


default search action
ICEC 2025: Tokyo, Japan
- Maki Sugimoto, Angelo Di Iorio
, Pablo A. Figueroa
, Ryosuke Yamanishi, Kohei Matsumura
:
Entertainment Computing - ICEC 2025 - 24th IFIP TC 14 International Conference, Tokyo, Japan, August 27-30, 2025, Proceedings. Lecture Notes in Computer Science 16042, Springer 2025, ISBN 978-3-032-02554-8
Full Conference Papers
- Afro Ambanelli, Paolo Ciancarini, Angelo Di Iorio, Davide Falessi, Andrea Manzo, Massimo Venuto:
Fewer Draws, More Fun: Searching for Unbalanced Positions in Chess. 3-14 - Mehrdad Bahrini, Violetta Burdina, Karsten Sohr, Rainer Malaka:
Game Elements in Cybersecurity Education: Hype or Help? 15-31 - Erik Berglund, Filip Josefsson:
How to Turn a Platformer Game into a Casual Exergame for Combating Office Workers' Sedentary Behavior: An Exploratory Single-Case Pilot Study. 32-46 - Antonio Calvo-Morata, Cristina Alonso-Fernández, Baltasar Fernández-Manjón:
Design of a Serious Game to Challenge Sexism. 47-59 - Leon Tristan Dratzidis, Nima Zargham, Rainer Malaka:
"Follow My Lead": Role of AI-Based NPC Autonomy in Player-NPC Collaboration. 60-77 - Pedro Garruço, Licínio Roque, Luís Lucas Pereira:
Interaction and Emotion: A Phenomenological Study of a Playable Generative Landscape. 78-91 - Kamyab Ghorbanpour, Michal Klincewicz, Paris Mavromoustakos Blom, Pieter Spronck:
The Blind Gamer: Examining Ethical Agency Through Choice Blindness in Game Design. 92-106 - Marius Grießhammer, Christian Kißler, Maic Masuch, Jörg-Tobias Kuhn:
Math Valley - On Designing an Embodied VR Learning Application for Primary School Students. 107-122 - Marius Grießhammer, Maic Masuch:
200 VR-Sessions with Children - Practical Challenges and Educational Insights Into Conducting a Longitudinal VR-Study in Primary School. 123-137 - Ishika Gupta, Girish Dalvi:
Characterizing Social Interaction in Tabletop Games: A Constructive Conceptual Analysis. 138-150 - Pablo Gutiérrez-Sánchez, Pedro A. González-Calero, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Ruck Thawonmas:
Initializing Interactive Treasure Hunts in Cultural Heritage Sites: An LLM-Based Approach. 151-165 - Ardiawan Bagus Harisa, Muhammad Alifian Aqshol, Pulung Nurtantio Andono, Wen-Kai Tai:
Pacing Control with Wave Function Collapse in Strategy Game Map Generation. 166-178 - Robin Horst, Dung Trinh, Ralf Dörner:
Generative Multimodal Content Creation with Location-Aware Context for Gamified Mobile Assisted Language Learning Apps Using Large Language Models. 179-192 - Lorenzo Joël James, Emanuele De Pellegrin, Laura Genga, Barbara Montagne, Pieter Van Gorp:
Automated Planning of Entertainment Content for Digital Health Interventions: A Technical Feasibility Study on Balance VS Fun. 193-206 - JaeJun Lee, Jooeun Kang, Jeong-Eun Park, Min-Joong Kim:
Evaluating Colorblind-Friendly Design for Equitable Play in Mobile Puzzle Games. 207-218 - Shunta Komatsu, Tomonori Kubota, Satoshi Sato, Kohei Ogawa:
Manzai Karaoke: A Real-Time Visual Guidance System for Assisting Japanese Double Act Performance. 219-232 - Chenwei Liang, Rui Wang, Jun Hu:
EchoArtLink: Enhancing Social Connectedness Between Parents and Children Living Apart Through Digital Sound Visualization. 233-249 - Tianle Liang, Kieran Rosenfeld, Nathan Lu:
