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Titlebook: Intelligent Technologies for Interactive Entertainment; Third International Anton Nijholt,Dennis Reidsma,Hendri Hondorp Conference proceed

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樓主: malcontented
11#
發(fā)表于 2025-3-23 11:41:09 | 只看該作者
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.
12#
發(fā)表于 2025-3-23 17:11:23 | 只看該作者
13#
發(fā)表于 2025-3-23 20:11:39 | 只看該作者
14#
發(fā)表于 2025-3-24 01:25:49 | 只看該作者
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.
15#
發(fā)表于 2025-3-24 03:48:32 | 只看該作者
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.
16#
發(fā)表于 2025-3-24 10:21:07 | 只看該作者
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.
17#
發(fā)表于 2025-3-24 13:39:19 | 只看該作者
18#
發(fā)表于 2025-3-24 15:22:35 | 只看該作者
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.
19#
發(fā)表于 2025-3-24 22:39:20 | 只看該作者
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.
20#
發(fā)表于 2025-3-25 00:26:01 | 只看該作者
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.
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