作者: Dappled 時間: 2025-3-21 23:45 作者: Angiogenesis 時間: 2025-3-22 02:43
Immersion, the Greatest Hook player to a game, is Game/World Immersion. Immersion, therefore, is the single most important factor as to why people play certain genres of video games. The various elements that are present in such games, such as audio or visual, are there to create the sense of immersion and are the building blo作者: 配置 時間: 2025-3-22 05:41
Newsgames: Theory and Designxplores the use of computer games as news media. Newsgames are computer games used to participate in the public sphere with the intention of explaining or commenting on current news. The paper provides a set of concepts for analyzing newsgames, based on public service theory. The paper expands this 作者: Substance 時間: 2025-3-22 12:15
Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Gamestill have much to gain is in Non-Player Character behavior in socially demanding games, like Role-Playing Games. In Role-Playing Games players have to interact constantly with very simple Non-Player Characters, with nosocial behavior in most of the cases, which contrasts with the rich social experi作者: 諷刺滑稽戲劇 時間: 2025-3-22 15:41 作者: 諷刺滑稽戲劇 時間: 2025-3-22 19:01
Development and Evaluation of a Centaur Robotroup has its own merits and demerits, a new type of robot is expected to emerge with greater strengths and fewer weaknesses. We have proposed a new type of robot called the “Centaur Robot” by merging the concepts of these two types of robots. This robot has a human-like upper body and a four-legged 作者: Militia 時間: 2025-3-22 23:08
Analysis of Japanese Folktales for the Purpose of Story Generationstem. In order to generate any kind of Japanese folktale, the system must give each character appearing in the folktales the ability to achieve a sufficient number of motions. To determine the number of motions that need to be prepared for the system, we carried out an analysis of the verbs that app作者: Formidable 時間: 2025-3-23 03:52
Strategic Path Planning on the Basis of Risk vs. Timeic paths inside a map with a set of enemies without using predetermined waypoints. The strategic path calculation is based upon the hit probability calculated for each enemy’s weapons and the risk vs. time preference and it is done at multiple levels of abstractions to address trade-off of efficienc作者: Adherent 時間: 2025-3-23 07:23
Fear Inducer: A Mixed Reality Audio Experienceibilities of mixing realities using sound. With this mixed reality I explored ways to make people scared for entertainment purposes, comparable to horror-movies or thrill rides. One of the main elements of the concept was to make the device mobile, so that a thrilling experience can be generated at 作者: 歡騰 時間: 2025-3-23 09:55 作者: 向外才掩飾 時間: 2025-3-23 16:09
Achievement of Carrying Objects by Small-Sized Humanoid Robotr everyday life. On the basis of this expectation, in this research we aimed at the creation of a robot that supports our daily life and tried to develop a small-sized humanoid robot that can find an object, pick it up, and carry it. We developed an algorithm for a robot to recognize an object using作者: 感染 時間: 2025-3-23 21:20
Interactive Multimedia Contents in the IllusionHoletime and space. It provides an interactive environment where multiple users can see and manipulate stereoscopic animation with individual sound. Two application examples are implemented; one is location-based content design and the other is user-based content design. Both effectively use a unique fe作者: 饑荒 時間: 2025-3-23 22:41
Creating an Emotionally Adaptive Gamef emotion-data. This paper presents the first of two studies that aim to realize an emotionally adaptive game. It investigates the relations between game mechanics, a player’s emotional state and his/her emotion-data. In an experiment, one game mechanic (speed) was manipulated. Emotional state was s作者: wreathe 時間: 2025-3-24 06:13 作者: 圖畫文字 時間: 2025-3-24 08:34
Designing Toys That Come Alive: Curious Robots for Creative Playbot that encourages creative design thinking by permitting designed structures to learn behaviours. These behaviours encourage designers to play with different structures, reflect on the relationship between structure and behaviour and imagine new structures. A demonstration of the architecture is d作者: Gourmet 時間: 2025-3-24 13:21
