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Titlebook: Entertainment Computing - ICEC 2015; 14th International C Konstantinos Chorianopoulos,Monica Divitini,Rainer Conference proceedings 2015 IF

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發(fā)表于 2025-3-21 17:50:01 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Entertainment Computing - ICEC 2015
副標(biāo)題14th International C
編輯Konstantinos Chorianopoulos,Monica Divitini,Rainer
視頻videohttp://file.papertrans.cn/312/311605/311605.mp4
概述Includes supplementary material:
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Entertainment Computing - ICEC 2015; 14th International C Konstantinos Chorianopoulos,Monica Divitini,Rainer Conference proceedings 2015 IF
描述.This book constitutes the refereed proceedings of the14th International Conference on Entertainment Computing, ICEC 2015, held inTrondheim, Norway, in September/October 2015...The 26 full papers, 6 short papers, 16 posters, 6 demosand 6 workshops/tutorial descriptions presented were carefully reviewed andselected from 106 submissions. The multidisciplinary nature of EntertainmentComputing is reflected by the papers. They focus on computer games; seriousgames for learning; interactive games; design and evaluation methods forEntertainment Computing; digital storytelling; games for health and well-being;digital art and installations; artificial intelligence and machine learning forentertainment; interactive television and entertainment..
出版日期Conference proceedings 2015
關(guān)鍵詞Computer games; Digital storytelling; Interactive games; Machine learning for entertainment; Serious gam
版次1
doihttps://doi.org/10.1007/978-3-319-24589-8
isbn_softcover978-3-319-24588-1
isbn_ebook978-3-319-24589-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightIFIP International Federation for Information Processing 2015
The information of publication is updating

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Correction to: Programmable Computing in 6G,ext. The design cases indicate that DBL with digital toolkits can play a valuable role in teaching 21. Century skills, such as problem solving, creativity, and digital literacy to children in schools, if the other components of the framework, such as school’s learning goals, are taken into account.
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Towards a Model of an Ecology of the Brain,f the game. Experimental results show that a game refinement value of catching Pokemons which has been changed many times tries to reach to an appropriate range of game refinement value: 0.07???0.08 for which previous works have confirmed.
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Design-Based Learning in Classrooms Using Playful Digital Toolkitsext. The design cases indicate that DBL with digital toolkits can play a valuable role in teaching 21. Century skills, such as problem solving, creativity, and digital literacy to children in schools, if the other components of the framework, such as school’s learning goals, are taken into account.
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0302-9743 gital storytelling; games for health and well-being;digital art and installations; artificial intelligence and machine learning forentertainment; interactive television and entertainment..978-3-319-24588-1978-3-319-24589-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
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https://doi.org/10.1007/978-3-642-16681-5 users. We also present different usability tests and show considerable improvements in the precision and game performance of the user. We expect to open a new way of designing console and desktop games, allowing game designers to project individual controllers for each game.
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