派博傳思國際中心

標(biāo)題: Titlebook: Cultural Computing; Second IFIP TC 14 En Ryohei Nakatsu,Naoko Tosa,Philippe Codognet Conference proceedings 2010 IFIP International Federat [打印本頁]

作者: 哪能仁慈    時間: 2025-3-21 16:54
書目名稱Cultural Computing影響因子(影響力)




書目名稱Cultural Computing影響因子(影響力)學(xué)科排名




書目名稱Cultural Computing網(wǎng)絡(luò)公開度




書目名稱Cultural Computing網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Cultural Computing被引頻次




書目名稱Cultural Computing被引頻次學(xué)科排名




書目名稱Cultural Computing年度引用




書目名稱Cultural Computing年度引用學(xué)科排名




書目名稱Cultural Computing讀者反饋




書目名稱Cultural Computing讀者反饋學(xué)科排名





作者: exhilaration    時間: 2025-3-21 20:31
3D Geometric and Haptic Modeling of Hand-Woven Textile Artifacts, In order to deal with the non-linearities associated with the textile, a fuzzy rule-based expert system is deployed. This information is then used to generate a 3D geometric model of the artifact in VRML. Selected mechanical and physical properties of the textile are estimated by an artificial neur
作者: 殺蟲劑    時間: 2025-3-22 01:40
Pocket Gamelan: Realizations of a Microtonal Composition on a Linux Phone Using Open Source Music Sn represents one of the two programming paradigms that have dominated computer music composition for desktop computers namely, music synthesis using scripting and GUI-based music synthesis. Implementation of the same work using two different open source languages offers a way to understand different
作者: CRUDE    時間: 2025-3-22 06:01
Supporting Multiple Perspectives on 3D Museum Artefacts through Interoperable Annotations,ed at the University of Queensland that enables users to attach annotations to 3D digital artefacts. The 3DSA system is based on a common interoperable annotation model (the Open Annotations Collaboration (OAC) model) and uses ontology-based tags to support further semantic annotation and reasoning.
作者: jocular    時間: 2025-3-22 09:24

作者: conscience    時間: 2025-3-22 14:44
1868-4238 echnologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cult978-3-642-42315-4978-3-642-15214-6Series ISSN 1868-4238 Series E-ISSN 1868-422X
作者: conscience    時間: 2025-3-22 18:24

作者: 放牧    時間: 2025-3-22 23:04

作者: 標(biāo)準(zhǔn)    時間: 2025-3-23 01:33

作者: 漂白    時間: 2025-3-23 07:40
Wind Turbine Technology and Industry,s important to understand one’s cultural determinants and how to render them during the interaction. We will address individually and collectively the cultural determinants of the Western culture. Based on the given narrative ‘Alice Adventures in Wonderland’ we have already built the first demo vers
作者: Omniscient    時間: 2025-3-23 12:17

作者: 擋泥板    時間: 2025-3-23 15:44
,An On-Line Classification Approach of Visitors’ Movements in 3D Virtual Museums, of visitors’ behaviors therein and the off-line training stage of those synthetic data. This paper deals with the simulation of four visitors’ styles, i.e., ant, fish, grasshopper, and butterfly, and the classification of those four styles using an Adaptive Neuro-Fuzzy Inference System (ANFIS). Fir
作者: 規(guī)范就好    時間: 2025-3-23 18:53
A Machine That Daydreams, logical rules, such as that seen in CBR systems. One difference is that in humans, linkages between particular experiences can apparently be made in a number of qualitatively different ways, forming recollective chains of memories along different dimensions. Data-driven, creative, free-association
作者: 夸張    時間: 2025-3-24 01:46
Cluster Analysis for Personalised Mobile Entertainment Content,rdware and some have focused on personalisation in terms of content visualisation. The focus of this paper is on mobile content personalisation, seeking to understand the user groups through clustering users based on their profile. This paper focuses on the implementation of a technique known as ‘Zo
作者: bronchodilator    時間: 2025-3-24 04:01
Auto-explanation System: Player Satisfaction in Strategy-Based Board Games,es are. This helps the players to understand the reasoning behind the action taken by the computer AI opponent. This paper proposes a method that provides the mechanism for a game AI to communicate its evaluation processes using descriptive auto-explanation through symbolic reasoning. A case study i
作者: 我就不公正    時間: 2025-3-24 10:02
Comparing Binarisation Techniques for the Processing of Ancient Manuscripts,omputer technology, digitized media is now commonly used to record these documents. One objective of such work is to develop an efficient image processing system that could be used to retrieve knowledge and information automatically from these ancient manuscripts. Binarization is a preprocessing tec
作者: Innocence    時間: 2025-3-24 12:48
Complex Game Design Modeling,systematic alternative for implementing in the game engine architecture. The suggested game modeling framework incorporates structural game component, temporal game component and boundary game component frameworks. It is suitable to model most complex games and game engines.
作者: 毛細(xì)血管    時間: 2025-3-24 16:34
Haptic Carillon: A Computationally Enhanced Mechanical Performing Instrument,in Canberra, Australia. The carillon is one of only a few instruments that elicit a sophisticated haptic response from the amateur and professional player alike. Force-feedback varies widely across the range of the instrument and developing an intuition for the heaviness of different bells is a crit
作者: 寬度    時間: 2025-3-24 19:24

