派博傳思國際中心

標題: Titlebook: Entertainment Computing - ICEC 2011; 10th International C Junia Coutinho Anacleto,Sidney Fels,Kevin Stanley Conference proceedings 2011 The [打印本頁]

作者: 我沒有辱罵    時間: 2025-3-21 18:16
書目名稱Entertainment Computing - ICEC 2011影響因子(影響力)




書目名稱Entertainment Computing - ICEC 2011影響因子(影響力)學科排名




書目名稱Entertainment Computing - ICEC 2011網(wǎng)絡公開度




書目名稱Entertainment Computing - ICEC 2011網(wǎng)絡公開度學科排名




書目名稱Entertainment Computing - ICEC 2011被引頻次




書目名稱Entertainment Computing - ICEC 2011被引頻次學科排名




書目名稱Entertainment Computing - ICEC 2011年度引用




書目名稱Entertainment Computing - ICEC 2011年度引用學科排名




書目名稱Entertainment Computing - ICEC 2011讀者反饋




書目名稱Entertainment Computing - ICEC 2011讀者反饋學科排名





作者: RODE    時間: 2025-3-21 21:07
https://doi.org/10.1007/978-1-349-02051-5system allows users to freely interact with virtual characters by sketching objects on the paper. Users interacting with the system can indirectly affect the characters’ decisions, even to the point of radically subverting the storyline.
作者: TRACE    時間: 2025-3-22 02:43

作者: MILK    時間: 2025-3-22 07:14
Draw Your Own Story: Paper and Pencil Interactive Storytellingsystem allows users to freely interact with virtual characters by sketching objects on the paper. Users interacting with the system can indirectly affect the characters’ decisions, even to the point of radically subverting the storyline.
作者: 圓木可阻礙    時間: 2025-3-22 10:22

作者: facetious    時間: 2025-3-22 16:39

作者: facetious    時間: 2025-3-22 19:40
Regional Subsidies and International Tradee “Holodeck” ? idea of interactive storytelling. We report exploratory experiments on the user experience in a ‘classic’, foundational application of interactive storytelling, “Fa?ade” (Mateas & Stern, 2002), and compare results with an identical experiment carried out with users of the adventure ga
作者: engrossed    時間: 2025-3-22 22:03

作者: Conquest    時間: 2025-3-23 01:33

作者: deadlock    時間: 2025-3-23 08:27
https://doi.org/10.1007/978-1-349-26267-0 disease. Based on the principles of casual games and exergames, we propose and define casual exergames for motivating people to exercise in multiple small chunks of time throughout the day. We designed, implemented, and tested a casual exergame called GrabApple. Our preliminary results show that us
作者: thwart    時間: 2025-3-23 11:52

作者: 六邊形    時間: 2025-3-23 16:50

作者: 肉身    時間: 2025-3-23 18:39
Sectoral Coalitions: the Case of Servicesrgames (PACEs) allow players to choose their type of exercise, but have limited depth of play. For mass commercialization of PACEs, facilitating long-term behavioural change, we propose two requirements: that PACEs support large-scale and flexible deployment; and that the design of PACEs support sta
作者: Anticlimax    時間: 2025-3-23 22:25
Marcel Vaillant,Vivianne Ventura-Diaseption of game quality. We conducted a study where players read positive or negative reviews of a game before playing, and show that the valence of review text affected game ratings and that these differences could not be explained by mediating changes in mood. Although we show predictable changes i
作者: penance    時間: 2025-3-24 04:43

作者: atopic-rhinitis    時間: 2025-3-24 06:50

作者: Gorilla    時間: 2025-3-24 14:41
Protection: a General Background,ered stereoscopic 3D, future games will also feature S3D video as part of the virtual game world, in interactive S3D movies, or for new interaction methods. Compared to the rendering of 2D video within a 3D game scene, displaying S3D video includes some technical challenges related to rendering and
作者: Gingivitis    時間: 2025-3-24 17:33

