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標(biāo)題: Titlebook: Handbook of Digital Games and Entertainment Technologies; Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Living reference work 20200th [打印本頁]

作者: Wilder    時間: 2025-3-21 16:05
書目名稱Handbook of Digital Games and Entertainment Technologies影響因子(影響力)




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書目名稱Handbook of Digital Games and Entertainment Technologies網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Handbook of Digital Games and Entertainment Technologies被引頻次




書目名稱Handbook of Digital Games and Entertainment Technologies被引頻次學(xué)科排名




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書目名稱Handbook of Digital Games and Entertainment Technologies年度引用學(xué)科排名




書目名稱Handbook of Digital Games and Entertainment Technologies讀者反饋




書目名稱Handbook of Digital Games and Entertainment Technologies讀者反饋學(xué)科排名





作者: 單調(diào)性    時間: 2025-3-21 20:32

作者: 可行    時間: 2025-3-22 00:45
knowledgeare connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understanda978-981-4560-52-8
作者: 寬敞    時間: 2025-3-22 07:59
Handbook of Digital Games and Entertainment Technologies
作者: insert    時間: 2025-3-22 09:10
Handbook of Digital Games and Entertainment Technologies978-981-4560-52-8
作者: jealousy    時間: 2025-3-22 15:35
Living reference work 20200th editionchers working in the field of sociology and psychology will find how their experience and knowledgeare connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understanda
作者: ellagic-acid    時間: 2025-3-22 18:21
Unterrichtszentrierte Schulentwicklungvironment consisting of physical objects enhanced with sensing, computing, and communicating capabilities in order to support advanced and multimodal/multisensory interaction. An important aspect is that the environment supports the definition of game rules, so that users are stimulated and invited
作者: OATH    時間: 2025-3-22 22:55

作者: Corporeal    時間: 2025-3-23 04:27
https://doi.org/10.1007/978-3-322-98984-0ors. It is concluded that there is a clear need to distinguish between addictions . the Internet and addictions . the Internet. Gambling or gaming addicts who chooses to engage in online gambling and gaming are not Internet addicts – the Internet is just the place where they conduct their chosen (ad
作者: Pert敏捷    時間: 2025-3-23 06:01

作者: commensurate    時間: 2025-3-23 11:23

作者: PATRI    時間: 2025-3-23 14:36
https://doi.org/10.1007/978-3-642-59545-5 intelligence. The other unique AIs are “Navigation AI” which analyzes and recognizes the environment of game world and “Meta AI” which dynamically controls and changes the progress, situation, and drama of the game. These three AIs, namely, Character AI, Navigation AI, and Meta AI, cooperate with e
作者: 游行    時間: 2025-3-23 19:25
Unterstützung in der Nachbarschafteration of telepresence technology that increases the possibility of ongoing connectedness, self-disclosure, and empathy through stochastic detection of the user’s mood state and regenerating it in the remote location. Intimate telepresence has been also explored from the design point of view. In th
作者: 外表讀作    時間: 2025-3-24 02:11
Dokumentation der Befundergebnisse, TV and serious games are both used. Existing evidence confirms weak to strong effects on health-related knowledge, attitude, and behavior..In general, the review shows the great potential of TV and serious games in the fields of sport and health. On the other hand, there are still numerous open que
作者: Jubilation    時間: 2025-3-24 02:34

作者: calamity    時間: 2025-3-24 08:31

作者: onlooker    時間: 2025-3-24 13:21

作者: Repatriate    時間: 2025-3-24 17:54
https://doi.org/10.1007/978-3-663-04973-9h interactions and adaptations..Responding to the emergent nature of the game-like environment of the ancient ., the ., and the related work of John Cage serves as base for the conceptual framework of the project. Similar to Cage’s ideas of chance and indeterminacy, this work looks to the ancient Ea
作者: Catheter    時間: 2025-3-24 21:46
A Tangible Serious Game Approach to Science, Technology, Engineering, and Mathematics (STEM) Educatvironment consisting of physical objects enhanced with sensing, computing, and communicating capabilities in order to support advanced and multimodal/multisensory interaction. An important aspect is that the environment supports the definition of game rules, so that users are stimulated and invited
作者: Forage飼料    時間: 2025-3-25 00:20
Action Games, Motor Imagery, and Control Strategies: Toward a Multi-button Controller,llenges for BCGI. Preliminary results from a proof-of-concept study of a BCGI multi-button controller referred to as the “CircleTime” controller are presented. The CircleTime controller offers the user the option of selecting between six separate buttons using just two motor imagery tasks. Results i
作者: 包租車船    時間: 2025-3-25 07:22
Addiction and Entertainment Products,ors. It is concluded that there is a clear need to distinguish between addictions . the Internet and addictions . the Internet. Gambling or gaming addicts who chooses to engage in online gambling and gaming are not Internet addicts – the Internet is just the place where they conduct their chosen (ad
作者: 賭博    時間: 2025-3-25 08:59

