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標(biāo)題: Titlebook: Entertainment Computing - ICEC 2015; 14th International C Konstantinos Chorianopoulos,Monica Divitini,Rainer Conference proceedings 2015 IF [打印本頁]

作者: Diverticulum    時間: 2025-3-21 17:50
書目名稱Entertainment Computing - ICEC 2015影響因子(影響力)




書目名稱Entertainment Computing - ICEC 2015影響因子(影響力)學(xué)科排名




書目名稱Entertainment Computing - ICEC 2015網(wǎng)絡(luò)公開度




書目名稱Entertainment Computing - ICEC 2015網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Entertainment Computing - ICEC 2015被引頻次




書目名稱Entertainment Computing - ICEC 2015被引頻次學(xué)科排名




書目名稱Entertainment Computing - ICEC 2015年度引用




書目名稱Entertainment Computing - ICEC 2015年度引用學(xué)科排名




書目名稱Entertainment Computing - ICEC 2015讀者反饋




書目名稱Entertainment Computing - ICEC 2015讀者反饋學(xué)科排名





作者: enormous    時間: 2025-3-21 22:29
Correction to: Programmable Computing in 6G,ext. The design cases indicate that DBL with digital toolkits can play a valuable role in teaching 21. Century skills, such as problem solving, creativity, and digital literacy to children in schools, if the other components of the framework, such as school’s learning goals, are taken into account.
作者: 追逐    時間: 2025-3-22 00:34

作者: heart-murmur    時間: 2025-3-22 05:45
Towards a Model of an Ecology of the Brain,f the game. Experimental results show that a game refinement value of catching Pokemons which has been changed many times tries to reach to an appropriate range of game refinement value: 0.07???0.08 for which previous works have confirmed.
作者: CAND    時間: 2025-3-22 12:19

作者: TAP    時間: 2025-3-22 16:20
Design-Based Learning in Classrooms Using Playful Digital Toolkitsext. The design cases indicate that DBL with digital toolkits can play a valuable role in teaching 21. Century skills, such as problem solving, creativity, and digital literacy to children in schools, if the other components of the framework, such as school’s learning goals, are taken into account.
作者: TAP    時間: 2025-3-22 19:44

作者: Admonish    時間: 2025-3-23 00:28

作者: 競選運(yùn)動    時間: 2025-3-23 02:13
0302-9743 gital storytelling; games for health and well-being;digital art and installations; artificial intelligence and machine learning forentertainment; interactive television and entertainment..978-3-319-24588-1978-3-319-24589-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: 繁重    時間: 2025-3-23 09:36
https://doi.org/10.1007/978-3-642-16681-5 users. We also present different usability tests and show considerable improvements in the precision and game performance of the user. We expect to open a new way of designing console and desktop games, allowing game designers to project individual controllers for each game.
作者: 打擊    時間: 2025-3-23 10:15

作者: Harbor    時間: 2025-3-23 14:37

作者: Ringworm    時間: 2025-3-23 20:43

作者: Torrid    時間: 2025-3-23 22:54

作者: 負(fù)擔(dān)    時間: 2025-3-24 04:52

作者: 好開玩笑    時間: 2025-3-24 08:13
Applied Games – In Search of a New Definitionolistic and contemporary term and future common ground. This paper provides definitions of the artefact applied game and the process applied game design as well as suggestions on a classification of purposes and some research questions.
作者: MOAT    時間: 2025-3-24 11:43
Classification of Player Roles in the Team-Based Multi-player Game Dota 2ed on this resulting set of attributes, we compare and discuss the performance of a variety of supervised classification algorithms. Our results with a data set of 708 labeled players see . as the overall most stable and best performing classifier.
作者: 種子    時間: 2025-3-24 17:05
0302-9743 ing, ICEC 2015, held inTrondheim, Norway, in September/October 2015...The 26 full papers, 6 short papers, 16 posters, 6 demosand 6 workshops/tutorial descriptions presented were carefully reviewed andselected from 106 submissions. The multidisciplinary nature of EntertainmentComputing is reflected b
作者: interior    時間: 2025-3-24 20:08

