IFIP ICEC 2016

15th International Conference on Entertainment Computing 2016

September 28-30, Vienna, Austria

Program

Here you can find a PDF version.
The following locations will be used: WS29 (Waehringer Strasse 29, Computer Science Building), OMP (Oskar-Morgenstern-Platz 1), MAIN (Universitätsring 1, main building of the University of Vienna). See the venue information for a map with the locations.


Sep. 27 Sep. 28 Sep. 29 Sep. 30
Workshop Day (WS 29) Day 1 (OMP) Day 2 (OMP) Day 3 (OMP)
08:30 Registration 08:30 Registration
09:00 Opening 09:00 Keynote 2: Dag Svanaes 09:00 Session 8: Games for Health (Sgouros)
09:15 Keynote 1: Kris Staber
10:15 Coffee Break 10:00 Coffee Break
10:30 Session 1: Games for Learning (Dupire) 10:30 Session 4: Entertainment Technology (Masuch) 10:30 Coffee Break
11:00 Session 9: Experience Factors (Hauge)
12:00 Wrap Up, Best Paper Award
12:30 Lunch 12:30 Lunch 12:15 End of Conference
13:00 Workshops/Doctoral Consortium at WS29 (Rooms Sem 3, Sem 4, Sem 5) 13:30 Session 2: Use and Evaluation of Digital Entertainment (Westin) 13:30 Session 5: Digital Games and Interactive Entertainment (Jaccheri)
14:00 TC 14 Meeting at OMP (Room S14)
15:15 Session 6: Poster and Demo Madness
15:30 Coffee break 15:30 Coffee break
16:00 Session 3: Entertainment for Purpose and Persuasion (Hofmann) 16:00 Session 7: Posters, Demos (Room S14)
17:00 Reception at OMP
17:30 End of Day 1 17:30 End of Day 2
18:00 TC 14 Meeting End
18:30 Vienna city guided tour (MAIN)
19:30 Conference Dinner at Altes AKH 19:30 TC14 Dinner

Full Papers

Session 1: Games for Learning

Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
Ioana Andreea Stanescu, Antoniu Stefan, and Jannicke Madeleine Baalsrud Hauge

The Challenge to Nurture Challenge - Students Perception of a Commercial Quiz App as a Learning Tool
Heinrich Söbke and Laura Weitze

Game System of Coordination Skills Training for Elderly People
Nobumitsu Shikine, Yuki Hayashi, Takeshi Akiba, Mami Tanasaki, and Junichi Hoshino

Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners
Ralf Schmidt, Mirco Zick, Burkhard Schmidt, and Maic Masuch

Session 2: Use and Evaluation of Digital Entertainment

Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
Andre Rattinger, Günter Wallner, Anders Drachen, Johanna Pirker, and Rafet Sifa

How Playstyles Evolve: Progression Analysis and Proling in Just Cause 2
Johanna Pirker, Simone Griesmayr, Anders Drachen, and Rafet Sifa

Evaluating Experiences in different Virtual Reality Setups
Volker Settgast, Johanna Pirker, Stefan Lontschar, Stefan Maggale, and Christian Gütl

EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
Bernhard Maurer, Michael Lankes, Barbara Stiglbauer, and Manfred Tscheligi

Session 4: Entertainment Technology

Avatar Density Based Client Assignment
Lutz Behnke, Sven Allers, Qi Wang, Christos Grecos, and Kai von Luck

A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming
Kar-Long Chan, Kohei Ichikawa, Yasuhiro Watashiba, Uthayopas Putchong, and Hajimu Iida

Anyboard: a Platform for Hybrid Board Games
Simone Mora, Tomas Fagerbekk, Matthias Monnier, Emil Schroeder, and Monica Divitini

The Concept of Pervasive Virtuality and its Application in Digital Entertainment Systems
Luis Valente, Bruno Feijo, Alexandre Ribeiro, and Esteban Clua

Session 8: Games for Health

A Grammar-based Framework for Rehabilitation Exergames
Victor Fernandez-Cervantes, Eleni Stroulia, and Benjamin Hunter

Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-based Approaches for Inter-personal and Evaluative Stressors
Oswald D. Kothgassner, Helmut Hlavacs, Leon Beutl, Lisa M. Glenk, Rupert Palme, and Anna Felnhofer

Session 9: Experience Factors

Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful Consumption Experiences
Amir Zaib Abbasi, Ding Hooi Ting, and Helmut Hlavacs

Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-motor Array in a Wearable Belt Set
Tomoko Yonezawa, Shota Yanagi, Naoto Yoshida, and Yuki Ishikawa

Short Papers

Session 3: Entertainment for Purpose and Persuasion

Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions
Günter Wallner, Lauri Galbreath, and Simone Kriglstein

Promoting Stretching Activity with Smartwatch - A Pilot Study
SinJae Lee, SangBin Kim, and JungHyun Han

Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility
Thomas Westin and Jerome Dupire

User Interface Prototyping for Handheld Mobile Augmented Reality Applications
Antonia Kampa, Kathrin Stöbener, Ulrike Spierling

Productive Gaming
Ulrich Brandstätter and Christa Sommerer

Session 5: Digital Games and Interactive Entertainment

Designing Shared Virtual Reality Gaming Experiences in Local Multi-Platform Games
Stefan Liszio and Maic Masuch

Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach
Line E. Thomsen, Falko W. Petersen, Anders Drachen, and Pejman Mirza-Babaei

A Revisit of the Measurements on Engagement in Videogames: A New Scale Development
Amir Zaib Abbasi, Ding Hooi Ting, and Helmut Hlavacs

Geometric Representations for Subjective Time in Digital Narratives
Nikitas M. Sgouros

Solving the Sophistication-Population Paradox of Game Refinement Theory
Shuo Xiong, Parth Pankaj Tiwary, and Hiroyuki Iida

3D Visualisation of Cultural Photographic Collections - Development of the PAV 3D (Photographic Archive Visualisation) Application
Artur Lugmayr

Session 8: Games for Health

Little Fitness Dragon: A Gamified Activity Tracker
Isabelle Kniestedt and Marcello A. Gomez Maureira

Mindtraining: Playful Interaction Techniques for People with Dementia
Elisabeth Hackner and Michael Lankes