派博傳思國際中心

標(biāo)題: Titlebook: Entertainment Computing – ICEC 2021; 20th IFIP TC 14 Inte Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Pedro Conference proceedings 2021 IF [打印本頁]

作者: 威風(fēng)    時間: 2025-3-21 18:03
書目名稱Entertainment Computing – ICEC 2021影響因子(影響力)




書目名稱Entertainment Computing – ICEC 2021影響因子(影響力)學(xué)科排名




書目名稱Entertainment Computing – ICEC 2021網(wǎng)絡(luò)公開度




書目名稱Entertainment Computing – ICEC 2021網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Entertainment Computing – ICEC 2021被引頻次




書目名稱Entertainment Computing – ICEC 2021被引頻次學(xué)科排名




書目名稱Entertainment Computing – ICEC 2021年度引用




書目名稱Entertainment Computing – ICEC 2021年度引用學(xué)科排名




書目名稱Entertainment Computing – ICEC 2021讀者反饋




書目名稱Entertainment Computing – ICEC 2021讀者反饋學(xué)科排名





作者: 粗俗人    時間: 2025-3-21 23:47

作者: jabber    時間: 2025-3-22 02:33
,Der Auslagenersatz (§§ 25–30 BRAGO),merchandise, and major tournaments with highly endowed prize money. First-person shooter (FPS) games represent a dominant discipline. Professional training methodologies such as post-match analyses and tactics discussions are becoming essential in training sessions besides pure mechanical-oriented e
作者: 革新    時間: 2025-3-22 08:06

作者: Foam-Cells    時間: 2025-3-22 08:51
Die Berechnung des Gegenstandswertes,il to engage with books and other literacy-related content, which in turn negatively affects their learning outcomes. Though several arts-based strategies have been shown to improve students’ involvement in reading, these approaches can be difficult and time consuming to implement. . is a digital ta
作者: 鍵琴    時間: 2025-3-22 14:01
https://doi.org/10.1007/978-3-031-52087-7 the main challenges for the online content providers, especially for education industry. Southeast Asia market has grown steadily over the years for online content providers, becoming one of the strategic areas of investment. In this paper, we identify that cultural barrier is the key obstacle to s
作者: 鍵琴    時間: 2025-3-22 19:21
Training bei Dyskalkulie und Rechenst?rungen players (e.g. the opponents players face). These agents have an essential role in the players’ experience, and, as such, their creation needs to carefully considered. In this paper we propose a taxonomy of social roles that agents can play in games as a step towards the formalization of the problem
作者: 自作多情    時間: 2025-3-22 22:06

作者: microscopic    時間: 2025-3-23 04:31
Training emotionaler Kompetenzenferred concepts and practices from performance studies to create a dynamic VR environment, in which design elements are interconnected and changing with the character’s movement. Our focus was on space and light as two essential elements of both dance performances and virtual environments. We employ
作者: Nomadic    時間: 2025-3-23 06:07
https://doi.org/10.1007/978-3-642-05230-9/medical informatics. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent publications in the virtual reality context. This work proposes a novel experimental analysis u
作者: infarct    時間: 2025-3-23 12:17

作者: 少量    時間: 2025-3-23 15:44

作者: endoscopy    時間: 2025-3-23 20:56
https://doi.org/10.1007/978-3-642-71712-3yers to evaluate the balance of each volume of these instruments while playing. In addition, while it is possible to self-diagnose by recording drum performances, it is not always efficient to re-record and re-play drum performances based on the correction points. Therefore, we developed a system th
作者: BOOST    時間: 2025-3-24 01:53
Angelo Compare,Antonino La Tonan using voice dialogue have not been clarified. We particularly focused on games that allow users to talk with characters relatively freely, and thought that the intimacy with the interactive partner is related to the enjoyment of the conversation and the game as a whole. In this paper, we selected
作者: dainty    時間: 2025-3-24 04:45
Teaching Basic Laparoscopic Skills,orithmic, or in some cases not theoretically linked to strict programming constructs, although still characterized as programming-related games. We discuss a serious game with visual programming where the primary mission is the development of a simple 2d game. Its primary novelty is the lack of sepa
作者: incredulity    時間: 2025-3-24 10:15
Felicia Trembath,Stephanie Brennhoferough there are many works for each approach, we present a critical analysis and comparison between them, suggesting a common benchmark and parameter configurations. The evolutionary strategy implements the NeuroEvolution of Augmenting Topologies algorithm, while the reinforcement learning agent leve
作者: 狼群    時間: 2025-3-24 13:06

