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Entertainment Computing, Volume 4
Volume 4, Number 1, February 2013
- Alan Chamberlain, Fernando Martínez-Reyes, Rachel Jacobs, Matt Watkins, Robin Shackford:
Them and Us: An indoor pervasive gaming experience. 1-9 - Salman Cheema, Michael Hoffman, Joseph J. LaViola Jr.:
3D Gesture classification with linear acceleration and angular velocity sensing devices for video games. 11-24 - Iris Soute, Saskia Bakker, Remco Magielse, Panos Markopoulos:
Evaluating player experience for children's outdoor pervasive games. 25-38 - Magy Seif El-Nasr, David Milam, Tony Maygoli:
Experiencing interactive narrative: A qualitative analysis of Façade. 39-52 - Justin T. Alexander, John Sear, Andreas Oikonomou:
An investigation of the effects of game difficulty on player enjoyment. 53-62 - Leandro Luigi Di Stasi, Adoración Antolí Cabrera, José Juan Cañas:
Evaluating mental workload while interacting with computer-generated artificial environments. 63-69 - Marianna Obrist, Daniela Wurhofer, Thomas Meneweger, Thomas Grill, Manfred Tscheligi:
Viewing experience of 3DTV: An exploration of the feeling of sickness and presence in a shopping mall. 71-81 - Stephan Engl, Lennart E. Nacke:
Contextual influences on mobile player experience - A game user experience model. 83-91
Volume 4, Number 2, April 2013
- Juan Ortega, Noor Shaker, Julian Togelius, Georgios N. Yannakakis:
Imitating human playing styles in Super Mario Bros. 93-104 - Yi Yang, Shuigeng Zhou, Yuan Li:
Square++: Making a connection game win-lose complementary and playing-fair. 105-113 - Kathryn E. Merrick, Amitay Isaacs, Michael Barlow, Ning Gu:
A shape grammar approach to computational creativity and procedural content generation in massively multiplayer online role playing games. 115-130 - Apostolos Ampatzoglou, Olia Michou, Ioannis Stamelos:
Building and mining a repository of design pattern instances: Practical and research benefits. 131-142
Volume 4, Number 3, August 2013
- Gualtiero Volpe, Dennis Reidsma, Antonio Camurri, Anton Nijholt:
New modalities for interactive entertainment. R1
- Günter Wallner, Simone Kriglstein:
Visualization-based analysis of gameplay data - A review of literature. 143-155
- Dennis Reidsma, Herwin van Welbergen:
AsapRealizer in practice - A modular and extensible architecture for a BML Realizer. 157-169
- Donghee Yvette Wohn, Yu-Hao Lee:
Players of facebook games and how they play. 171-178
- Andrea Sanna, Fabrizio Lamberti, Gianluca Paravati, Federico Manuri:
A Kinect-based natural interface for quadrotor control. 179-186 - Rossana Damiano, Vincenzo Lombardo, Fabrizio Nunnari:
Virtual agents for the production of linear animations. 187-194 - Hayrettin Gürkök, Anton Nijholt, Mannes Poel, Michel Obbink:
Evaluating a multi-player brain-computer interface game: Challenge versus co-experience. 195-203 - Maurizio Mancini, Antonio Camurri, Gualtiero Volpe:
A system for mobile music authoring and active listening. 205-212 - Serena Zanolla, Sergio Canazza, Antonio Rodà, Antonio Camurri, Gualtiero Volpe:
Entertaining listening by means of the Stanza Logo-Motoria: an Interactive Multimodal Environment. 213-220
- Mark Havryliv, Fazel Naghdy, Greg Schiemer, Timothy Hurd:
Haptic Carillon: A computationally enhanced mechanical performing instrument. 221-230
Volume 4, Number 4, December 2013
- Voravika Wattanasoontorn, Imma Boada, Rubén Jesús García, Mateu Sbert:
Serious games for health. 231-247
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