作者: fringe    時間: 2025-3-24 23:35

作者: 慎重    時間: 2025-3-25 03:42

作者: demote    時間: 2025-3-25 07:32
The Promise of Fuzzy Logic in Generalised Music Composition,es of this Fuzzy Logic framework are that ambiguity in the music is maintained, while allowing the evolution of unfolding processes which reflects the temporal nature of music as performed. Granular Computing and Fuzzy Logic have been designed for physical and IT engineering applications to automate
作者: 合唱團(tuán)    時間: 2025-3-25 13:46
,Structuralism, Attitude and the Computer: Questioning the Notion of “Cultural Computing”, part of the culture of the time, and this was especially true in the decades surrounding the birth of computing, when the structuralist paradigm was dominant in many areas of human endeavour. Perhaps what distinguishes, or should distinguish, “cultural” computing from other types of computing is it
作者: 枯燥    時間: 2025-3-25 16:43
Looking for Culture in Video Games: Three Conceptual Approaches,s. However, by looking past the outward appearance of popular games that may be perceived as violent by some, we can begin to see dramatic cultural indicators as well as many other academically interesting phenomena emerging. Social psychologists and effects researchers must begin delving deeper int
作者: outset    時間: 2025-3-25 20:54
Supporting Multiple Perspectives on 3D Museum Artefacts through Interoperable Annotations,at are then accessible to curators, scholars and the general public via Web interfaces to online galleries. Museums are finding the cost of providing metadata for such collections prohibitive and are keen to explore how they might exploit Web 2.0 social tagging and annotation services to capture com
作者: 畸形    時間: 2025-3-26 03:46
,Interactivity in Games: The Player’s Engagement,games and other types of media is the player’s engagement. We consider two radically different games, an interactive fiction designed by the student’s of ENJMIN, “Fear Window” and a formal probabilistic game based on the finite drunkard’s walk process “Drinking around Crocodiles”. We try to show tha
作者: 膝蓋    時間: 2025-3-26 06:32
Co-production and Co-creation: Creative Practice in Social Inclusion,o bring creative practice with digital media into community based outreach work. We use these techniques in a participatory context that encourages the co-production of cultural output. We triangulate across artistic practice, technology engineering, and the social sciences to leverage methods from
作者: crease    時間: 2025-3-26 11:14

作者: grudging    時間: 2025-3-26 16:15

作者: 顧客    時間: 2025-3-26 19:52
Multiple Format Search and Rescue Robot as a Competitive Arena,opularity as a form of digital entertainment, it still remains a very specialised domain catering to academia. This paper presents on-going work in specifying, designing and developing a multiple format search and rescue robot to provide continuity for primary age participants to postgraduate researchers.
作者: resilience    時間: 2025-3-26 21:08

作者: 放牧    時間: 2025-3-27 02:16

作者: nephritis    時間: 2025-3-27 08:37

作者: 痛得哭了    時間: 2025-3-27 12:26

作者: Insubordinate    時間: 2025-3-27 16:29

作者: enhance    時間: 2025-3-27 20:50
The New Approach to Orderly Bank Exito this rapidly expanding genre of popular media. Herein, I propose three possible approaches to the study of video games as cultural events rather than a common medium that influences participants in a simple way.
作者: 中古    時間: 2025-3-27 23:25