作者: 中國紀(jì)念碑    時間: 2025-3-25 01:02
Desmond Eseoghene Ighravwe,Daniel Mashaour bot could enhance gamers’ experiences, by stimulating social bonding or supporting comic relief. We believe that the use of computational humour for game design would enhance players’ laughter and designers’ creativity. Last, as game design can benefit from advances in computational humour, so virtual agents can from game research.
作者: 滲入    時間: 2025-3-25 04:47
https://doi.org/10.1007/978-3-030-77127-0s to include in the script and how to arrange them. Results show that the algorithm successfully adapts the agent’s behavior in tests against three other agents, allowing our agent to win most evaluations in our tests and the CIG 2014 competition.
作者: 騙子    時間: 2025-3-25 08:30

作者: arboretum    時間: 2025-3-25 12:19
Terence H. Chan,Raymond W. Yeung were analyzed for cortisol stress hormone concentrations; ethograms were constructed. Combined data confirm that digital interactive games can lessen physiological and behavioral stress responses in dogs, and that the effect is modulated by a dog’s personality.
作者: artless    時間: 2025-3-25 18:51

作者: 男生如果明白    時間: 2025-3-25 20:39
A Battle of Wit: Applying Computational Humour to Game Designur bot could enhance gamers’ experiences, by stimulating social bonding or supporting comic relief. We believe that the use of computational humour for game design would enhance players’ laughter and designers’ creativity. Last, as game design can benefit from advances in computational humour, so virtual agents can from game research.
作者: outset    時間: 2025-3-26 00:56
Advanced Dynamic Scripting for Fighting?Game?AIs to include in the script and how to arrange them. Results show that the algorithm successfully adapts the agent’s behavior in tests against three other agents, allowing our agent to win most evaluations in our tests and the CIG 2014 competition.
作者: PANG    時間: 2025-3-26 05:53

作者: Bone-Scan    時間: 2025-3-26 11:34

作者: Conclave    時間: 2025-3-26 16:41
Conference proceedings 2015 seriousgames for learning; interactive games; design and evaluation methods forEntertainment Computing; digital storytelling; games for health and well-being;digital art and installations; artificial intelligence and machine learning forentertainment; interactive television and entertainment..
作者: 嫻熟    時間: 2025-3-26 19:07
Conference proceedings 2015n September/October 2015...The 26 full papers, 6 short papers, 16 posters, 6 demosand 6 workshops/tutorial descriptions presented were carefully reviewed andselected from 106 submissions. The multidisciplinary nature of EntertainmentComputing is reflected by the papers. They focus on computer games;
作者: 食品室    時間: 2025-3-26 21:45
Konstantinos Chorianopoulos,Monica Divitini,RainerIncludes supplementary material:
作者: 裝入膠囊    時間: 2025-3-27 01:41
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/e/image/311605.jpg
作者: MILL    時間: 2025-3-27 08:15
https://doi.org/10.1007/978-3-642-16681-5iguration of buttons, different games use different buttons and demand different interaction methods. Besides, the player style varies according to personal characteristics or past gaming experiences. In previous works we proposed a novel virtual controller based on a common touchscreen device, such
作者: 入伍儀式    時間: 2025-3-27 09:43
https://doi.org/10.1007/978-3-642-16672-3. This study employs a game to help people with autism and describes the complete design process used in this research. As a result of the design process was possible to note the necessity to allow high customization and personalization of digital activities in order to promote the user engagement a
作者: Relinquish    時間: 2025-3-27 17:39
https://doi.org/10.1007/978-3-642-16675-4nd the proposed lighting system estimates the geometrical shape of the 2D objects as if they were 3D for further light interaction, therefore producing a 2.5D effect. We employ opacity maps to overcome an issue generated by the geometrical shape estimation. The solution is a coupled approach between
作者: 臆斷    時間: 2025-3-27 21:16
https://doi.org/10.1007/978-3-642-16678-5n the ability to understand reactions of the audience during the telling of the story. A well-trained storyteller knows whether the audience is bored or enjoying the show just by observing the spectators and adapts the story to please the audience. In this work, we propose a methodology to create ta
作者: intrude    時間: 2025-3-28 01:32