作者: habile    時間: 2025-3-25 12:12

作者: 助記    時間: 2025-3-25 18:53

作者: 身心疲憊    時間: 2025-3-25 22:11
Design and Development of Playful Robotic Interfaces for Affective Telepresence,eration of telepresence technology that increases the possibility of ongoing connectedness, self-disclosure, and empathy through stochastic detection of the user’s mood state and regenerating it in the remote location. Intimate telepresence has been also explored from the design point of view. In th
作者: echnic    時間: 2025-3-26 00:50

作者: 舉止粗野的人    時間: 2025-3-26 04:47
Enrobotment: Toy Robots in the Developing Brain,ions including their intention prosper. Intention attribution to objects/toys constitutes a precursor of self-consciousness, as this intention, a specific anticipation, helps children to understand what it signifies to have a perspective. Recognizing what it implies to be a “self” is a parcel of env
作者: 熱情贊揚(yáng)    時間: 2025-3-26 10:29

作者: Restenosis    時間: 2025-3-26 15:12

作者: corpus-callosum    時間: 2025-3-26 20:00

作者: carotenoids    時間: 2025-3-27 00:44

作者: 繁榮地區(qū)    時間: 2025-3-27 03:22
https://doi.org/10.1007/978-3-8349-6969-9 dosage. This chapter discusses the motion capture devices available commercially, presenting a benchmark for comparison, and provides a case study of a game for rehabilitation of the upper limb after stroke. The work is resented in a manner which is intended to be applicable to the development of any game rehabilitation.
作者: 輕彈    時間: 2025-3-27 08:01
https://doi.org/10.1007/978-3-663-07361-1 Remarkable progress has been made in developing efficient search algorithms over the last few decades. The chapter describes several standard techniques including . search, proof-number search, and endgame databases.
作者: cumber    時間: 2025-3-27 13:08
Brain-Computer Interface Games: Towards a Framework,onstructed with respect to the research conducted in both the BCI and the game communities. Developers can situate their BCI games within this framework, benefit from the provided guidelines, and extend the framework further.
作者: aerial    時間: 2025-3-27 16:26
Commodity Video Game Technology in Teletherapy, dosage. This chapter discusses the motion capture devices available commercially, presenting a benchmark for comparison, and provides a case study of a game for rehabilitation of the upper limb after stroke. The work is resented in a manner which is intended to be applicable to the development of any game rehabilitation.
作者: Cirrhosis    時間: 2025-3-27 19:52

作者: DEI    時間: 2025-3-28 00:07

作者: Fluctuate    時間: 2025-3-28 05:19

作者: Resistance    時間: 2025-3-28 09:14

作者: 薄膜    時間: 2025-3-28 10:51
,Themeneingrenzung und überblick, accessibility, to the use of television as a platform for a range of health and lifestyle support applications. The representation and inclusion of the older population in the design process are also discussed.
作者: enchant    時間: 2025-3-28 15:50
Digital Interactive Television and the Older Generation, accessibility, to the use of television as a platform for a range of health and lifestyle support applications. The representation and inclusion of the older population in the design process are also discussed.
作者: 帶來墨水    時間: 2025-3-28 21:53

作者: 征稅    時間: 2025-3-29 02:34
,Grundlagen von Leistungsverst?rkern, values between stakeholders, the effect of serious pervasive games on non-participants, rules of play, transparency, consent, and autonomy. The guidelines contain sets of issues, questions, and examples that aim to alert researchers and practitioners to key concerns.
作者: etiquette    時間: 2025-3-29 07:06