Musical B-boying: A Wearable Musical Instrument by Dancingeal of attention. We created a new performance system that enables a dancer to make music while b-boying, which is a dance style. We implemented sensor-equipped shoes and a system that recognizes motions and that controls music. We used an implemented prototype on stage, and we found that dancers we作者: sulcus 時間: 2025-3-24 14:51
Hybrid Visual Tracking for Augmented Booksages and many duplicated designs so that tracking a book is quite difficult. For the augmented book, we propose the hybrid visual tracking which merges the merits of two traditional approaches: fiducial marker tracking and markerless tracking. The new method does not cause visual discomfort and can 作者: 果仁 時間: 2025-3-24 20:40
Towards Emotional Characters in Computer Gamestive expression in most characters of current games. In order to provide players with a more immersed game experience, it is essential that characters show compelling expressions, in particular, facial expressions. As a research methodology, we took several intense scenes from classic movies and eva作者: REIGN 時間: 2025-3-25 02:32 作者: Coronary-Spasm 時間: 2025-3-25 03:44 作者: 完成才能戰(zhàn)勝 時間: 2025-3-25 07:31 作者: 使乳化 時間: 2025-3-25 13:02
Designing Toys That Come Alive: Curious Robots for Creative Playescribed using the Lego Mindstorms platform. The demonstration shows how a curious robot can adapt new behaviours in response to changes in its structure, and how this can encourage the creative thinking spiral and creative design.作者: violate 時間: 2025-3-25 16:18
Conference proceedings 2009 held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst research作者: 翻動 時間: 2025-3-25 21:23 作者: 構(gòu)成 時間: 2025-3-26 03:02
Interactivity and the Illusion of Choice,g or commenting on current news. The paper provides a set of concepts for analyzing newsgames, based on public service theory. The paper expands this analytical approach with a reflection on game design methodologies for creating newsgames.作者: DEBT 時間: 2025-3-26 07:03
Innate Wisdom—Peace on/in/with Earthlculated for each enemy’s weapons and the risk vs. time preference and it is done at multiple levels of abstractions to address trade-off of efficiency and accuracy and the strategic path calculation minimizes both time and risk as per mission objectives.作者: tendinitis 時間: 2025-3-26 09:47
Towards a Natural Social Contractpplication examples are implemented; one is location-based content design and the other is user-based content design. Both effectively use a unique feature of the IllusionHole, i.e., a location-sensitive display device that provides a stereoscopic image with multiple users around the table.作者: 不在灌木叢中 時間: 2025-3-26 16:21
Towards a New Literary Humanismr-equipped shoes and a system that recognizes motions and that controls music. We used an implemented prototype on stage, and we found that dancers were able to control the music flexibly while b-boying. Our system will bring about a new style of musical performance for both musicians and dancers.作者: 領(lǐng)帶 時間: 2025-3-26 18:19
https://doi.org/10.1007/978-3-030-56425-4nt game resulted in superior brand retrieval, yet participants showed fewer and shorter eye fixations on the billboard ads. Hence, caution seems to be recommended in transferring standard results from the “passive” TV medium to the interactive game medium.作者: Canary 時間: 2025-3-27 00:14 作者: cancellous-bone 時間: 2025-3-27 02:10
Political Systems, Democracy and Peace,king. This time we have carried out the experiments to evaluate the stability of its waling motion. This paper described the detailed results of the experiments as well as the construction of the software/hardware of the robot.作者: 縱欲 時間: 2025-3-27 05:57 作者: Rebate 時間: 2025-3-27 12:41 作者: Pelvic-Floor 時間: 2025-3-27 14:54 作者: 解脫 時間: 2025-3-27 18:47
Development and Evaluation of a Centaur Robotking. This time we have carried out the experiments to evaluate the stability of its waling motion. This paper described the detailed results of the experiments as well as the construction of the software/hardware of the robot.作者: 無關(guān)緊要 時間: 2025-3-27 23:12