作者: 符合你規(guī)定    時間: 2025-3-28 05:09

作者: Irascible    時間: 2025-3-28 09:06
https://doi.org/10.1007/978-3-030-77127-0nal method, our new approach is able to successfully adapt an agent’s behavior in real-time scenarios. Based on a set of rules created with expert knowledge, a script containing a subset of these rules is created online to control our agent. Our method uses reinforcement learning to learn which rule
作者: CAPE    時間: 2025-3-28 14:10

作者: GLOOM    時間: 2025-3-28 17:16

作者: Inscrutable    時間: 2025-3-28 18:54
Correction to: Programmable Computing in 6G,. It describes the outcomes of a literature study and two design case studies in which such a DBL approach with digital toolkits was iteratively developed. The outcome is described in the form of a framework that explains how to consider different perspectives, such as the DBL process, the role of t
作者: 使?jié)M足    時間: 2025-3-29 02:42

作者: 散開    時間: 2025-3-29 03:41
xperimental setup consists of a cycling game controller, a designed 3D first-person cycling game to provoke emotions, a data recording system, and an emotion analysis system. The physical cycling game controller is an enhanced computer controlled bike-exercise-trainer that enables handle bar steerin
作者: MOAN    時間: 2025-3-29 08:56
https://doi.org/10.1007/978-3-642-78742-3highly immersive setup based on the Oculus Rift and depth cameras and exploiting natural user interaction is compared with a classical Keyboard & Mouse configuration in the context of a videogame experience taking place in a shared Virtual Environment. The research aims at assessing the impact of ne
作者: 遺棄    時間: 2025-3-29 11:39
Towards a Model of an Ecology of the Brain,A game refinement measure is derived from a game information progress model and has been applied in various games. In this paper, we aim to investigate the attractiveness of Pokemon, one of the most popular turn-based RPG games. We focus on catching Pokemons which are important components in the gam
作者: 強(qiáng)制令    時間: 2025-3-29 16:39
Implementing , across Member States,ing technology. The prototype was developed using OpenNi, XNA and Kinect, in which people who pass by a large display would be reflected on a large screen in the form of a silhouette and automatically become a part of a game. The goal of the game is for the players to gather falling objects into a c
作者: depreciate    時間: 2025-3-29 21:04
https://doi.org/10.1057/9780230554429ncorporated in applications that target family housework, also known as .. During the last five years an increasing number of apps aim to transform routine based housework into entertaining activities. Many parents think it is important that children, at an early age, learn about family values and r
作者: 意見一致    時間: 2025-3-30 02:18

作者: Euphonious    時間: 2025-3-30 05:14

作者: 你敢命令    時間: 2025-3-30 08:55
978-3-319-24588-1IFIP International Federation for Information Processing 2015
作者: GROUP    時間: 2025-3-30 12:30

作者: EVEN    時間: 2025-3-30 17:54
https://doi.org/10.1007/978-3-319-24589-8Computer games; Digital storytelling; Interactive games; Machine learning for entertainment; Serious gam
作者: 歌劇等    時間: 2025-3-30 21:22

作者: 必死    時間: 2025-3-31 01:06

作者: Contort    時間: 2025-3-31 08:54
Implementing , across Member States,ing motion control in game-based interactive campaigns in public settings. The game attracted a good amount of attention, and seemed to tempt the curiosity of passers-by. An observed trend was that participants were comfortable playing in public and got easily engaged. Children and adolescents in gr
作者: 我悲傷    時間: 2025-3-31 11:55
https://doi.org/10.1057/9780230554429ey tend to focus on external rather than intrinsic motivation, (3) that they target family members individually, rather than the family as a whole. We discuss the results from a motivation perspective by drawing attention to three concepts that relate to intrinsic motivation: Competence, autonomy an
作者: 把手    時間: 2025-3-31 17:10

作者: 使隔離    時間: 2025-3-31 20:40
Adaptive Automated Storytelling Based on Audience Response what the preferences are, computes the scenes reward for all individuals, estimates their choices independently and in group, and allows Interactive Storytelling systems to find the story that maximizes the expected audience reward.
作者: Anonymous    時間: 2025-3-31 21:55





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