作者: 煩擾    時間: 2025-3-29 11:09
Ethics, Privacy and Trust in Serious Games, values between stakeholders, the effect of serious pervasive games on non-participants, rules of play, transparency, consent, and autonomy. The guidelines contain sets of issues, questions, and examples that aim to alert researchers and practitioners to key concerns.
作者: Insul島    時間: 2025-3-29 15:02
Challenges for Robots Acting on a Stage,h an emphasis on direct perception of robots and the observation of other humans interacting with robots. Then we discuss state-of-the-art approaches to select and sequence robot behaviors for human–robot interaction. Finally, we report about long-term interaction experiences involving robots and human actors on stage.
作者: 形狀    時間: 2025-3-29 16:47
Discourse and Camera Control in Interactive Narratives,ourse is established. Theories of visual discourse that expand the notions of textual discourse to fit the analysis of visual narratives will be described. Finally, a discussion of automatic generation of coherent visual discourse in terms of viewpoint selection in virtual environments will be carried out.
作者: Debrief    時間: 2025-3-29 21:03
Living reference work 20200th editiond sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.? The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering techn
作者: obstinate    時間: 2025-3-29 23:56
A Tangible Serious Game Approach to Science, Technology, Engineering, and Mathematics (STEM) Educats are needed not only to apply concepts but also to help learning itself. This is particularly challenging in a younger age where this concern is often neglected frequently, leading to poor instruction, if any. However, science, technology, engineering, and mathematics (STEM) topics typically involv
作者: 憂傷    時間: 2025-3-30 05:18

作者: Charitable    時間: 2025-3-30 09:36
Addiction and Entertainment Products,reports about excessive use of entertainment technology and potentially addictive use (e.g., to video games, mobile phones, the Internet, etc.). The present chapter briefly overviews addiction to these entertainment products (i.e., “technological addictions”) by defining addiction and arguing that t
作者: 充氣球    時間: 2025-3-30 14:55
Applied Entertainment: Positive Uses of Entertainment Media,ntertainment can be seen as a public health issue. When freely chosen, entertainment can produce desired states such as relaxation or arousal and can induce the range of human emotions that enrich daily life. The emotional and social satisfactions provided by entertainment are supplemented by their
作者: 合唱團(tuán)    時間: 2025-3-30 16:36
Brain-Computer Interface Games: Towards a Framework, BCI as a game controller. However, there is a discrepancy between the BCI games developed by the two communities. This not only adds to the workload of developers but also damages the reputation of BCI games. As a response to this issue, in this chapter, a BCI game framework is presented that was c
作者: 朦朧    時間: 2025-3-30 22:38

作者: Digest    時間: 2025-3-31 03:59
Challenges for Robots Acting on a Stage, understanding how an audience may perceive the robots. To this aim, we first survey available literature about cognitive human–robot interaction, with an emphasis on direct perception of robots and the observation of other humans interacting with robots. Then we discuss state-of-the-art approaches
作者: 清楚說話    時間: 2025-3-31 08:31
Commodity Video Game Technology in Teletherapy,ements in order to exercise the affected limbs. Incorporating these movements into games is of interest as the exercises can take place in the domestic environment without continual medial oversight, and the use of a gaming context encourages engagement with the exercise regime, leading to increased
作者: CERE    時間: 2025-3-31 10:08
Computer Music Languages and Systems: The Synergy Between Technology and Creativity,ty (hence, less focus is put on those commercial computer music software such as digital audio workstation (DAW) software or sound editor software). As is often seen in other surveys of computer music history, the historical development of computer music languages and systems is divided into several
作者: 遭遇    時間: 2025-3-31 14:43
Current Status of Applying Artificial Intelligence in Digital Games,al games evolved independently and differently from the academic AI research of science and engineering which require functionality in the real world. Digital games have complex and large-scale virtual 2D/3D worlds where game characters live in, recognize, make decisions, and design their motions to
作者: 六邊形    時間: 2025-3-31 21:35

作者: 珊瑚    時間: 2025-4-1 00:53

作者: 終點(diǎn)    時間: 2025-4-1 04:42

作者: 高歌    時間: 2025-4-1 08:34

作者: Arable    時間: 2025-4-1 13:58

作者: transdermal    時間: 2025-4-1 16:42

作者: craven    時間: 2025-4-1 19:11
Ethics, Privacy and Trust in Serious Games,rk on computer ethics, privacy, and trust. The review forms a basis for a discussion on ethics within serious games including related types such as persuasive games, gamification, and pervasive games. The objective being is to identify common issues and areas of interest where the boundaries between
作者: 平常    時間: 2025-4-1 23:15





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