Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Intelligent technologies for interac...
~
INTETAIN (Conference) (2016 :)
Linked to FindBook
Google Book
Amazon
博客來
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
Intelligent technologies for interactive entertainment = 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
Intelligent technologies for interactive entertainment
8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /[electronic resource] :INTETAIN 2016edited by Ronald Poppe ... [et al.]. - Cham :Springer International Publishing :2017. - xi, 300 p. :ill., digital ;24 cm. - Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,1781867-8211 ;. - Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ;178..
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.
This book constitutes the refereed proceedings of the 8th International Conference on Intelligent technologies for Interactive Entertainment, INTETAIN 2016, held in Utrecht, The Netherlands, in June 2016. The 19 full papers, 5 short and 6 workshop papers were selected from 49 submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game studies.
ISBN: 9783319496160
Standard No.: 10.1007/978-3-319-49616-0doiSubjects--Topical Terms:
524884
Interactive multimedia
--Congresses.
LC Class. No.: QA76.76.I59
Dewey Class. No.: 006.7
Intelligent technologies for interactive entertainment = 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
LDR
:03869nmm a2200349 a 4500
001
2088407
003
DE-He213
005
20161114050917.0
006
m d
007
cr nn 008maaau
008
171013s2017 gw s 0 eng d
020
$a
9783319496160
$q
(electronic bk.)
020
$a
9783319496153
$q
(paper)
024
7
$a
10.1007/978-3-319-49616-0
$2
doi
035
$a
978-3-319-49616-0
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
QA76.76.I59
072
7
$a
UG
$2
bicssc
072
7
$a
COM034000
$2
bisacsh
072
7
$a
BUS070060
$2
bisacsh
082
0 4
$a
006.7
$2
23
090
$a
QA76.76.I59
$b
I61 2016
111
2
$a
INTETAIN (Conference)
$n
(8th :
$d
2016 :
$c
Utrecht, Netherlands)
$3
3218146
245
1 0
$a
Intelligent technologies for interactive entertainment
$h
[electronic resource] :
$b
8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
$c
edited by Ronald Poppe ... [et al.].
246
3
$a
INTETAIN 2016
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2017.
300
$a
xi, 300 p. :
$b
ill., digital ;
$c
24 cm.
490
1
$a
Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
$x
1867-8211 ;
$v
178
505
0
$a
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.
520
$a
This book constitutes the refereed proceedings of the 8th International Conference on Intelligent technologies for Interactive Entertainment, INTETAIN 2016, held in Utrecht, The Netherlands, in June 2016. The 19 full papers, 5 short and 6 workshop papers were selected from 49 submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game studies.
650
0
$a
Interactive multimedia
$x
Congresses.
$3
524884
650
0
$a
Entertainment computing
$v
Congresses.
$3
880038
650
0
$a
Artificial intelligence
$v
Congresses.
$3
606815
650
1 4
$a
Computer Science.
$3
626642
650
2 4
$a
Media Design.
$3
895747
650
2 4
$a
User Interfaces and Human Computer Interaction.
$3
892554
650
2 4
$a
Artificial Intelligence (incl. Robotics)
$3
890894
650
2 4
$a
Computer Applications.
$3
891249
650
2 4
$a
Computers and Education.
$3
892757
650
2 4
$a
Computer Imaging, Vision, Pattern Recognition and Graphics.
$3
890871
700
1
$a
Poppe, Ronald.
$3
3218147
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer eBooks
830
0
$a
Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ;
$v
178.
$3
3218148
856
4 0
$u
http://dx.doi.org/10.1007/978-3-319-49616-0
950
$a
Computer Science (Springer-11645)
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9314579
電子資源
11.線上閱覽_V
電子書
EB QA76.76.I59
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login