標(biāo)題: Titlebook: Interactivity and Game Creation; 9th EAI Internationa Anthony Brooks,Eva Irene Brooks,Duckworth Jonathan Conference proceedings 2021 ICST I [打印本頁] 作者: Corrugate 時間: 2025-3-21 19:17
書目名稱Interactivity and Game Creation影響因子(影響力)
書目名稱Interactivity and Game Creation影響因子(影響力)學(xué)科排名
書目名稱Interactivity and Game Creation網(wǎng)絡(luò)公開度
書目名稱Interactivity and Game Creation網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Interactivity and Game Creation被引頻次
書目名稱Interactivity and Game Creation被引頻次學(xué)科排名
書目名稱Interactivity and Game Creation年度引用
書目名稱Interactivity and Game Creation年度引用學(xué)科排名
書目名稱Interactivity and Game Creation讀者反饋
書目名稱Interactivity and Game Creation讀者反饋學(xué)科排名
作者: Parameter 時間: 2025-3-21 21:29 作者: consent 時間: 2025-3-22 02:48 作者: 逃避責(zé)任 時間: 2025-3-22 04:43 作者: Mingle 時間: 2025-3-22 10:05
Timo Nummenmaa,O?uz Buruk,Mila Buji?,Max Sj?blom,Jussi Holopainen,Juho Hamari作者: 閃光東本 時間: 2025-3-22 16:54 作者: NAV 時間: 2025-3-22 18:19 作者: rectocele 時間: 2025-3-22 23:23
Raquel Echeandía Sánchez,
Nelson Zagalo,Sara Cortés Gómez作者: 多產(chǎn)魚 時間: 2025-3-23 01:55
Muriel Algayres,Evangelia Triantafyllou,Lena Werthmann,Maria Zotou,Tambouris Efthimios,Christos Mall作者: 虛弱 時間: 2025-3-23 09:31
Nikolaos Partarakis,Nikolaos Patsiouras,Thodoris Evdemon,Paraskevi Doulgeraki,Effie Karuzaki,Evropi 作者: musicologist 時間: 2025-3-23 11:08 作者: LATER 時間: 2025-3-23 15:58
Designing Context-Aware Mobile Systems for Self-guided Exhibition Sites should be considered when designing future mobile systems for self-guidance in exhibitions: 1) multi-level content to accommodate individual user interest by scaffolding information layers from glimpses to an increasingly immersive experience and 2) real-time location tracking with clear visual fee作者: 六邊形 時間: 2025-3-23 19:28 作者: Optic-Disk 時間: 2025-3-23 23:55
(AB)USE ME: A Mixed Reality Performance Installation Exploring Use of?the Body as a Mediating Objectthe performer and participants through a qualitative analysis centered around the specific words and statements used with respect to performing objecthood from the perspective of the performer and cognitive absorption from the perspective of the participants. Our analysis is supplemented by methods 作者: Prostatism 時間: 2025-3-24 03:39 作者: 使長胖 時間: 2025-3-24 08:42 作者: dandruff 時間: 2025-3-24 13:54
Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videosonsideration for developing and applied such technology. Our guidelines describe and specify a novel method of creating 360° video recordings using low-cost and readily available hardware. The method can be employed by a wide variety of actors to create services administering AR-like experiences in 作者: Dorsal-Kyphosis 時間: 2025-3-24 16:35 作者: 開始發(fā)作 時間: 2025-3-24 22:30
A Matrix for Gamifying Development Workshopse processes rather than purely creating and playing a game for its own sake. Therefore, through this paper the parameters of the matrix and gamifying facilitation of innovative development processes through gameplay, is discussed and presented. This is followed by the exemplification of use and appl作者: 條街道往前推 時間: 2025-3-25 02:34 作者: Abnormal 時間: 2025-3-25 05:07
Collaborative Game Design for Learning: The Challenges of Adaptive Game-Based Learning for the Flippive gaming experience needed, for reasons of flexibility, to lean towards a gamified platform, the final design solution can have the potential to support fully the flipped classroom experience for any subject or class desired.作者: 的染料 時間: 2025-3-25 07:29 作者: 團結(jié) 時間: 2025-3-25 15:24
Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cosing the Flow State Scale (FSS) in conjunction with semi-structured interviews. Our results indicate that Synergia shows promising potential for inducing aspects of cognitive flow related to increased concentration and an autotelic experience. Furthermore, these findings highlight the importance of 作者: GRILL 時間: 2025-3-25 16:58
Conference proceedings 2021held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually.. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design a作者: 名字的誤用 時間: 2025-3-25 22:43 作者: convert 時間: 2025-3-26 03:40
Enhancing the Educational Value of Tangible and Intangible Dimensions of Traditional Crafts Through e aim is to enhance the way that cultural content is experienced in the digital world, to present, and to valorise intangible dimensions and, ultimately, exploit technological advances to enhance our understanding, appreciation, and preservation of tangible and intangible heritage.作者: 折磨 時間: 2025-3-26 07:20
Conference proceedings 2021nd technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging..作者: scrape 時間: 2025-3-26 11:21 作者: CHIDE 時間: 2025-3-26 16:00
The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Researcalysis and text mining. The results reveal prominent researchers, institutions, and countries, as well as the most common research topics and their prevalence over time. The results are useful both to understand the current state of location-based research and for designing future research.作者: 笨拙的我 時間: 2025-3-26 19:00
1867-8211 sIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually.. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts作者: Biomarker 時間: 2025-3-26 23:24
978-3-030-73425-1ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2021作者: Libido 時間: 2025-3-27 04:10 作者: 出處 時間: 2025-3-27 06:48 作者: 江湖郎中 時間: 2025-3-27 13:15
https://doi.org/10.1007/978-3-030-73426-8augmented reality; communication systems; computer games; computer systems; computer vision; game design; 作者: 輕推 時間: 2025-3-27 14:04
