development and Applications. 59-60 - Tim Marsh:
Serious games continuum: Between games for purpose and experiential environments for purpose. 61-68 - Elizabeth A. Boyle, Thomas M. Connolly, Thomas Hainey:
The role of psychology in understanding the impact of computer games. 69-74 - William Seager, Martin Ruskov, M. Angela Sasse, Manuel Oliveira:
Eliciting and modelling expertise for serious games in project management. 75-80 - Nina Haferkamp, Nicole C. Krämer, Conor Linehan, Massimiliano Schembri:
Training disaster communication by means of serious games in virtual environments. 81-88 - Hannah Johnston, Anthony D. Whitehead:
Pose presentation for a dance-based massively multiplayer online exergame. 89-96 - Alberto Fuchslocher, Jörg Niesenhaus, Nicole C. Krämer:
Serious games for health: An empirical study of the game "Balance" for teenagers with diabetes mellitus. 97-101 - Ben Cowley, Jose Luiz Moutinho, Chris Bateman, Alvaro Oliveira:
Learning principles and interaction design for 'Green My Place': A massively multiplayer serious game. 103-113 - Fionn Murtagh, Adam Ganz, Joe Reddington:
New methods of analysis of narrative and semantics in support of interactivity. 115-121 - Matteo Bardini, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria:
Enabling dynamic generation of levels for RTS serious games. 123-131 - Karla Muñoz, Paul Mc Kevitt, Tom Lunney, Julieta Noguez, Luis Neri:
An emotional student model for game-play adaptation. 133-141 - Adérito Fernandes Marcos, Nelson Zagalo:
Instantiating the creation process in digital art for serious games design. 143-148
Volume 2, Number 3, 2011
- Konstantinos Chorianopoulos, David Geerts:
Introduction to user experience design for TV Apps. 149-150 - Emmanuel Tsekleves, Roger Whitham, Koko Kondo, Annette Hill:
Investigating media use and the television user experience in the home. 151-161 - David J. Wheatley, Santosh Basapur:
Concept evaluation and usability testing of a TV based video communications system. 163-173 - Shelley Buchinger, Simone Kriglstein, Sabine Brandt, Helmut Hlavacs:
A survey on user studies and technical aspects of mobile multimedia applications. 175-190 - Marianna Obrist, Christiane Moser, Damien Alliez, Manfred Tscheligi:
In-situ evaluation of users' first impressions on a unified electronic program guide concept. 191-202
Volume 2, Number 4, 2011
- Jérôme Dupire, Stéphane Natkin:
Preface to the Special Issue of best papers from ICEC 2009. 203 - Maria-Virginia Aponte, Guillaume Levieux, Stéphane Natkin:
Measuring the level of difficulty in single player video games. 205-213 - Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou, Kuan-Ta Chen:
Analysis of revisitations in online games. 215-221 - Mei Yii Lim, Karin Leichtenstern, Michael Kriegel, Sibylle Enz, Ruth Aylett, Natalie Vannini, Lynne E. Hall, Paola Rizzo:
Technology-enhanced role-play for social and emotional learning context - Intercultural empathy. 223-231 - Katsutoki Hamana, Atsushi Nakano, Jun'ichi Hoshino:
Segmented episode control system for interactive narrative entertainment. 233-243 - Toshitaka Amaoka, Hamid Laga, Makoto Yoshie, Masayuki Nakajima:
Personal space-based simulation of non-verbal communications. 245-261 - Jörg Niesenhaus:
Entertainment Interfaces. 263 - Lennart E. Nacke, Sophie Stellmach, Dennis Sasse, Jörg Niesenhaus, Raimund Dachselt:
LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments. 265-273
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