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E-grāmata: Intelligent Technologies for Interactive Entertainment: 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016, Revised Selected Papers

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This book constitutes the refereed proceedings of the 8th International Conference on Intelligent technologies for Interactive Entertainment, INTETAIN 2016, held in Utrecht, The Netherlands, in June 2016.
The 19 full papers, 5 short and 6 workshop papers were selected from 49 submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game studies.

Designing collaborative games for children education on sustainable
development.- Towards Serious Gaming for Communication Training A Pilot
Study with Police Academy Students.- A Serious Game for Learning Social
Networking Literacy by Flaming Experiences.- Game@School. Teaching through
Gaming and Mobile-based Tutoring Systems Interaction technologies.- Exploring
User-Defined Gestures and Voice Commands to Control an Unmanned Aerial
Vehicle.- Monitoring Interactions.- Hold me Tight: A Tangible Interface for
Mediating Closeness to Overcome Physical Separation.- Analyzing Fear Using a
Single-Sensor EEG Device Persuasion and motivation.- Design of an Adaptive
Persuasive Mobile Application for Stimulating the Medication Adherence.-
Interactive Advertisements in an IoT Era Exertion games.- Cooperative Tetris:
the Influence of Social Exertion Gaming on Game Experience and Social
Presence.- Distributed Embodied Team Play, a Distributed Interactive Pong
Playground.- A Throw Training System Utilizing Visual and Sound Effects.-
Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag
Games.- Deep learning for classifying Battlefield 4 players.- Do Warriors,
Villagers and Scientists Decide Differently?.- The Impact of Role on Message
Framing.- The Effect of Gender, Native English Speaking, and Age on Game
Genre Preference and Gaming Motivations.- Measuring Affective, Physiological
and Behavioural Differences in Solo, Competitive and Collaborative Games.-
The Oculus Rift Film Experience: A Case Study on Understanding Films in a
Head Mounted Display.- WWoW: World Without Walls. Immersive Mixed Reality
with Virtual Co-location, Natural Interactions, and Remote Collaboration.- My
Drama: Story-based Game for Understanding Emotions in Context.- Building game
scripting DSLs with the Metacasanova metacompiler.- Interaction Design Tools
for Autism.- Počme Numérique: Technology-Mediated Audience Participation
(TMAP) using Smartphones and High-Frequency Sound IDs.