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020 _a9783540883227
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024 7 _a10.1007/978-3-540-88322-7
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050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZ
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082 0 4 _a005.437
_223
082 0 4 _a004.019
_223
245 1 0 _aFun and Games
_h[electronic resource] :
_bSecond International Conference, Eindhoven, The Netherlands, October 20-21, 2008, Proceedings /
_cedited by Panos Markopoulos, Wijnand IJsselsteijn, Duncan Rowland.
250 _a1st ed. 2008.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2008.
300 _aXII, 203 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
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490 1 _aProgramming and Software Engineering,
_x2945-9168 ;
_v5294
505 0 _aKeynotes -- Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction -- Hypercomputation, Unconsciousness and Entertainment Technology -- Focus on Innovation -- Pervasive Mobile Games - A New Mindset for Players and Developers -- EyeMote - Towards Context-Aware Gaming Using Eye Movements Recorded from Wearable Electrooculography -- The Audio Adventurer: Design of a Portable Audio Adventure Game -- Building RFID-Based Augmented Dice with Perfect Recognition Rates -- Aseba-Challenge: An Open-Source Multiplayer Introduction to Mobile Robots Programming -- Test-Bed for Multimodal Games on Mobile Devices -- Affect and Gaming -- Dynamic Game Balancing by Recognizing Affect -- Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures -- Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting -- The Unlikeability of a Cuddly Toy Interface: An Experimental Study of Preschoolers' Likeability and Usability of a 3D Game Played with a Cuddly Toy Versus a Keyboard -- Think Aloud during fMRI: Neuronal Correlates of Subjective Experience in Video Games -- Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game -- Log Who's Playing: Psychophysiological Game Analysis Made Easy through Event Logging -- Fun n'Games for Young and Old -- Acting Your Age in Second Life -- Developing an Adaptive Memory Game for Seniors -- A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy -- A Music Educational Entertainment Environment for Preschoolers.
520 _aThis book constitutes the refereed proceedings of the Second International Conference on Fun and Games, held in Eindhoven, The Netherlands, in October 2008. The 17 revised full papers, presented together with 2 invited talks were carefully reviewed and selected from a total of 36 submissions. The papers encompass the study of computer games, game development and experiences by researchers from social sciences, computing, electrical engineering, design, etc. Main focus is given to topics such as tightly-coupled embodied control of movement-sensitive mobile devices, hypercomputation and cultural computing, emerging gaming paradigms, concepts and platforms to support gaming, affective aspects of gaming, and finally to the notion of serious games to help provide cognitive or physiological training.
650 0 _aUser interfaces (Computer systems).
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650 0 _aHuman-computer interaction.
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650 0 _aComputer engineering.
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650 0 _aComputer networks .
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650 0 _aApplication software.
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650 0 _aMultimedia systems.
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650 0 _aArtificial intelligence.
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650 0 _aComputers and civilization.
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650 1 4 _aUser Interfaces and Human Computer Interaction.
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650 2 4 _aComputer Engineering and Networks.
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650 2 4 _aComputer and Information Systems Applications.
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650 2 4 _aMultimedia Information Systems.
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650 2 4 _aArtificial Intelligence.
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650 2 4 _aComputers and Society.
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700 1 _aMarkopoulos, Panos.
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700 1 _aIJsselsteijn, Wijnand.
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700 1 _aRowland, Duncan.
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710 2 _aSpringerLink (Online service)
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773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
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776 0 8 _iPrinted edition:
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830 0 _aProgramming and Software Engineering,
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856 4 0 _uhttps://doi.org/10.1007/978-3-540-88322-7
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