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標(biāo)題: Titlebook: Intelligent Technologies for Interactive Entertainment; Third International Anton Nijholt,Dennis Reidsma,Hendri Hondorp Conference proceed [打印本頁(yè)]

作者: malcontented    時(shí)間: 2025-3-21 19:45
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作者: nocturnal    時(shí)間: 2025-3-21 20:30

作者: 財(cái)政    時(shí)間: 2025-3-22 04:07
Intelligent Technologies for Interactive Entertainment978-3-642-02315-6Series ISSN 1867-8211 Series E-ISSN 1867-822X
作者: Estimable    時(shí)間: 2025-3-22 05:33
Experiences with Interactive Multi-touch Tablesough enticing gameplay we have evaluated user experience on competitive gameplay, collaborative work and musical expression. In addition, we report on our extensive experiences with two types of interactive multi-touch tables and we introduce a software framework that abstracts from their technical differences.
作者: Meander    時(shí)間: 2025-3-22 10:59

作者: OUTRE    時(shí)間: 2025-3-22 14:06

作者: 鋼盔    時(shí)間: 2025-3-22 18:20
Immersion in Movement-Based Interactiont results from an interview study that investigates how users experience their body movements when interacting with movement-based interfaces. Based on the interviews, we identify four movement-specific features. We recommend them as candidates for further investigation.
作者: Robust    時(shí)間: 2025-3-23 01:16
1867-8211 IN 09)...The 14 full papers presented together with 13 short papers and 2 keynotes were carefully selected from numerous submissions. The papers focus on topics such as emergent games, exertion interfaces and embodied interaction. Further topics are?affective user interfaces, story telling, sensors,
作者: Accomplish    時(shí)間: 2025-3-23 02:28
Non-verbal Full Body Emotional and Social Interaction: A Case Study on Multimedia Systems for Active to dynamically mould expressive performance of music and of audiovisual content. This research is partially supported by the 7FP EU-ICT Project SAME (Sound and Music for Everyone, Everyday, Everywhere, Every Way, www.sameproject.eu).
作者: Contort    時(shí)間: 2025-3-23 09:28

作者: 先驅(qū)    時(shí)間: 2025-3-23 11:41
Generating Instructions in a 3D Game Environment: Efficiency or Entertainment?ment value of both systems. We found a clear difference in efficiency, but were unable to prove that one system was more entertaining than the other. This could be explained by the fact that the set-up and evaluation methods of the GIVE Challenge were not aimed at entertainment.
作者: 裝勇敢地做    時(shí)間: 2025-3-23 17:11

作者: 引起    時(shí)間: 2025-3-23 20:11

作者: Frequency-Range    時(shí)間: 2025-3-24 01:25
Entertainment Computing, Social Transformation and the Quantum Fieldbased on a shared collective unconscious I propose designing entertainment technology for a new kind of user experience that can transform in a positive manner the individual unconscious and therefore the collective unconscious as well. Our ALICE project can be seen as a first attempt in this direction.
作者: Tincture    時(shí)間: 2025-3-24 03:48
Swinxsbee: A Shared Interactive Play Object to Stimulate Children’s Social Play Behaviour and Physicurthermore we observed that when games require much physical activity, this might have a negative influence on the level of social interaction, while games demanding creativity might have a positive influence.
作者: RECUR    時(shí)間: 2025-3-24 10:21
iTheater Puppets Tangible Interactions for Storytellingimages and animations. The iTheater is conceived as a creative flexible toolkit to create and tell stories, taking advantage of the new opportunities based on the multimedia and interactive technologies.
作者: GOAD    時(shí)間: 2025-3-24 13:39

作者: relieve    時(shí)間: 2025-3-24 15:22
Robosonic: Randomness-Based Manipulation of Sounds Assisted by Robotsandom processes and direct manipulation of this application, that it is possible to generate empathy in interaction and obtain specific audible results, which would be difficult to otherwise reproduce due to the infinite loops that the interaction promotes.
作者: 補(bǔ)角    時(shí)間: 2025-3-24 22:39
Turning Shortcomings into Challenges: Brain-Computer Interfaces for Gamesearch from the viewpoint of games and game design. It is hoped that this survey will make clear that we need to design different games than we used to, but that such games can nevertheless be interesting and exciting.
作者: 合法    時(shí)間: 2025-3-25 00:26
Affective Interface Adaptations in the Musickiosk Interactive Entertainment Application interaction through emotional affect rather than explicit interaction where a gesture, sound or other input directly maps to an output behaviour - as in traditional entertainment applications. PAD model is used for characterizing the different affective states and emotions.
作者: 令人作嘔    時(shí)間: 2025-3-25 05:02

