• Produktbild: Intelligent Technologies for Interactive Entertainment
  • Produktbild: Intelligent Technologies for Interactive Entertainment
Band 178

Intelligent Technologies for Interactive Entertainment 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28–30, 2016, Revised Selected Papers

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

15.11.2016

Abbildungen

XI, 87 illus., schwarz-weiss Illustrationen

Herausgeber

Ronald Poppe + weitere

Verlag

Springer

Seitenzahl

300

Maße (L/B/H)

23,5/15,5/1,7 cm

Gewicht

476 g

Auflage

1st ed. 2017

Sprache

Englisch

ISBN

978-3-319-49615-3

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

15.11.2016

Abbildungen

XI, 87 illus., schwarz-weiss Illustrationen

Herausgeber

Verlag

Springer

Seitenzahl

300

Maße (L/B/H)

23,5/15,5/1,7 cm

Gewicht

476 g

Auflage

1st ed. 2017

Sprache

Englisch

ISBN

978-3-319-49615-3

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

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  • Produktbild: Intelligent Technologies for Interactive Entertainment
  • Produktbild: Intelligent Technologies for Interactive Entertainment
  • Designing collaborative games for children education on sustainable development.- Towards Serious Gaming for Communication Training – A Pilot Study with Police Academy Students.- A Serious Game for Learning Social Networking Literacy by Flaming Experiences.- Game@School. Teaching through Gaming and Mobile-based Tutoring Systems Interaction technologies.- Exploring User-Defined Gestures and Voice Commands to Control an Unmanned Aerial Vehicle.- Monitoring Interactions.- Hold me Tight: A Tangible Interface for Mediating Closeness to Overcome Physical Separation.- Analyzing Fear Using a Single-Sensor EEG Device Persuasion and motivation.- Design of an Adaptive Persuasive Mobile Application for Stimulating the Medication Adherence.- Interactive Advertisements in an IoT Era Exertion games.- Cooperative Tetris: the Influence of Social Exertion Gaming on Game Experience and Social Presence.- Distributed Embodied Team Play, a Distributed Interactive Pong Playground.- A Throw Training System Utilizing Visual and Sound Effects.- Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games.- Deep learning for classifying Battlefield 4 players.- Do Warriors, Villagers and Scientists Decide Differently?.- The Impact of Role on Message Framing.- The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations.- Measuring Affective, Physiological and Behavioural Differences in Solo, Competitive and Collaborative Games.- The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display.- WWoW: World Without Walls. Immersive Mixed Reality with Virtual Co-location, Natural Interactions, and Remote Collaboration.- My Drama: Story-based Game for Understanding Emotions in Context.- Building game scripting DSL’s with the Metacasanova metacompiler.- Interaction Design Tools for Autism.- Poème Numérique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs.