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Titlebook: ArtsIT, Interactivity and Game Creation; 11th EAI Internation Anthony L. Brooks Conference proceedings 2023 ICST Institute for Computer Sci

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樓主: sesamoiditis
41#
發(fā)表于 2025-3-28 14:37:53 | 只看該作者
Michael Jainzik,Andrew Pospielovskyffects on the development of the personality, influence on the behavior and on the ability to manage conflicts..Studies and reports have been analyzing the interactions of online players, on gaming platforms and communities, as consumers and content producers, with the aim of understanding and findi
42#
發(fā)表于 2025-3-28 22:14:36 | 只看該作者
Peter Hartig,Michael Jainzik,Klaus Pfeifferction and film, there has been relatively little research on managing suspense in games. As interactive media, games differ from traditional media in many ways. Although many conventional techniques for managing suspense still apply to games, certain suspense manipulation techniques are specific to
43#
發(fā)表于 2025-3-29 02:28:23 | 只看該作者
Michael Jainzik,Andrew Pospielovskyization. This approach allows us to define a set of instructions to shape the content generation to meet the requirements of game design and level design teams. For the validation process, we have discussed and analyzed a playtesting session.
44#
發(fā)表于 2025-3-29 05:42:58 | 只看該作者
https://doi.org/10.1007/978-1-4471-0609-8ment options has become overwhelming and increasingly attractive, interactive, and playful. To re-engage a wide audience with art and cultural heritage, we propose to use artificial intelligence to make the presented artworks more interesting. By using natural language processing to generate a narra
45#
發(fā)表于 2025-3-29 07:55:37 | 只看該作者
IT Aspects of Depreciation and Budgetsmuseum. The system contains a Natural Language Understanding (NLU) component that translates the user input into intentions and produces a multimodal (mainly spoken and textual) output. Museum visitors can use the system to freely ask questions about the exhibits in the exhibition. We conducted a fi
46#
發(fā)表于 2025-3-29 14:38:55 | 只看該作者
Implementation and Playtesting for a World Adventure Game’s Procedural Content Generation Systemization. This approach allows us to define a set of instructions to shape the content generation to meet the requirements of game design and level design teams. For the validation process, we have discussed and analyzed a playtesting session.
47#
發(fā)表于 2025-3-29 19:25:24 | 只看該作者
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engihttp://image.papertrans.cn/b/image/162794.jpg
48#
發(fā)表于 2025-3-29 20:10:50 | 只看該作者
49#
發(fā)表于 2025-3-30 01:43:45 | 只看該作者
50#
發(fā)表于 2025-3-30 06:01:13 | 只看該作者
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