作者: 微枝末節(jié)    時(shí)間: 2025-3-25 07:49
Navigating a Maze with Balance Board and Wiimote Wii Balance Board to a hand-held Wiimote for navigating a maze and found that users completed this task slower with the Balance Board. However, the Balance Board was considered more intuitive, easy to learn and ‘much fun’.
作者: 火花    時(shí)間: 2025-3-25 11:57
Conference proceedings 2009 such as emergent games, exertion interfaces and embodied interaction. Further topics are?affective user interfaces, story telling, sensors, tele-presence in entertainment, animation, edutainment, and interactive art...?.
作者: 準(zhǔn)則    時(shí)間: 2025-3-25 18:48
1867-8211 on topics such as emergent games, exertion interfaces and embodied interaction. Further topics are?affective user interfaces, story telling, sensors, tele-presence in entertainment, animation, edutainment, and interactive art...?.978-3-642-02314-9978-3-642-02315-6Series ISSN 1867-8211 Series E-ISSN 1867-822X
作者: 攝取    時(shí)間: 2025-3-25 20:04
Conference proceedings 2009he 14 full papers presented together with 13 short papers and 2 keynotes were carefully selected from numerous submissions. The papers focus on topics such as emergent games, exertion interfaces and embodied interaction. Further topics are?affective user interfaces, story telling, sensors, tele-pres
作者: 貧困    時(shí)間: 2025-3-26 03:50

作者: 歌劇等    時(shí)間: 2025-3-26 05:28
Matthias Rauterberge for rapid and effective communication with stakeholders. They also create a range of new and challenging ethical dilemmas..This open access book categorizes the dilemmas organizations across a range of industries can face when they implement social media to communicate with stakeholders. This book
作者: 真實(shí)的人    時(shí)間: 2025-3-26 09:06

作者: 狼群    時(shí)間: 2025-3-26 15:22

作者: 厭惡    時(shí)間: 2025-3-26 18:37

作者: jeopardize    時(shí)間: 2025-3-26 21:43

作者: Schlemms-Canal    時(shí)間: 2025-3-27 03:39
Harm van Essen,Pepijn Rijnbout,Mark de Graaft. The most recent of these innovations is geo-social networking applications (GSNAs)—apps that use profiles and device locations to facilitate interaction in real time and in-person meetings, often with the explicit intent for social and/or sexual interaction. This real-time interface makes GSNAs i
作者: BALE    時(shí)間: 2025-3-27 05:52

作者: adulterant    時(shí)間: 2025-3-27 13:15
Eva Hopma,Tilde Bekker,Janienke Sturmed, diplomacy is called to the rescue precisely because of the evolution of technology and the challenges it poses to the international community. Technology and the use of social media have also changed relationships in the diplomatic network. Although direct and personal connections between politi
作者: 幼稚    時(shí)間: 2025-3-27 13:44
Martijn Jansen,Tilde Bekkernted during COVID-19 disruptions. Western Sydney University has one of the most diverse Schools of Education in Australia. Students come from a wide variety of cultural backgrounds and most students are linguistically diverse. This chapter reports the experiences of culturally and linguistically div
作者: conference    時(shí)間: 2025-3-27 20:51

作者: Herpetologist    時(shí)間: 2025-3-28 01:01

作者: 縮短    時(shí)間: 2025-3-28 05:57
Leticia S. S. Bialoskorski,Joyce H. D. M. Westerink,Egon L. van den Broekese changes will have on industries, economies and society at large. It details the actions governments and regulators must take in order to ensure these changes bring about positive benefits to the public without stifling innovation that may well be the future source of value creation. It examines
作者: 生銹    時(shí)間: 2025-3-28 07:51

作者: Abnormal    時(shí)間: 2025-3-28 11:12

作者: fender    時(shí)間: 2025-3-28 18:19

作者: 親愛(ài)    時(shí)間: 2025-3-28 19:47

作者: lethal    時(shí)間: 2025-3-29 00:02

作者: syring    時(shí)間: 2025-3-29 04:59
Generating Instructions in a 3D Game Environment: Efficiency or Entertainment?for users in a 3D environment. In this paper we introduce two NLG systems that we developed for this challenge. One system focused on generating optimally helpful instructions while the other focused on entertainment. We used the data gathered in the Challenge to compare the efficiency and entertain
作者: bypass    時(shí)間: 2025-3-29 08:26