作者: 美麗的寫    時間: 2025-3-28 03:54
Timothy Fernyhough,Anna Fernyhoughopularity as a form of digital entertainment, it still remains a very specialised domain catering to academia. This paper presents on-going work in specifying, designing and developing a multiple format search and rescue robot to provide continuity for primary age participants to postgraduate researchers.
作者: Mangle    時間: 2025-3-28 08:32
Women and Girls in the Virgin Lands,ides the mechanism for a game AI to communicate its evaluation processes using descriptive auto-explanation through symbolic reasoning. A case study is presented in an implementation of a game AI opponent that is capable of describing its inferential processes in a tabletop war game.
作者: SIT    時間: 2025-3-28 11:25
Small Countries, Large Multi-Country Banks of ENJMIN, “Fear Window” and a formal probabilistic game based on the finite drunkard’s walk process “Drinking around Crocodiles”. We try to show that, in both cases, the core of the game design and, as a consequence, the aesthetic of the game is the way to let the player feel his responsibility in the progress of the game.
作者: SEVER    時間: 2025-3-28 15:42

作者: 想象    時間: 2025-3-28 19:38

作者: absolve    時間: 2025-3-29 00:22

作者: pantomime    時間: 2025-3-29 05:50
,Structuralism, Attitude and the Computer: Questioning the Notion of “Cultural Computing”,s attitude: one of playfulness and light-hearted cleverness. This premise is discussed mainly from a musical point-of-view – examples from the computer music literature, including works by the author, are discussed in this context.
作者: EVEN    時間: 2025-3-29 10:42

作者: CURT    時間: 2025-3-29 15:10

作者: 工作    時間: 2025-3-29 16:21

作者: Polydipsia    時間: 2025-3-29 22:25

作者: outskirts    時間: 2025-3-30 01:07

作者: labyrinth    時間: 2025-3-30 06:52
Disclosure as a Cure for Moral Hazarddigital means. My present research will contribute to this development through the identification of the significant compositional elements and their connective grammar. Once, these have been determined, then automated ways to compose music can be developed.
作者: excrete    時間: 2025-3-30 11:11
,An On-Line Classification Approach of Visitors’ Movements in 3D Virtual Museums,he proposed function of the visit time and observation distance variables. Therefore, the trained ANFIS can identify the behavior style of an on-line visitor using the training set of synthetic data and its memberships can describe degrees of uncertainty in behavior styles.
作者: eulogize    時間: 2025-3-30 14:24

作者: 易發(fā)怒    時間: 2025-3-30 17:38
Cluster Analysis for Personalised Mobile Entertainment Content,means clustering. The results show that the proposed technique could suggest appropriate number of clusters to be used with the k-values, in order to implement for mobile entertainment content personalisation.
作者: ALTER    時間: 2025-3-31 00:27
Haptic Carillon: A Computationally Enhanced Mechanical Performing Instrument,ay the haptic dynamics of the real carillon. Our device couples the notions of . and . computing; while musical instruments are now regularly digitised for purposes of entertainment the haptic carillon is motivated by an awareness of the musicianship of carillonneurs and the public cultural space they inhabit with their instrument.
作者: Lipoprotein    時間: 2025-3-31 02:01
The Promise of Fuzzy Logic in Generalised Music Composition,digital means. My present research will contribute to this development through the identification of the significant compositional elements and their connective grammar. Once, these have been determined, then automated ways to compose music can be developed.
作者: 晚來的提名    時間: 2025-3-31 08:22

作者: 滔滔不絕地講    時間: 2025-3-31 12:53

作者: 機(jī)密    時間: 2025-3-31 15:11
Ryohei Nakatsu,Naoko Tosa,Philippe CodognetState-of-the-art research.Fast-track conference proceedings.Unique visibility
作者: GULF    時間: 2025-3-31 17:43

作者: 能夠支付    時間: 2025-4-1 01:38

作者: 罐里有戒指    時間: 2025-4-1 05:54
Women Workers in the Khrushchev Era,systematic alternative for implementing in the game engine architecture. The suggested game modeling framework incorporates structural game component, temporal game component and boundary game component frameworks. It is suitable to model most complex games and game engines.
作者: 放縱    時間: 2025-4-1 07:19
Women in the Khrushchev Era: an Overview, and interpretation. Analysis of music composed using a computer patching language may, alternatively, provide a far more reliable document of a composer’s methods. This paper examines a small number of patches created using Miller Puckette’s Pure Data (Pd), composed as part of a series of large scale electronic pieces.
作者: CAGE    時間: 2025-4-1 10:33

作者: SOW    時間: 2025-4-1 14:34
978-3-642-42315-4IFIP International Federation for Information Processing 2010
作者: Anterior    時間: 2025-4-1 22:27





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