Embodiment in Virtual Reality Performanceucial in the artistic process. We study and compare three distinct performances with dancers and one choreographer in the same dance company between 2009 and 2020. The degree of immersion in performance is then compared between the three pieces, created at Balleteatro, in Porto, addressing the trans作者: 圓柱 時間: 2025-3-27 19:37
Designing Context-Aware Mobile Systems for Self-guided Exhibition Sitesthe users). We developed a location-aware smartphone guide called ., which utilizes Bluetooth beacons to serve contextual information at the user’s request. Using this guide, we conducted a user study to investigate what types of content institutions perceive as relevant versus the kinds of content 作者: 高射炮 時間: 2025-3-27 23:46
Designing the Exhibition Modus of Virtual Experiences: Virtual Reality Installations at Film Festivang cinema and VR (this field is also known as cinematic virtual reality (CVR)). However, we are still lacking a homogeneous exhibition modus for these hybrid experiences. Moreover, the installation’s context is further complicated when some CVR experiences make use of additional media including scen作者: 遭受 時間: 2025-3-28 03:10
(AB)USE ME: A Mixed Reality Performance Installation Exploring Use of?the Body as a Mediating Objectom the outside can appear traumatic for the performer – perhaps the most famous example being Marina Abramovi?’s . (1974). Moreover, the nature of such constructs and our experiences when they are challenged have become arguably more complex with the digital world and the ever increasing amount of o作者: BIBLE 時間: 2025-3-28 09:11
Acetate - Impermanence and Destruction Within Sound Artally immersive, generative, and interactive sound sculptured objects that investigate degrading surface material and remediation as the basis for a structural composition. The turntable has been regarded as a legacy technology but has recently seen a resurgence even among emerging technologies such 作者: 補角 時間: 2025-3-28 10:30
Effect of Dramatic Elements on?Engagement in an Augmented Reality?Experience for a Museumvisitors about the displayed exhibits through other means than museum labels, as these either lacked information or were placed inconveniently at the exhibitions. This paper proposes the integration of Brenda Laurel’s concept of Dramatic Interaction by utilizing different non-playable characters (NP作者: mosque 時間: 2025-3-28 16:40 作者: 借喻 時間: 2025-3-28 19:54 作者: 露天歷史劇 時間: 2025-3-28 23:57
The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Researcliometric analysis of location-based games research literature has been undertaken. We carry out an analysis of 606 publications using bibliometric analysis and text mining. The results reveal prominent researchers, institutions, and countries, as well as the most common research topics and their pr作者: Generic-Drug 時間: 2025-3-29 06:52
A Matrix for Gamifying Development Workshopsg topic in gamification research for the last decade. This based on the theoretical notion of gamification’s potential to facilitate “third space communication” and games capability to improve user engagement in non-game settings by transforming this space into a “magic circle” of gameplay for innov作者: Confess 時間: 2025-3-29 08:39
Creative Process of Pre-production of Video Gamesket, which means an evolution for this industry in constant growth and adaptation. This article is part of a research, development and innovation project (R&D&I) that aims to document the process of pre-production, production and distribution of a video game, focused on helping independent developer作者: barium-study 時間: 2025-3-29 15:10
Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Staris article is to analyse the strategies that allow games to stand out in the market through different aesthetics, the appearance of new characters in a periodic way or the synergy of social media. We have analysed the case of the independent video game series Don’t Starve, developed by Klei Entertai作者: 出血 時間: 2025-3-29 17:39 作者: Parameter 時間: 2025-3-29 20:13 作者: 廢止 時間: 2025-3-30 01:39 作者: 樹膠 時間: 2025-3-30 04:22 作者: 設(shè)施 時間: 2025-3-30 11:40
Tiago Fioreze,Remco van de Meent,Aiko Prastrollers, while the second approach performs a simulation to compile arbitrary policies into approximately equivalent controllers. We also describe an approach to compress controllers by removing redundant and dominated nodes, often yielding smaller and yet better controllers. The compilation and co作者: 香料 時間: 2025-3-30 13:55 作者: 抱怨 時間: 2025-3-30 18:49
From the 1951 Strike to the Catalanist Challenge of 1960,om an assembly of 2000 official union delegates. The experience of the 1951 tram boycott, which had forced a return to the previous fare scale and caused the fall of a mayor and a civil governor, lived on in the memory of the Catalans. This explains the attempt to stage a new boycott in January 1957作者: anagen 時間: 2025-3-30 21:01 作者: 諷刺滑稽戲劇 時間: 2025-3-31 01:07
Historische Entwicklung der beruflichen Didaktikenein schon die Frage spannend, worin die Anf?nge dieser drei Erscheinungen zu sehen sind. Ungeachtet dessen l?sst sich festhalten, dass es in der Geschichte der Menschheit in der weit überwiegenden Zeit keinerlei theoretischer Reflexion über das Fitmachen zur Berufsausübung bzw. über berufliches Lern作者: SEVER 時間: 2025-3-31 08:21
Veit Kuczoraote the development and use of scientific techniques in order to extract archaeological and historical information from cultural heritage and the paleoenvironment. It involves all Natural Sciences and all types of objects and materials related with human activity. Papers deal with the development an作者: 斷斷續(xù)續(xù) 時間: 2025-3-31 12:11