作者: Delectable    時間: 2025-3-24 19:41
The Decline of Working Class Politics?,, external, apex, and group, to compose a shot sequence of two main events happening in a museum, i.e., move and stay. This module is fully implemented in a comic generation system we have been developing for summarizing user experiences in Second Life. Visual comparison, with a baseline camerawork,
作者: 出價    時間: 2025-3-25 01:44
https://doi.org/10.1057/9780230610033r footage with their imported scripts to help in the organization of the video "bin". In addition to this, we provide a zoomable interface to facilitate the process and help organize pre-production media such as images, and video clips.
作者: 打包    時間: 2025-3-25 06:20
Trade Unions and Wage Differentials,ating innovative and entertaining gameplay experiences. We analyze the challenges and opportunities of S3D game design. Based on a review of related findings in the fields of perceptual psychology and 3D movie making, we propose a catalogue of fundamental and innovative concepts for S3D game design
作者: 評論者    時間: 2025-3-25 09:16
https://doi.org/10.1057/9780230371323d and emotional states – in the construction of empathy in synthetic characters for interactive digital entertainment. Our goal is to evaluate whether the impression of interacting with human-like agents can be more relevant than purely utilitarian metrics for user preferences to interact with syste
作者: 冒號    時間: 2025-3-25 15:17

作者: 變態(tài)    時間: 2025-3-25 19:39
978-3-642-24499-5The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer-Verlag GmbH, DE
作者: 干涉    時間: 2025-3-25 22:51

作者: NEG    時間: 2025-3-26 01:29
Junia Coutinho Anacleto,Sidney Fels,Kevin StanleyUp-to-date results.Fast track conference proceedings.State-of-the-art report
作者: Colonnade    時間: 2025-3-26 08:11

作者: patella    時間: 2025-3-26 08:55
Conference proceedings 2011in October 2011, under the auspices of IFIP. The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a
作者: 倔強一點    時間: 2025-3-26 13:23

作者: 難理解    時間: 2025-3-26 17:59
Marcel Vaillant,Vivianne Ventura-Dias rationalization of the experience with the content of the review. Our results are important for understanding player experience and to the game industry where reviews and user forums affect a game’s commercial success.
作者: 發(fā)起    時間: 2025-3-26 23:47
Economic Recovery: Hope or Opportunity?, implications for the quality of the users’ experiences; at the same time, the results clarify the magnitude of these implications. Our findings are valuable as they provide practical insight in the QoS/QoE relationship and can hence aid software developers in delivering high-quality usage experiences to their customers.
作者: 悶熱    時間: 2025-3-27 02:27

作者: 王得到    時間: 2025-3-27 07:37
Influencing Experience: The Effects of Reading Game Reviews on Player Experience rationalization of the experience with the content of the review. Our results are important for understanding player experience and to the game industry where reviews and user forums affect a game’s commercial success.
作者: 分離    時間: 2025-3-27 11:47
Quality of Service and Quality of Experience Correlations in a Location-Based Mobile Multiplayer Rol implications for the quality of the users’ experiences; at the same time, the results clarify the magnitude of these implications. Our findings are valuable as they provide practical insight in the QoS/QoE relationship and can hence aid software developers in delivering high-quality usage experiences to their customers.
作者: 祖?zhèn)?nbsp;   時間: 2025-3-27 15:32

作者: 追逐    時間: 2025-3-27 21:31

作者: 喊叫    時間: 2025-3-27 23:42
Nagesh Shukla,Arjun Radhakrishnangames. Finally, we present the results of a conducted field test showing a very positive motivational effect among the majority of the patients but also highlighting remaining issues and technical difficulties, which can be beneficial for the future development in this field.
作者: REIGN    時間: 2025-3-28 05:51

作者: Pseudoephedrine    時間: 2025-3-28 09:44
Protection: a General Background,pic Video Rendering (MSVR), allows to present stereoscopic video streams within game engines on consumer graphics boards. We further discuss aspects of performance and occlusion of virtual objects. This allows developers and other researchers to easily apply S3D video with current game engines to explore new innovations in S3D gaming.
作者: kindred    時間: 2025-3-28 13:20
https://doi.org/10.1007/978-1-349-03424-6loped three adaptive time-variant minigames and carried out two studies with them. The studies showed that the adaptation mechanisms allow accurate prediction of play time, that the minigames were valuable in helping to balance temporal asymmetries in a real mixed-reality game, and that they did not detract from the overall play experience.
作者: 痛苦一下    時間: 2025-3-28 14:48

