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標(biāo)題: Titlebook: Emotion in Games; Theory and Praxis Kostas Karpouzis,Georgios N. Yannakakis Book 2016 Springer International Publishing Switzerland 2016 af [打印本頁(yè)]

作者: clannish    時(shí)間: 2025-3-21 17:12
書(shū)目名稱(chēng)Emotion in Games影響因子(影響力)




書(shū)目名稱(chēng)Emotion in Games影響因子(影響力)學(xué)科排名




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書(shū)目名稱(chēng)Emotion in Games讀者反饋




書(shū)目名稱(chēng)Emotion in Games讀者反饋學(xué)科排名





作者: BUOY    時(shí)間: 2025-3-21 23:19

作者: ingestion    時(shí)間: 2025-3-22 00:59
Affective Involvement in Digital Games Model, an analytical framework designed to understand player experience developed through qualitative research. The model identifies six dimensions of involvement in digital games, namely kinesthetic involvement, spatial involvement, shared involvement, narrative involvement, ludic involvement and
作者: 匯總    時(shí)間: 2025-3-22 08:02
Multimodal Sensing in Affective Gamingystick, a mouse, a keyboard or a proprietary game controller. Recent technological advances have enabled the introduction of more elaborated approaches in which the player is able to interact with the game using body pose, facial expressions, actions, even physiological signals. The future lies in ‘
作者: 向外供接觸    時(shí)間: 2025-3-22 11:29

作者: laceration    時(shí)間: 2025-3-22 12:52

作者: laceration    時(shí)間: 2025-3-22 18:59

作者: Mortar    時(shí)間: 2025-3-22 22:35

作者: 后退    時(shí)間: 2025-3-23 04:46

作者: 書(shū)法    時(shí)間: 2025-3-23 06:25
Emotion-Driven Narrative Generation remains an open problem. With the development of models of emotion, it would be possible to use these models as means of evaluating stories for their emotional content. In this chapter, we discuss Dramatis, a model of suspense. This model measures the level of suspense in a story by attempting to d
作者: 小母馬    時(shí)間: 2025-3-23 11:03
Game Cinematography: From Camera Control to Player Emotionse cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her percepti
作者: 極肥胖    時(shí)間: 2025-3-23 17:56

作者: VERT    時(shí)間: 2025-3-23 19:30
Emotional Appraisal Engines for Gamesffective behavior generation explicitly tailored towards games. In this chapter we discuss the rationale for specialized . for games, analogous to having specialized physics engines. Such engines provide basic emotion modeling capabilities to generate emotions for Non Player Characters (NPCs), just
作者: Estrogen    時(shí)間: 2025-3-24 00:06
Emotion and Body-Based Games: Overview and Opportunitiesof emotion in the context of games. We discuss body movement as a means for biasing emotional experience and encouraging bonding in social interaction. Finally, we discuss gaps and opportunities for future research. Promising directions include broadening the scope of body-based games and emotion to
作者: orthodox    時(shí)間: 2025-3-24 02:37

作者: Keshan-disease    時(shí)間: 2025-3-24 07:34
Understanding and Designing for Conflict Learning Through Games this chapter, we describe ., a multiplayer serious game we designed that supports children in learning and experimenting with conflict resolution approaches. Drawing on experiential learning as an underlying learning philosophy, and based on Bodine and Crawford’s six-phase model of resolving confli
作者: 無(wú)孔    時(shí)間: 2025-3-24 12:28
978-3-319-82321-8Springer International Publishing Switzerland 2016
作者: 小歌劇    時(shí)間: 2025-3-24 18:20

作者: 偉大    時(shí)間: 2025-3-24 22:25

作者: Rejuvenate    時(shí)間: 2025-3-24 23:36

作者: agglomerate    時(shí)間: 2025-3-25 07:06

作者: 中古    時(shí)間: 2025-3-25 09:47

作者: 新鮮    時(shí)間: 2025-3-25 15:18
Graphische Darstellung der Leistungen, do not provide a framework easily applied to a context of digital games. I present a first step towards an integration of the camps, especially by combining Panksepp’s view on primary processes, Scherer’s component process model, and Cacioppo and others’ evaluative space model. While specifying the
作者: 粗糙    時(shí)間: 2025-3-25 19:48
https://doi.org/10.1057/9780230591127 Model, an analytical framework designed to understand player experience developed through qualitative research. The model identifies six dimensions of involvement in digital games, namely kinesthetic involvement, spatial involvement, shared involvement, narrative involvement, ludic involvement and
作者: 惹人反感    時(shí)間: 2025-3-25 19:58

作者: 持續(xù)    時(shí)間: 2025-3-26 03:31
Rice transformation: bombardment,al intelligence. Acquisition of human affect via the spoken content and its prosody and further acoustic features is highlighted. Features for both of these information streams are shortly discussed along chunking of the stream. Decision making with and without training data is presented, each. A pa
作者: Scintigraphy    時(shí)間: 2025-3-26 06:11
The Influence of Word of Mouth,ople’s living rooms. One of the promising areas of BCI applications is in computer games and virtual environments. In this chapter, initially an overview of the state of the art of BCI applications in computer games is presented. Next, a user study of two inexpensive commercially available devices u
作者: stratum-corneum    時(shí)間: 2025-3-26 11:01
Oscar Wilde at Magdalen College Oxford,ce for both game design and ultimately gameplaying. Players’ psychophysiology offers a gateway towards a better understanding of playing behavior and experience. That knowledge can, in turn, be beneficial for the player as it allows designers to make better games for them; either explicitly by alter
作者: audiologist    時(shí)間: 2025-3-26 14:18

