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Titlebook: Entertainment Computing - ICEC 2016; 15th IFIP TC 14 Inte Günter Wallner,Simone Kriglstein,Hyun-Seung Yang Conference proceedings 2016 IFIP

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書目名稱Entertainment Computing - ICEC 2016
副標(biāo)題15th IFIP TC 14 Inte
編輯Günter Wallner,Simone Kriglstein,Hyun-Seung Yang
視頻videohttp://file.papertrans.cn/312/311606/311606.mp4
概述Includes supplementary material:
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Entertainment Computing - ICEC 2016; 15th IFIP TC 14 Inte Günter Wallner,Simone Kriglstein,Hyun-Seung Yang Conference proceedings 2016 IFIP
描述This book constitutes the refereed proceedings of the 15th International.Conference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016..The 16 full papers, 13 short papers, and 2 posters?presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of?entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology..
出版日期Conference proceedings 2016
關(guān)鍵詞augmented reality; educational content; game-based learning; human-computer interaction; multimedia info
版次1
doihttps://doi.org/10.1007/978-3-319-46100-7
isbn_softcover978-3-319-46099-4
isbn_ebook978-3-319-46100-7Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightIFIP International Federation for Information Processing 2016
The information of publication is updating

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A Grammar-Based Framework for Rehabilitation Exergamescribed exercise, implementing it as avatar animation, and developing an accurate feedback-providing mechanism is complex and requires a high level of expertise in game engines, control languages, and hardware devices. Furthermore, in the context of rehabilitation exergames, the requirements for accu
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Success Factors for Applied Game Projects - An Exploratory Framework for Practitionerse successful planning and execution of such projects within the organizational landscape remains unclear. This study initiates explorative research towards a success-factor model for applied games. The data is based on nine expert interviews within the DACH-region as well as a thorough literature re
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Economics: The Dismal Science?, contexts remains a challenge. Enabling rich and engaging learning experiences that consider the different progression rates and routes of each student require new approaches in education. This paper analyzes opportunities for employing gamification and digital games to construct navigable dynamic l
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https://doi.org/10.1007/978-1-349-01712-6ly living and we use unconscious. We divide upper-limb-grasp motion into 6 motion elements game system analysis and visualize with upper-limb-grasp motion measurement controller and game contents. We compared elderly and younger people and consider the result. As the result, we research exercise men
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