作者: EXUDE    時間: 2025-3-28 22:19
GrabApple: The Design of a Casual Exergame and that they burned an average of 91.8 Calories. If played three times per day, our casual exergame produced sufficient physical activity to meet current fitness guidelines. We discuss the potential health benefits of casual exergames.
作者: ENACT    時間: 2025-3-28 23:48
Motion-Based Games for Parkinson’s Disease Patientsgames. Finally, we present the results of a conducted field test showing a very positive motivational effect among the majority of the patients but also highlighting remaining issues and technical difficulties, which can be beneficial for the future development in this field.
作者: chalice    時間: 2025-3-29 06:42
Gemini: A Pervasive Accumulated Context Exergamelayer roleplaying PACE. Results from a week-long study of our game showed that by satisfying the six design principles, we can create a PACE with scalability and staying power. Our results are the first step toward creating PACEs that promotes long-term game engagement, which is needed for activity-related behaviour change.
作者: 媽媽不開心    時間: 2025-3-29 08:29
Integrating Stereoscopic Video in 3D Gamespic Video Rendering (MSVR), allows to present stereoscopic video streams within game engines on consumer graphics boards. We further discuss aspects of performance and occlusion of virtual objects. This allows developers and other researchers to easily apply S3D video with current game engines to explore new innovations in S3D gaming.
作者: Culpable    時間: 2025-3-29 13:31
Time Balancing with Adaptive Time-Variant Minigamesloped three adaptive time-variant minigames and carried out two studies with them. The studies showed that the adaptation mechanisms allow accurate prediction of play time, that the minigames were valuable in helping to balance temporal asymmetries in a real mixed-reality game, and that they did not detract from the overall play experience.
作者: 斥責    時間: 2025-3-29 19:25
Verification of Temporal Constraints in Continuous Time on Nondeterministic Stories checked are described by temporal formulas over the properties of the story. To make possible the verification in real time, it is assumed that these properties are piecewise-linear functions. A prototype, using Constraint Logic Programming for the verification of properties, is operational.
作者: 極小    時間: 2025-3-29 22:46
Camerawork for Comics Generated from Visitors’ Experiences in a Virtual Museumd in a comic generation system we have been developing for summarizing user experiences in Second Life. Visual comparison, with a baseline camerawork, confirms the effectiveness of the proposed camerawork module.
作者: cortex    時間: 2025-3-30 03:58

作者: Anhydrous    時間: 2025-3-30 05:36

作者: 吹氣    時間: 2025-3-30 09:36

作者: 未成熟    時間: 2025-3-30 14:18
https://doi.org/10.1057/9780230371323ms in certain situations. We have built affective agents to play computer games against human users, and assessed empirically the extent to which users consider more engaging to play against the affective agents than to play against agents that are easy to beat.
作者: 古董    時間: 2025-3-30 18:06

作者: Hyaluronic-Acid    時間: 2025-3-30 22:58

作者: Eclampsia    時間: 2025-3-31 01:27

作者: instate    時間: 2025-3-31 05:13

作者: biopsy    時間: 2025-3-31 11:24
Universal Game Based on Traditional Children’s Outdoor Gamesducted experiments to verify their ease of play and to evaluate their degrees of enjoyment and utility. We found that both ways of playing were appropriate for the visually impaired and that healthy people also enjoyed playing ..
作者: 合并    時間: 2025-3-31 16:03
A Public 3D Visualization Tool for the Musée des Arts et Métiers de Pariside the real objects in the museums galleries. The cards are tagged with reactvision fiducial marks that enable the user to manipulate the 3D object representation on the screen. We present this tool and we focus more precisely on interaction issues both for individuals and groups in a public context and for a private use at home.
作者: omnibus    時間: 2025-3-31 18:45
Affective Agents for Empathic Interactionsms in certain situations. We have built affective agents to play computer games against human users, and assessed empirically the extent to which users consider more engaging to play against the affective agents than to play against agents that are easy to beat.
作者: acrobat    時間: 2025-4-1 01:05
Conference proceedings 2011wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.
作者: misshapen    時間: 2025-4-1 05:53

作者: 奇怪    時間: 2025-4-1 06:33
The Determinants of East Asian Regionalism,hen investigate the relationship between the use of these motion attributes and the rated complexity of the visual scene. We present this analysis as a contribution, and design lessons extrapolated based on the analysis.
作者: Flounder    時間: 2025-4-1 12:54

作者: 溫室    時間: 2025-4-1 18:09
Evaluating User Experience in a Selection Based Brain-Computer Interface Game A Comparative Study
作者: heart-murmur    時間: 2025-4-1 18:56

作者: 許可    時間: 2025-4-2 01:34
The Experience of Interactive Storytelling: Comparing “Fahrenheit” with “Fa?ade”e “Holodeck” ? idea of interactive storytelling. We report exploratory experiments on the user experience in a ‘classic’, foundational application of interactive storytelling, “Fa?ade” (Mateas & Stern, 2002), and compare results with an identical experiment carried out with users of the adventure ga




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