作者: jet-lag    時間: 2025-3-24 17:53
Emotionstraining in der Schule,d’. While game research has mostly overlooked awe, initial theoretical and empirical work just recently suggested that awe experiences substantially fuel players’ entertainment experiences. The present contribution aims to add to the deficient body of research. Specifically, it is examined whether a
作者: Ventilator    時間: 2025-3-24 21:10

作者: 手榴彈    時間: 2025-3-25 03:03
978-3-030-89393-4IFIP International Federation for Information Processing 2021
作者: 古董    時間: 2025-3-25 03:23
Entertainment Computing – ICEC 2021978-3-030-89394-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: Capture    時間: 2025-3-25 11:26
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/e/image/311618.jpg
作者: 有毛就脫毛    時間: 2025-3-25 13:01
Performative Virtual Scenes: A Dynamic VR Environment Design Approached and tested our dynamic VR environment design approach by means of two studies (on space and on light) with 24 users in?total. The results of these studies are discussed with regard to the enhancement of, and benefits for the user experience, followed by suggestions for the applicability of our approach to other fields in VR design.
作者: Paraplegia    時間: 2025-3-25 18:24
0302-9743 intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing..978-3-030-89393-4978-3-030-89394-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: 不容置疑    時間: 2025-3-25 21:57
Conference proceedings 2021d selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing..
作者: strdulate    時間: 2025-3-26 01:51
Training emotionaler Kompetenzened and tested our dynamic VR environment design approach by means of two studies (on space and on light) with 24 users in?total. The results of these studies are discussed with regard to the enhancement of, and benefits for the user experience, followed by suggestions for the applicability of our approach to other fields in VR design.
作者: 郊外    時間: 2025-3-26 07:17
https://doi.org/10.1007/978-3-662-64736-3. We asked 34 subjects to watch each lecture video for 20?min and then fill out a questionnaire. As a result, the brighter the LED display, the better the evaluation result, while the brighter the projector, the lower the evaluation result. Also, a further detailed analysis was performed by analysis of variance (ANOVA).
作者: Cantankerous    時間: 2025-3-26 09:22
Realizing the Development Vision 2020,icant differences between the Indian and European samples in terms of social play patterns, highlighting the role of socio-cultural factors on gaming during the pandemic. Ego-network based analysis of social gaming behavior showed four distinct player profiles.
作者: AV-node    時間: 2025-3-26 14:05
Teaching Basic Laparoscopic Skills,live-programmed, and live-edited during play. Additionally, time may be freely rewind and replayed, undoing or redoing internally all related user actions and game state updates. During such time travels, it is allowed to drop the entire history onwards, from any given point in time, and continue from there.
作者: cortisol    時間: 2025-3-26 20:44
Felicia Trembath,Stephanie Brennhofernario. We also compare different representations of state and reward functions for each method. All methods were able to generate agents that can play the game, where the NEAT algorithm had the best results, reaching the goal of never losing.
作者: 違抗    時間: 2025-3-26 22:31

作者: Interlocking    時間: 2025-3-27 02:40

作者: organic-matrix    時間: 2025-3-27 05:41

作者: implore    時間: 2025-3-27 11:40

作者: 癡呆    時間: 2025-3-27 14:19

作者: 暖昧關(guān)系    時間: 2025-3-27 20:37
Die Berechnung des Gegenstandswertes,ative narratives, helping them to view stories as an enjoyable and rewarding outlet they can share with friends. After a series of improvements made through player feedback, players felt the game helped them overcome fear of judgment, engage with narrative in new multimodal ways, and bond with peers.
作者: groggy    時間: 2025-3-28 01:39
https://doi.org/10.1007/978-3-658-26840-4ure further increased the proportion of moral (vs. immoral) decision-making. Our results underline that moral decision-making is dependent on specific contexts and that morality theories can be applied to virtual gaming scenarios.
作者: conformity    時間: 2025-3-28 02:35

作者: CLOUT    時間: 2025-3-28 07:05

作者: abracadabra    時間: 2025-3-28 10:47

作者: Interlocking    時間: 2025-3-28 16:21
Angelo Compare,Antonino La Tonaith the characters and the enjoyment and immersion of the game increased. Finally, a discussion on the type of interface that actually influenced the degree of intimacy and enjoyment while playing the game is given.
作者: magnate    時間: 2025-3-28 22:39
Die Fernsehreportage: Der Text,articipant using the final version of the game, with positive results. By utilizing player location tracking, this game successfully integrates a classic murder-mystery style story into a real-life setting–the University’s campus–to provide an alternative means for new students to become familiar with their surroundings.
作者: 胡言亂語    時間: 2025-3-29 00:06
Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspectsative narratives, helping them to view stories as an enjoyable and rewarding outlet they can share with friends. After a series of improvements made through player feedback, players felt the game helped them overcome fear of judgment, engage with narrative in new multimodal ways, and bond with peers.
作者: PATHY    時間: 2025-3-29 05:20

作者: left-ventricle    時間: 2025-3-29 11:16

作者: 來自于    時間: 2025-3-29 12:47
Fundamental Study of Color Combinations by Using Deuteranope-Simulation Filter for Controlling the Hwith color vision diversity can easily discriminate. This means that the advantages of color vision and disadvantages of color vision diversity can be controlled appropriately by using color combinations.
作者: 表臉    時間: 2025-3-29 16:24

作者: 混合物    時間: 2025-3-29 20:25
Speech Recognition Game Interface to Increase Intimacy with Charactersith the characters and the enjoyment and immersion of the game increased. Finally, a discussion on the type of interface that actually influenced the degree of intimacy and enjoyment while playing the game is given.
作者: CHASM    時間: 2025-3-30 01:15

作者: HATCH    時間: 2025-3-30 07:26

作者: hypotension    時間: 2025-3-30 08:58
CS:Show – An Interactive Visual Analysis Tool for First-Person Shooter eSports Match Datacorporated into tools to support the analysis of FPS matches. We describe user interface functionalities that allow to interactively analyze the highly multivariate data of FPS matches. We show our concepts’ technical feasibility by implementing them within a tool – .. Within an expert user study, e
作者: 平淡而無味    時間: 2025-3-30 14:41
Fun to Enhance Learning, Motivation, Self-efficacy, and Intention to Play in DGBLhe change in students’ motivation and self-efficacy, and the intention to play similar games. However, no significant effect was found on the measured learning and the change in attitude towards the subject. Our findings partially support the contention that making DGBL more fun improves learning. F
作者: 容易生皺紋    時間: 2025-3-30 17:41
Cultural Emotion Games as Trajectory Learning in Southeast Asiaew cultural online game and e-learning model for creating more exciting, engaging, fun, and motivating online learning contents. Partial least square structural equation modelling techniques were used to examine the path associated with dependent and independent constructs. The result show (a) signi
作者: corporate    時間: 2025-3-30 22:58
A Taxonomy of Social Roles for Agents in Gamesinstance, many of the social roles proposed are played by agents that do not have much agency or autonomy. Also, there is a large number of under-explored social roles in games at the moment. The taxonomy serves as inspiration to guide game design involving social interactions with game actors, prom
作者: SOBER    時間: 2025-3-31 03:08

作者: 鴿子    時間: 2025-3-31 07:38

作者: Concerto    時間: 2025-3-31 09:14

作者: certitude    時間: 2025-3-31 15:52
,Das selbst?ndige Beweisverfahren,he change in students’ motivation and self-efficacy, and the intention to play similar games. However, no significant effect was found on the measured learning and the change in attitude towards the subject. Our findings partially support the contention that making DGBL more fun improves learning. F
作者: 閑聊    時間: 2025-3-31 20:02





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