Optimizing Random Forest Multi-classification and Gini-Based Feature Analysis of Board Game Success via BGG Characteristic Data. 250-262 - Enrica Loria, Alessia Antelmi, Carmine Spagnuolo, Johanna Pirker:
Stay and Play - Modeling Social Influence of Players in the Steam Gaming Community. 263-279 - Christoph Lürig, Fabian Fell:
A Framework for Explainable AI in Wargames to Understand Strategies. 280-292 - Naoto Nishida, Yusaku Maeda, Kamui Sato, Sho Sakurai, Koichi Hirota, Takuya Nojima:
Parablade: A Proposal of Chambara Based on Augmented Sports - A Study of Appropriate Game Balancing Methods. 293-306 - Ayumi Ohnishi, Kazuki Ohmura, Tsutomu Terada, Masahiko Tsukamoto:
Vectorigger: A Method of Inducing Vection Using a Wearable LED Array. 307-319 - Melina Rose, Alessandra Antonaci, Martin Bonnet, Roland Klemke:
Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment. 320-333 - Edirlei Soares de Lima, Marco A. Casanova, Bruno Feijó, António L. Furtado:
From News to Stories via an AI-Supported Retelling Process. 334-348 - Kevin Valencia-Aragón, Hugo Arias-Flores, Mireya Zapata, Luis Aguirre-Morales, Sandra Sanchez-Gordon:
Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture. 349-359 - Alejandro Villar, Sergio Baña, Juan Diego Mendoza, Laura Gómez, Javier Muñoz, Carlos León:
Experienced Video Game Player Interaction Preferences with Game Controllers and Haptic Gloves. 360-374 - Sotaro Yokoi, Ryo Ohara, Kohei Murayama, Kizashi Nakano, Takuji Narumi:
What Does an Angel's Halo Taste Like?: Exploring the Structure of Gustatory Comedy Through Case Analysis of Ajigiri. 375-388 - Nima Zargham, Aaron Merkord, Ameneh Safari, Leon Tristan Dratzidis, Rainer Malaka:
"Can You Feel Me Now?": Exploring Player Empathy in AI-Based NPC Conversations. 389-407
Work in Progress
- Jannicke Baalsrud Hauge, Polona Caserman, Heinrich Söbke:
How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review. 411-422 - Andrea Caruso, Priscilla Pia Papa, Giovanni Schembra, Massimiliano Salfi:
VR Gaming Approach to Language Comprehension in Children with Autism. 423-432 - Guhan Elangovan, Nicko R. Caluya, Damon M. Chandler:
Physics Virtual Classroom: Leveraging Virtual Reality Sandboxes for Learning Classical Mechanics. 433-441 - Yuta Hirahata, Nicko R. Caluya, Damon M. Chandler:
Gestalt Approaches to Hinting in Games: A 3D Connect Four Case Study. 442-450 - Wanosuke Ito, Rion Yukino, Akihiro Matsuura:
A VR System for Detecting Static Electricity as Invisible Creature. 451-457 - Toshiro Kashiwagi, Kumiyo Nakakoji:
Designing Physically Fiction: Suspension of Disbelief in Interaction with MR Environments. 458-467 - Mohd Nor Akmal Khalid:
Simulating AI-Human Collaborative Strategies in Sudoku Puzzle Generation. 468-477 - Muhammad Faiq Haikal Bin M. Haikal, Deb Kumar Ghosh, Jordan K. Lay, Nicko R. Caluya, Damon M. Chandler:
ChordFusion: Interactive Piano Training in Mixed Reality with Custom Gloves. 478-486 - Miu Moritani, Kazutaka Kurihara:
Implementation and Evaluation of an Automated Eye Dropping System Using Games. 487-495 - Teu Nishihara, Osamu Ichikawa:
