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Entertainment Computing

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lightbulbAbout this topic
Entertainment Computing is an interdisciplinary field that focuses on the design, development, and evaluation of interactive technologies and digital media for entertainment purposes. It encompasses areas such as game design, virtual reality, and multimedia applications, aiming to enhance user experience and engagement through innovative computing solutions.
lightbulbAbout this topic
Entertainment Computing is an interdisciplinary field that focuses on the design, development, and evaluation of interactive technologies and digital media for entertainment purposes. It encompasses areas such as game design, virtual reality, and multimedia applications, aiming to enhance user experience and engagement through innovative computing solutions.
Role-play can be a powerful educational tool, especially when dealing with social or ethical issues. However, while other types of educational activity have been routinely technology-enhanced for some time, the specific problem of... more
This paper explores the use of 2D cellular automata (CA) to generate 3D terrains through a simple additive approach. Experimenting with multiple CA transition rules produced aesthetically interesting, navigable landscapes, suggesting... more
There are many ways in which digital games can present players with comic situations. They often contain jokes, funny dialogue, and ridiculous situations that provoke laughter. As an interactive experience, however, digital gameplay also... more
In this paper we treat the theme of "the future of narrative." In examining how a computer can inspire with humor and wisdom, we studied the hidden relationships and contextual emergence of language. Pursuing a vision of the future where... more
In the context of video games, dynamic difficulty adjustment (DDA) offers a dynamic solution to match the in-game difficulty to the player's needs. In this study, we aimed to assess the added value of pupillometry features in the context... more
The paper discusses adoption of Serious Games (SGs) for supporting development of an entrepreneurial mindset in university students of technical and scientific universities. The paper relies on the authors experience in the eSG project,... more
Control devices are an important variable of interest in studies of frustration, aggression, presence and engagement with video games. Findings have been mixed, depending on controller type and associated actions within games. In this... more
This paper reports on an experiment that investigates the effect of interacting with a personality-driven embodied conversational agent (ECA) on the perceived social presence and game experience of people in a VR social simulator.... more
The DreamThrower is a novel technology that explores virtually creating, throwing and catching dreams. It detects users' dream state by measuring rapid eye movement. Once the dream state is detected, sound and light stimuli is played to... more
Epidural anesthesia is a blind medical procedure, where the needle insertion is a critical step. on the interface of epidural simulators before.
Massively Multiplayer Online Game (MMOG) players maintain consistent views of the positions of each other by periodically exchanging messages. Besides the fact that these messages can suffer delays that cause rendering inconsistencies,... more
Personality dimensions are associated with preferences for various recreational activities. The present study examined whether personality dimensions differed in their associations with preferences for particular aspects of gaming... more
Serious games have been used to aid the understanding of concepts that are taught in theoretical classes. However, mistakes made by players may result in failure to complete the game objectives. These mistakes, which are usually difficult... more
Among different reasons that can lead a player to stop playing a game, frustration due to challenges that do not fit to their skills may be one of the most critical. Besides that, the players' skills improve along the time, and the... more
Success in Game Analytics tasks demands developers to identify what is happening in a game (an effect) and track its causes. Thus, game provenance graph tools have been proposed to capture cause-and-effect relationships. However, as a... more
This paper presents a wearable motion capture (MoCap)-based serious game (SG) for physical rehabilitation and evaluates its user experience. Conventional physical rehabilitation relies on professional trainers, equipment, and facilities,... more
This is a PDF file of an article that has undergone enhancements after acceptance, such as the addition of a cover page and metadata, and formatting for readability, but it is not yet the definitive version of record. This version will... more
There are several transporter is presented in films. This research aims to realize such transporter by using Mixed Reality (MR) technology. In this paper, the authors introduce a framework of "A Distributed MR Transporter" and following... more
Challenges in video games tend to be created in a ’one challenge for all players’ fashion, which creates different experiences for different players given that they do not all possess the same skills required to overcome said challenges.... more
In the maritime industry, it is of vital importance that personnel onboard ships are familiarized with the ship's layout, along with safety equipment and processes for safeguarding of the individual seafarer and the ship's crew. In fact,... more
The 2D Poincare' plot of HRV signal reflects the effect of different external stimuli on ANS. The classification is generally done by fitting an 'ellipse' on the dense region of the constructed Poincare' plot of HRV signal. However 2D... more
Gaming Horizons is a EU-funded project that explored the role of video games in culture, the economy and education. We engaged with more than 280 stakeholders through interviews, workshops and webinars.
This article is made publicly available in the institutional repository of Wageningen University and Research, under the terms of article 25fa of the Dutch Copyright Act, also known as the Amendment Taverne. This has been done with... more
Game development is an interdisciplinary concept that embraces software engineering, business, management, and artistic disciplines. This research facilitates a better understanding of the business dimension of digital games. The main... more
In this paper we report on a study conducted in 2007 and 2008 looking at the media use habits of 27 families in the Greater London area. The project builds on previous work studying media use within a similar group in 2006. The study... more
Evaluating fun and usability in computer games with children Proefschrift ter verkrijging van de graad van doctor aan de Technische Universiteit Eindhoven, op gezag van de Rector Magnificus, prof.dr.ir. C.J. van Duijn, voor een commissie... more
Gaming Horizons is a EU-funded project that explored the role of video games in culture, the economy and education. We engaged with more than 280 stakeholders through interviews, workshops and webinars.
In this paper, we report on an experiment to monitor the user attention in a serious game called Le Village aux Oiseaux (The Birds' Village). The main motivation of this study stems from the importance of dynamically adapting scenario and... more
Large-scale immersion domes are specialized embodiments of spatial augmented reality, allowing large groups to be immersed in real-time animated or cinematic virtual worlds with strong sense-of-presence. Also called fulldome theaters,... more
The paper discusses adoption of Serious Games (SGs) for supporting development of an entrepreneurial mindset in university students of technical and scientific universities. The paper relies on the authors experience in the eSG project,... more
Terrain generation is a fundamental requirement of many computer graphics simulations, including computer games, flight simulators and environments in feature films. There has been a considerable amount of research in this domain, which... more
Casual creators are creativity support tools intended to be fun and easy to use for exploratory creation. We have built casual creators called fluidic game designers, which support exploratory game design directly on mobile devices. These... more
Since the invention, the mobile phone is becoming more and more popular to lead the communication sector and it has been the spirit of personal communication from the beginning of 80s. Furthermore, developing countries which have always... more
In the modern era of computing and mobile technology, the human lifestyle is affected by technology, and people are adopting habits that promote sedentary behaviour, including watching TV, playing video games, using computers, and mobile... more
While humor exists in some shape or form in many video games, unlike in film and literature, comedy is not considered an established genre of its own in video games. One of the challenges in defining what constitutes comedy in video... more
In this paper, we present an interactive system that allows people to enjoy an entertaining experience with traditional Chinese culture. We have created a mobile application called iSage Confucius, which can be used to chat with a virtual... more
What do experts do in court? Experts testify about both facts and opinions. Normal (lay) witness can only testify to facts about which they have direct knowledge. How do experts communicate their testimony? • Talking • Using diagrams •... more
Parkinson's disease (PD) is a progressive neurological disorder and the second most common age-related neurodegenerative disease after Alzheimer's disease. The primary symptoms of the disease are associated with the loss of motor skills... more
Entrepreneurs need to develop a range of skills to be successful, including skills in decision making, risk management, problem solving, communication, and teamwork. Games and simulations are increasingly being used in both academia and... more
In this paper, we discuss the interest and the need to evaluate the difficulty of single player video games. We first show the importance of difficulty, drawing from semiotics to explain the link between tensionresolution cycles and... more
In this article, we investigate the child's experience of fun and learning within curriculumintegrated Maker activities in the elementary school classroom. Little is currently understood as to how Making makes learning fun, particularly... more
We present a novel multi-robot system capable of performing cheerleader dances. Our team of seven robots are constructed from very simple LEGO Mindstorms kits, yet still monitor their own synchronisation automatically in real time. We... more
The younger generations are very focused on what surrounds them and on what happens to their friends, but they are hardly interested in written-based historical contents. This creates a loss of cultural heritage passed down for... more
Rakuchu Rakugai-zu is a screen painting illustrating in and around Kyoto created from the beginning of 16th century until 17th century. As in the Funaki Version of Rakuchu Rakugai-zu everyday lives of over 2,000 people in Kyoto are... more
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