作者: 全等    時(shí)間: 2025-3-29 11:48

作者: 陪審團(tuán)    時(shí)間: 2025-3-29 18:14

作者: 明確    時(shí)間: 2025-3-29 20:55
Interactive Play Objects: The Influence of Multimodal Output on Open-Ended Playeacts to children’s physical behavior by providing multimodal output and we compared it with a unimodal variant, focusing on the experience and creativity of the children. In open-ended play children create their own games inspired by the interaction with a play object. We show how the modalities af
作者: 游行    時(shí)間: 2025-3-30 01:11
Swinxsbee: A Shared Interactive Play Object to Stimulate Children’s Social Play Behaviour and Physica commercially available game console that uses the strength of digital games to facilitate physically active games that can be played indoor or outdoor. A Frisbee-like object called Swinxsbee has been designed to support new game possibilities for Swinxs and stimulate social interaction. The result
作者: WAX    時(shí)間: 2025-3-30 04:05

作者: 沒(méi)有貧窮    時(shí)間: 2025-3-30 08:44

作者: medium    時(shí)間: 2025-3-30 14:39

作者: gerontocracy    時(shí)間: 2025-3-30 20:29
Web-Enabled 3D Game Playing for Looped Knight’s Touruely covers each grid in a 3D rectangular box. When LKT is played as a solitaire game in 3D space, it is not only mentally challenging but also difficult for the player to visualize the current or past (occupied) positions and to consider any follow-on possibilities (open grids). These graphic facil
作者: organism    時(shí)間: 2025-3-30 22:50

作者: 裂縫    時(shí)間: 2025-3-31 03:40

作者: 薄荷醇    時(shí)間: 2025-3-31 06:56
Immersion in Movement-Based Interactionhas been neglected in studies investigating immersion in Human-Computer Interaction (HCI). In movement-based interaction the user controls the interface via body movements, e.g. direct manipulation of screen objects via gestures or using a handheld controller as a virtual tennis racket. It has been
作者: 雜役    時(shí)間: 2025-3-31 11:15
Mood Swings: An Affective Interactive Art Systemr describes the affective interactive art system Mood Swings, which interprets and visualizes affect expressed by a person. Mood Swings is founded on the integration of a framework for affective movements and a color model. This enables Mood Swings to recognize affective movement characteristics as
作者: 禁止,切斷    時(shí)間: 2025-3-31 14:31

作者: Dorsal-Kyphosis    時(shí)間: 2025-3-31 18:40
Experiences with Interactive Multi-touch Tablesough enticing gameplay we have evaluated user experience on competitive gameplay, collaborative work and musical expression. In addition, we report on our extensive experiences with two types of interactive multi-touch tables and we introduce a software framework that abstracts from their technical
作者: 假裝是我    時(shí)間: 2025-4-1 00:31
Interactive Documentary: A Production Model for Nonfiction Multimedia Narrativestructure when the constituents are mediated by common ontology. The consequential experience identifies a renewed practice of oral tradition where the accumulative sensorial propositions inform narratives, such as in performance practice.
作者: Ophthalmologist    時(shí)間: 2025-4-1 02:18
Automatic and Interactive Key Posture Design by Combing the PIK with Parametric Posture Splicingsynthesis from a single posture database. Then an initial posture guess with some main characteristics of the finally acceptable posture can be generated approximately by splicing these partial body postures together. Starting from this initial guess and with all constraints considered at different
作者: 小樣他閑聊    時(shí)間: 2025-4-1 07:47
Wim Fikkert,Michiel Hakvoort,Paul van der Vet,Anton Nijholtiv) Data Processing and Artificial Intelligence; and (v) Disruptive Applications which include platforms, virtual and augmented reality, drones, autonomous vehicles, digital twins and digital assistants.?.978-3-030-54496-6978-3-030-54494-2Series ISSN 2662-2467 Series E-ISSN 2662-2475
作者: Scintillations    時(shí)間: 2025-4-1 12:43
Marco Pasch,Nadia Bianchi-Berthouze,Betsy van Dijk,Anton Nijholt
作者: kyphoplasty    時(shí)間: 2025-4-1 14:51

作者: maintenance    時(shí)間: 2025-4-1 20:39
Matthias Rauterbergean business school, all of whom work with social media communications in their organizations, this book is the first major study to explore the ethical use of social media across industries and is a valuable resource for researchers and practitioners alike..
作者: 字的誤用    時(shí)間: 2025-4-2 02:16





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