作者: geriatrician    時(shí)間: 2025-3-26 18:22
https://doi.org/10.1007/978-1-349-03577-9k we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level
作者: 藕床生厭倦    時(shí)間: 2025-3-26 22:50

作者: 土坯    時(shí)間: 2025-3-27 03:46
https://doi.org/10.1007/978-3-319-93345-0e cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her percepti
作者: 提名    時(shí)間: 2025-3-27 09:21
https://doi.org/10.1057/9780230609358tilised to both infer and evoke emotion is discussed, commencing with an historical review that traces back to video games’ humble beginnings. As we move towards the present day this chapter looks at how biofeedback technology, that can facilitate the control and procedural generation of game sound
作者: 圓錐    時(shí)間: 2025-3-27 11:28

作者: 構(gòu)想    時(shí)間: 2025-3-27 16:06
Oscillation of Difference Equations,of emotion in the context of games. We discuss body movement as a means for biasing emotional experience and encouraging bonding in social interaction. Finally, we discuss gaps and opportunities for future research. Promising directions include broadening the scope of body-based games and emotion to
作者: 宿醉    時(shí)間: 2025-3-27 19:59
Ravi P. Agarwal,Said R. Grace,Donal O’Reganamong other things hyper-arousal. A number of games and game-like tools for treating Post Traumatic Stress Disorder are described. Subsequently, the chapter describes the design, development, and testing of a specific game for addressing Post Traumatic Stress Disorder which uses emotion recognition
作者: 完成才會(huì)征服    時(shí)間: 2025-3-28 01:21
Food-Limited Population Models, this chapter, we describe ., a multiplayer serious game we designed that supports children in learning and experimenting with conflict resolution approaches. Drawing on experiential learning as an underlying learning philosophy, and based on Bodine and Crawford’s six-phase model of resolving confli
作者: 最高峰    時(shí)間: 2025-3-28 05:23

作者: SEMI    時(shí)間: 2025-3-28 07:53
https://doi.org/10.1007/978-1-349-03577-9k we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level generation.
作者: 名次后綴    時(shí)間: 2025-3-28 14:21

作者: maudtin    時(shí)間: 2025-3-28 16:46
Emotion-Driven Level Generationk we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level generation.
作者: aneurysm    時(shí)間: 2025-3-28 21:16
Affective Involvement in Digital Gamesttention is paid to affective involvement, and how this dimension of player involvement relates to the other dimensions. The findings of the experiments provide initial support for (Calleja’s (2011) In-game: from immersion to incorporation. MIT Press, Cambridge, MA) Player Involvement Model in a qua
作者: 極為憤怒    時(shí)間: 2025-3-29 00:39
Multimodal Sensing in Affective Gamingances. More precisely, we first elaborate on different sources of affect information in games and proceed with issues such as the affective evaluation of players and affective interaction in games. We summarize the existing commercial affective gaming applications and introduce new gaming scenarios.
作者: 立即    時(shí)間: 2025-3-29 04:19

作者: obligation    時(shí)間: 2025-3-29 07:17

作者: Carminative    時(shí)間: 2025-3-29 12:02
https://doi.org/10.1057/9780230591127ttention is paid to affective involvement, and how this dimension of player involvement relates to the other dimensions. The findings of the experiments provide initial support for (Calleja’s (2011) In-game: from immersion to incorporation. MIT Press, Cambridge, MA) Player Involvement Model in a qua
作者: Cerumen    時(shí)間: 2025-3-29 16:04
Only Revolution Can Save England,ances. More precisely, we first elaborate on different sources of affect information in games and proceed with issues such as the affective evaluation of players and affective interaction in games. We summarize the existing commercial affective gaming applications and introduce new gaming scenarios.
作者: Agnosia    時(shí)間: 2025-3-29 19:57

作者: Fecal-Impaction    時(shí)間: 2025-3-30 03:47
Book 2016tive computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based
作者: 弓箭    時(shí)間: 2025-3-30 05:34

作者: Estimable    時(shí)間: 2025-3-30 08:51

作者: drusen    時(shí)間: 2025-3-30 14:30
,‘The Importance of Being Earnest’,tions, the researchers working with Embodied Conversational Agents developed different computational models to reproduce these human mechanisms within virtual characters. We are listing some of these works, comparing the different approaches and theories considered.
作者: 正式通知    時(shí)間: 2025-3-30 18:21

作者: MIR    時(shí)間: 2025-3-30 23:22

作者: OVER    時(shí)間: 2025-3-31 02:13
Oscillation of Difference Equations,. Finally, we discuss gaps and opportunities for future research. Promising directions include broadening the scope of body-based games and emotion to take proprioception into account, as well as other less explored body channels such as muscle activation and action-related sound.
作者: inhibit    時(shí)間: 2025-3-31 08:45

作者: 高興去去    時(shí)間: 2025-3-31 13:13

作者: 我們的面粉    時(shí)間: 2025-3-31 14:57
Book 2016learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. .This book will be of interest to researchers and scholars in the fieldsof game research, affective computing, human computer interaction, andartificial intelligence...?.




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