Proposal of Affective Music Features Utilizing Playlists as Collective Intelligence. 496-503 - Luiggi Ramos, Johan Baldeón, María José Espinosa Chueca:
Mi Librero de Aventuras: A Novel Configurable Serious Game for Personalized Science and Technology Learning in Peruvian Primary Education. 504-513 - Kento Saito, Akihiro Matsuura:
Multi-directional Shooting Using Logarithmic Spiral Trajectories. 514-522 - Bruno Correia da Silva, Pedro Oliveira, Gilvan Maia, Windson Viana:
Refining Pervasive Game Design with LLMs - Insights, Limitations, and Challenges. 523-531 - Jules A. M. van Gurp, Erik D. Van der Spek:
Heist Extravaganza: A Design Framework and Exemplars of Asymmetric Virtual Reality Controllers Based on Player Profiles. 532-540 - Kana Yamada, Aiko Uemura, Norimasa Yoshida:
Automatic Piano Arrangement for Three-Part Choral of Female Voices. 541-549 - Keita Yamazaki, Masayoshi Itoh, Kentaro Fukuchi:
JumpLab: An Interactive Learning Tool for Parameter Tuning in the Pre-production Stage. 550-558 - Shuo Zhou, Akira Shikida, Norihisa Segawa:
"Hand-In-Hand" Learning: A Novel Method for Instrument Skill Training with Electrical Muscle Stimulation. 559-568
Interactive Entertainment Showcase
- Thomas Dallard, Akinori Ito:
Transformer Based Adaptive Music Generation for Video Games. 571-574 - Allan Fowler, Tanya Ruka, Michaela Dodd, Bai Xue, Mark Harvey:
Kaimanāki o te Ngahere: Guardians of the Forest. 575-578 - Masatoshi Hamanaka:
Demonstration of Visualizer for Beats and Scratches of Breaking DJ Performances. 579-582 - Kaimu Harada, Sachiko Kodama:
Development of a Dialogue Agent System Expressed in a Two-Dimensional Manga-Anime Style and Design of the Original Artificial Intelligence Character "Kohane". 583-587 - Yasuo Kawai:
Development of Urban Disaster Prevention Shooting Game Using Spatial Reproduction Display. 588-591 - Masahiro Kawamori, Masataka Imura:
VR Game Aimed at Recovering Visual Acuity. 592-596 - Gou Koutaki, Masatoshi Hamanaka:
Automatic Fingering Saxophone Quartet System. 597-601 - Rintaro Makino, Yuki Okafuji, Haruki Takahashi, Kohei Matsumura:
Multiple Robots Enable Moderate Facilitation Through Approaching Movements in Group Discussions. 602-606 - Taito Matsumoto, Masahiro Kawamori, Masataka Imura:
VR Batting Practice System Integrated with Visual Training. 607-610 - Daiki Mima, Haruki Takahashi, Kohei Matsumura:
Arcade Games Generating an Atmosphere to Promote Exercise. 611-615 - Itsuki Okamo, Kohei Matsumura, Haruki Takahashi:
Guitar Clicker: A Gamified Approach to Motivating Guitar Practice for Beginners. 616-620 - Yuunosuke Suenaga, Gaku Kutsuzawa, Haruki Takahashi, Kohei Matsumura:
Emo-Pathy: An Emotion-Sharing System for Promoting Psychological Well-Being Through Supportive Interactions. 621-624 - Katsuhisa Tanaka, Masahiro Kawamori, Masataka Imura:
Rapid Input Device with Independent Sensing of Input Intention and Input Target. 625-629
Student Competition
- Harunobu Kaneko, Kota Aoki, Yoshio Iwai:
Heaviest Listener: Immersive Radio Experience Simulation by Sending Japanese E-Mail. 633-639 - Jules A. M. van Gurp, Erik D. Van der Spek:
Asymmetric VR Game Heist Extravaganza. 640-647

manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.