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標(biāo)題: Titlebook: Entertaining the Whole World; Adrian David Cheok,Anton Nijholt,Teresa Rom?o Book 2014 Springer-Verlag London 2014 Computer Entertainment.D [打印本頁]

作者: Hermit    時(shí)間: 2025-3-21 19:21
書目名稱Entertaining the Whole World影響因子(影響力)




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書目名稱Entertaining the Whole World被引頻次學(xué)科排名




書目名稱Entertaining the Whole World年度引用




書目名稱Entertaining the Whole World年度引用學(xué)科排名




書目名稱Entertaining the Whole World讀者反饋




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作者: CHAR    時(shí)間: 2025-3-21 23:36

作者: Harness    時(shí)間: 2025-3-22 02:50

作者: Basal-Ganglia    時(shí)間: 2025-3-22 07:14
Yellow is Mine!: Designing Interactive Playgrounds Based on Traditional Childrens Play,possibilities of computer games with the physical and open-ended aspects of traditional children’s games. The method is explored through the development of a prototype interactive playground that has been implemented and evaluated.
作者: 休閑    時(shí)間: 2025-3-22 10:47
Embedded Smarthouse Bathroom Entertainment Systems for Improving Quality of Life,e Quality of Life (QoL); the other is to improve social smartness, which includes human communications and social consumptions. This chapter primarily describes entertainment systems that can be embedded particularly in the bathrooms of smarthouses and used by humans in everyday life to improve QoL.
作者: 含鐵    時(shí)間: 2025-3-22 16:10
Social Presence and Artificial Opponents,e try to replace one of the players with an artificial opponent, the social interaction between players is negatively affected by the social inability of nowadays artificial opponents. Currently, the social presence that human players attribute to artificial opponents is quite low. In order to tackl
作者: 含鐵    時(shí)間: 2025-3-22 20:24

作者: ASSAY    時(shí)間: 2025-3-23 00:02

作者: 故意    時(shí)間: 2025-3-23 02:55
https://doi.org/10.1007/978-3-319-63988-8cribe the ideas behind the children workshops concept and the individual workshops themselves, the settings in which the workshops took place and the nature of the participants and the overall experience and outcome of the workshops.
作者: Osteons    時(shí)間: 2025-3-23 08:39

作者: 一條卷發(fā)    時(shí)間: 2025-3-23 12:56
The Knowledge According to Its Sourcewhole world, and rely on persuasive technology and entertainment techniques to provide users with the appropriate messages and experiences that stimulate them to take pro-environmental actions in the real world.
作者: Lumbar-Spine    時(shí)間: 2025-3-23 15:59

作者: Cardioplegia    時(shí)間: 2025-3-23 20:57
Fostering Learning and Behavior Change Through Computer Entertainment,whole world, and rely on persuasive technology and entertainment techniques to provide users with the appropriate messages and experiences that stimulate them to take pro-environmental actions in the real world.
作者: 難理解    時(shí)間: 2025-3-24 00:26

作者: Foolproof    時(shí)間: 2025-3-24 03:52

作者: CANDY    時(shí)間: 2025-3-24 06:57
Observations on Tinkering in Scientific Education,n. In this chapter, we explore some of the opportunities and challenges and summarize these into key observations. Particular attention is given to tinkering in research-based education, and the opportunities for digital tinkering in emerging worlds.
作者: mechanical    時(shí)間: 2025-3-24 12:07

作者: 芭蕾舞女演員    時(shí)間: 2025-3-24 14:51
Embedded Smarthouse Bathroom Entertainment Systems for Improving Quality of Life,s in the pleasures of everyday life. In addition, these embedded systems and their techniques provide advances in computer entertainment platforms that can be extended to various places and situations.
作者: 單挑    時(shí)間: 2025-3-24 22:44

作者: Audiometry    時(shí)間: 2025-3-25 00:57
1571-5035 e-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such a978-1-4471-7222-2978-1-4471-6446-3Series ISSN 1571-5035 Series E-ISSN 2524-4477
作者: insurrection    時(shí)間: 2025-3-25 05:39

作者: 柳樹;枯黃    時(shí)間: 2025-3-25 09:05
Toward a Common European Union Energy Policyder to illustrate howone can implement such guidelines, we give an example of how we implemented them in a scenario where a digital table is used as an interface for a board game and a social robot plays Risk against three human opponents.
作者: 材料等    時(shí)間: 2025-3-25 11:55
Book 2014nd cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such a
作者: 譏諷    時(shí)間: 2025-3-25 16:52
possibilities of computer games with the physical and open-ended aspects of traditional children’s games. The method is explored through the development of a prototype interactive playground that has been implemented and evaluated.
作者: 不可思議    時(shí)間: 2025-3-25 20:09

作者: INCH    時(shí)間: 2025-3-26 03:53

作者: FAR    時(shí)間: 2025-3-26 06:30
Digital Pop Kids,This chapter aims at describing what is going on in the digital society and what I am doing in order to create the future of the digital society as my project from the point of view of a producer and an activist, to entertain the whole world.
作者: Palliation    時(shí)間: 2025-3-26 09:07
https://doi.org/10.1057/9780230594708he developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries can greatly benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to i
作者: Basilar-Artery    時(shí)間: 2025-3-26 12:55

作者: CAMP    時(shí)間: 2025-3-26 18:46
The Knowledge According to Its Sourcedesirable that entertainment is always fun. By invoking positive emotions, entertainment can be exploited to promote learning, creative thinking and behavior change. Entertaining games that invoke positive emotions, guide players towards relevant goals and provide them with the appropriate messages
作者: Kinetic    時(shí)間: 2025-3-26 23:44

作者: slipped-disk    時(shí)間: 2025-3-27 04:42

作者: 彩色    時(shí)間: 2025-3-27 08:24
Toward a Common European Union Energy Policye try to replace one of the players with an artificial opponent, the social interaction between players is negatively affected by the social inability of nowadays artificial opponents. Currently, the social presence that human players attribute to artificial opponents is quite low. In order to tackl
作者: 統(tǒng)治人類    時(shí)間: 2025-3-27 10:10

作者: 才能    時(shí)間: 2025-3-27 15:36

作者: 學(xué)術(shù)討論會(huì)    時(shí)間: 2025-3-27 21:25
Entertaining the Whole World978-1-4471-6446-3Series ISSN 1571-5035 Series E-ISSN 2524-4477
作者: 臨時(shí)抱佛腳    時(shí)間: 2025-3-28 00:38
https://doi.org/10.1007/978-1-4471-6446-3Computer Entertainment; Digital Entertainment; Edutainment; Games
作者: prosperity    時(shí)間: 2025-3-28 03:35
Adrian David Cheok,Anton Nijholt,Teresa Rom?oShows how developing and transitioning leading-edge new media and human interface technology can help developing countries to be creative content creators and part of a high impact global market.Explo
作者: VOC    時(shí)間: 2025-3-28 07:52
Human–Computer Interaction Serieshttp://image.papertrans.cn/e/image/311596.jpg
作者: 表皮    時(shí)間: 2025-3-28 13:48

作者: AMBI    時(shí)間: 2025-3-28 15:52
https://doi.org/10.1007/BFb0076046BVP; Boundary value problem; Eigenvalue; calculus; differential equation; partial differential equation




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