Intelligent technologies for interac...
INTETAIN (Conference) (2016 :)

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  • Intelligent technologies for interactive entertainment = 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Intelligent technologies for interactive entertainment/ edited by Ronald Poppe ... [et al.].
    Reminder of title: 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
    remainder title: INTETAIN 2016
    other author: Poppe, Ronald.
    corporate name: INTETAIN (Conference)
    Published: Cham :Springer International Publishing : : 2017.,
    Description: xi, 300 p. :ill., digital ;24 cm.
    [NT 15003449]: 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 -- Poeme Numerique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs.
    Contained By: Springer eBooks
    Subject: Interactive multimedia - Congresses. -
    Online resource: http://dx.doi.org/10.1007/978-3-319-49616-0
    ISBN: 9783319496160
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