Entertainment Computing
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Recent papers in Entertainment Computing
This article describes the primary ways in which intelligent agents have been employed in virtual heritage projects and explains how the special requirements of virtual heritage environments necessitate the development of cultural agents.... more
The creation process in digital art relies often on collaborations between an artist (or group of artists) and a multidisciplinary team. This collaboration implies a multidisciplinary work involving art, science, technology, design,... more
This paper analyzes revisitations in online games focusing on two types of revisitations: game revisitations and area revisitations. A player revisits a game and areas therein with purposes. For game revisitations, we conduct a... more
MERGING IS SEX OBVIOUSLY, NORMAL MERGING IS KNOWING THE PAST, PRESENT AND FUTURE OF BOTH BEINGS, NO YOU OR I = ONENESS, THE TWO ANUs MERGE – IF ONE IS AN ATTACK, THEN THE ORIGINAL ANU BECOMES SMALLER, DUMBER AND WEAKER, WHICH IS WHAT IS... more
Computer technology has become exceedingly integrated with modern culture, which prompted us to introduce and explore the avenues of integrating aesthetics with technology, familiar ground of modern society. With the intention of... more
This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage,... 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
Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach,... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1]. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling... more
Game-based learning offers key advantages for learning through experience in conjunction with offering multi-sensorial and engaging communication. However, ensuring that learning has taken place is the ultimate challenge. Intelligent... more
With rapid growth in both production costs and player populations over the last decade, the computer games industry is facing new scalability challenges in game design and content generation. The application of computers to these tasks... more
Computer technology has become closely integrated with modern culture, which prompted us to introduce and explore the avenues of integrating aesthetics with technology. With the intention of promoting aesthetic sensibilities generated in... more
Computer technology has become closely integrated with modern culture, which prompted us to introduce and explore the avenues of integrating aesthetics with technology. With the intention of promoting aesthetic sensibilities generated in... more
In recent years we have seen a rising interest in brain-computer interfacing for human-computer interaction and potential game applications. Until now, however, we have almost only seen proof-of-concepts where a single BCI paradigm is... more
This paper surveys the evaluation and search techniques utilized by the strongest Othello programs of their time during the past twenty years. In this time span computer Othello has experienced considerable progress which culminated in... more
Abstract This paper argues that the enjoyment of interactive media, especially interactive narratives, can be explained via perceptions of control. Specifically, control over a character’s choices, lead to higher perceptions of control... more
A cost-effective, easily-accessible neuro-motor rehabilitation solution is proposed that can determine the range of motion and the kinematic ability of participants. A serious game comprising four-scenarios are developed in which the... more
This paper introduces a system that can recognize different type of paper-folding by users. The system allows users to register and use their desired paper in the interaction, and detect the folding by using Speed Up Robust Feature (SURF)... 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
The article examines new aesthetic forms generated by videogames, referring especially to digital 3D.
This paper explores how a contextual game-based framework helps to solve complex problems in the field of electrical engineering. To support this study, UNTANGLED, scientific puzzle game is used. The game is developed to solve mapping... more
Large-scale immersive displays have an established history in planetaria and large-format film theaters. Video-based immersive theaters are now emerging, and promise to revolutionize group entertainment and education as the computational... more
The perception of emotional facial expressions has been diligently studied in psychology for the last 40years. The stimuli mainly used in these studies were photos or short film clips. Today, video games and their development frameworks... more
A large number of people worldwide play free-to-play Massive Multiplayer Online Games (MMOGs) on a regular basis. Considering the significant amount of investment required in the early phases of game development, product managers aiming... more
Entertainment is often undervalued but its links with show biz, advertising, politics and consummation cultures are by now very strong. In media, advertising, tourism, cruises, food and beverages, gambling, fitness, theme parks, malls we... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1]. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling... more
Large-scale immersive displays have an established history in planetaria and large-format film theaters. Video-based immersive theaters are now emerging, and promise to revolutionize group entertainment and education as the computational... more
We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is... more
The research presented in this paper proposes a set of design guidelines in the context of a Parkinson's Disease (PD) rehabilitation design framework for the development of serious games for the physical therapy of people with PD. The... more
ABSTRACT Increasingly digital games are being played multiplayer online, not just massively multiplayer games but normal PC and console games. An important constituent of the gaming experience is the social relationships between players... more
In this paper we empirically test the effectiveness and enjoyability of three user interfaces used to play an iPod Touch scroll shooter video game. Mobile devices are currently undergoing a surge in market penetration both in business and... more
There is a growing body of research in pervasive outdoor gaming, mainly focused on adult players playing games on smart phones. Published evaluations of the player experience in such games are largely based on anecdotal descriptions and... more
Arti Gra che Favia S.r.l. -Modugno (Ba) Chiuso nel mese di settembre
As social networking widely spreads among the community, especially among the younger generation, the negative influence created on children has become a serious social concern. "Petimo" is an interactive robotic toy designed to... more
This paper surveys the evaluation and search techniques utilized by the strongest Othello programs of their time during the past twenty years. In this time span computer Othello has experienced considerable progress which culminated in... more
Transposing freemium business model from casual games to serious games. Entertainment Computing, 9-10. pp. 29-41.
The challenge of educational game design is to develop solutions that appeal to as many players as possible, but are still educationally effective. One foundation for analyzing and designing educational engagement is the flow theory. This... more
“Poetry Mix-up” revitalizes aesthetic sensibilities evoked from poetry in our contemporary culture. It provides users with an enjoyable experience of creating a `remixed' poetry by simply sending cell phone SMS or micro-blogging on... more
This paper introduces a system that can recognize different type of paper-folding by users. The system allows users to register and use their desired paper in the interaction, and detect the folding by using Speed Up Robust Feature (SURF)... more
For several years, there has been growing interest in the development and use of serious games to improve individuals’ quality of life and behavior. In particular, Crisis Management Serious Games (CMSG) have shown their potential for... more
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 describes the development of a haptic device for emulating the sonic and haptic dynamics of a carillon, specifically the National Carillon in Canberra, Australia. The carillon is one of only a few instruments that elicit a... more