Creating an Emotionally Adaptive Gamewere measured. Correlations were found between the valence/arousal reports and the emotion-data features. In addition, seven emotion-data features were found to distinguish between a boring, frustrating and enjoying game mode. Taken together, these features convey sufficient data to create a first version of an emotionally adaptive game.作者: ITCH 時間: 2025-3-28 05:56 作者: 商談 時間: 2025-3-28 08:11
Strategic Path Planning on the Basis of Risk vs. Timelculated for each enemy’s weapons and the risk vs. time preference and it is done at multiple levels of abstractions to address trade-off of efficiency and accuracy and the strategic path calculation minimizes both time and risk as per mission objectives.作者: 萬靈丹 時間: 2025-3-28 13:25
Interactive Multimedia Contents in the IllusionHolepplication examples are implemented; one is location-based content design and the other is user-based content design. Both effectively use a unique feature of the IllusionHole, i.e., a location-sensitive display device that provides a stereoscopic image with multiple users around the table.作者: Mercantile 時間: 2025-3-28 16:49 作者: 使隔離 時間: 2025-3-28 21:19
Towards a Design Flow for Reversible Logicayer capable of ethical reasoning in her interaction with simulated environments and rule systems. This paper provides a theoretical model for the study of the ethics of computer games both as designed objects, and as player experiences.作者: 修正案 時間: 2025-3-29 01:43 作者: paltry 時間: 2025-3-29 06:08 作者: blackout 時間: 2025-3-29 08:26
Re-founding Philosophy with Self-Affectionescribed using the Lego Mindstorms platform. The demonstration shows how a curious robot can adapt new behaviours in response to changes in its structure, and how this can encourage the creative thinking spiral and creative design.作者: Microgram 時間: 2025-3-29 11:27
Towards a Four-Tiered Model of Mediationd display reported significantly shorter (P = 0.0051) perceived duration of time during play. Reduced awareness of the passage of time during game play was positively correlated with greater engagement and enjoyment.作者: 生氣的邊緣 時間: 2025-3-29 19:33
A Surround Display Warp-Mesh Utility to Enhance Player Engagementd display reported significantly shorter (P = 0.0051) perceived duration of time during play. Reduced awareness of the passage of time during game play was positively correlated with greater engagement and enjoyment.作者: 膽小鬼 時間: 2025-3-29 23:37 作者: Sad570 時間: 2025-3-30 03:36 作者: 閑蕩 時間: 2025-3-30 05:50
Robust Interactive Storytelling Framework for Automatic TV Content/Story Productiony engine and a character engine through a smart user-friendly graphical user interface (GUI). The story engine models the story plot based on the Petri nets (PN) reachability analysis, while the character engine enhances the modeling of character behavior based on filmmaking theory. This paper discu作者: Cabinet 時間: 2025-3-30 11:06 作者: 使迷惑 時間: 2025-3-30 16:14 作者: Fsh238 時間: 2025-3-30 16:39
Conference proceedings 2009est research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games.作者: 啟發(fā) 時間: 2025-3-30 23:03 作者: 啞巴 時間: 2025-3-31 01:06 作者: Desert 時間: 2025-3-31 07:43 作者: 點燃 時間: 2025-3-31 12:13
Rudolf Nieuwenhuys,Luis Puellesressions. We conclude that the resulting model is good enough to allow scenes to be recreated with an emotional load similar to the original scenes. The approach is also successful inimproving the consistency of the mood of the characters based on their personality.作者: 駭人 時間: 2025-3-31 13:30 作者: Ointment 時間: 2025-3-31 20:50
https://doi.org/10.1007/978-3-642-79471-1ages and many duplicated designs so that tracking a book is quite difficult. For the augmented book, we propose the hybrid visual tracking which merges the merits of two traditional approaches: fiducial marker tracking and markerless tracking. The new method does not cause visual discomfort and can stabilizes camera pose estimation in real-time.作者: MIR 時間: 2025-4-1 00:07
Immersion, the Greatest Hook player to a game, is Game/World Immersion. Immersion, therefore, is the single most important factor as to why people play certain genres of video games. The various elements that are present in such games, such as audio or visual, are there to create the sense of immersion and are the building blocks of it.作者: ear-canal 時間: 2025-4-1 04:15 作者: entice 時間: 2025-4-1 07:36 作者: 打折 時間: 2025-4-1 11:41
978-3-540-89221-2IFIP International Federation for Information Processing 2009