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標(biāo)題: Titlebook: Handbook of Digital Games and Entertainment Technologies; Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Reference work 2017 Springer [打印本頁]

作者: GERD847    時間: 2025-3-21 19:33
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被引頻次學(xué)科排名




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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: SLAY    時間: 2025-3-21 23:00

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https://doi.org/10.1007/978-3-658-15735-7ovides a rich feedback environment for BCI while retaining a controlled and safe environment. The combination of VR and BCI allows for providing participants with novel experiences that are impossible otherwise. Both fields still pose many technological challenges to scientists and engineers, but bo
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作者: Semblance    時間: 2025-3-23 06:17
https://doi.org/10.1007/978-3-663-07366-6amework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria, and metrics to complete the different phases required by a human-centered design process. This aims to understand the context of use, specify the
作者: 出生    時間: 2025-3-23 11:51
https://doi.org/10.1007/978-3-322-88289-9al 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: 善于騙人    時間: 2025-3-23 17:53
https://doi.org/10.1007/978-3-322-88445-9ecial controller.” In particular, this chapter introduces a virtual 3D block-building play system that can control the movements with human gestures. This system requires only two small inexpensive RGB high-speed cameras as the peripheral devices. It is not necessary to attach reflective markers on
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作者: 表示問    時間: 2025-3-24 12:29

作者: 運(yùn)動性    時間: 2025-3-24 16:10
Monte-Carlo Tree Search in Board Gamesf the search space. Using the results of previous explorations, the method gradually builds up a game tree in memory and successively becomes better at accurately estimating the values of the most promising moves. MCTS has substantially advanced the state of the art in board games such as Go, Amazon
作者: ADAGE    時間: 2025-3-24 19:00
Physics Simulation Games Physics simulation games, i.e., video games where the game world simulates real-world physics, offer a simplified and controlled environment for developing and testing Artificial Intelligence. It allows AI researchers to integrate different areas of AI, such as computer vision, machine learning, kn
作者: Uncultured    時間: 2025-3-25 00:42

作者: 煩憂    時間: 2025-3-25 06:19
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: 水土    時間: 2025-3-25 11:11

作者: hauteur    時間: 2025-3-25 12:00
Games for BCI Skill Learningre user specific. However, experimental paradigms used to collect neurophysiological trials from individuals are typically data-centered and not user-centered. This means that experimental paradigms are tuned to collect as many trials as possible – which is indeed important for reliable calibration
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作者: Pander    時間: 2025-3-26 11:36
Intelligent Character Technologies for Entertainment Games give the virtual world a sense of reality or entertainment as a game. This chapter describes technologies for generating character behaviors and the application game system, using an immersive interactive game, the Versus Beat’em-up game, and an interactive storytelling game as examples.
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作者: LUMEN    時間: 2025-3-26 23:54
Monte-Carlo Tree Search in Board Gamese simulation in the tree part of MCTS, are discussed in detail. Subsequently, enhancements such as MAST, N-Grams, and evaluation function-based strategies are explained for improving the simulation outside the tree. As modern computers have nowadays multiple cores, this chapter mentions techniques t
作者: 昏迷狀態(tài)    時間: 2025-3-27 04:45
Physics Simulation Gamesle for conducting Artificial Intelligence research on these games and highlights the main research goals. Some of the underlying AI problems and recent advances are discussed and exemplified using a popular physics simulation game. Finally, an overview of current research in related areas is given.
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作者: 伸展    時間: 2025-3-27 12:41

作者: Genome    時間: 2025-3-27 15:33
Towards Serious Games for Improved BCI for this is through the use of BCI technologies embedded into games with a purpose (GWAP). GWAP are a game-based form of crowdsourcing which players choose to play for enjoyment and during which the player performs key tasks which cannot be automated but that are required to solve research question
作者: scotoma    時間: 2025-3-27 20:08
Current Status of Applying Artificial Intelligence in Digital Games 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
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Handbook of Digital Games and Entertainment Technologies
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Handbook of Digital Games and Entertainment Technologies978-981-4560-50-4
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作者: 手勢    時間: 2025-3-28 17:39
https://doi.org/10.1007/978-3-663-07364-2e simulation in the tree part of MCTS, are discussed in detail. Subsequently, enhancements such as MAST, N-Grams, and evaluation function-based strategies are explained for improving the simulation outside the tree. As modern computers have nowadays multiple cores, this chapter mentions techniques t
作者: Dysarthria    時間: 2025-3-28 20:37

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作者: Evocative    時間: 2025-3-29 04:22
Wilhelm Sturtzel,Hermann Schmidt-Stiebitz BCI control. This chapter first reviews basic principles and standard experimental paradigms used in BCI training that detect messages expressed by spontaneous electroencephalogram (EEG) rhythms. Users can independently modulate oscillations by performing appropriate mental tasks. Then, requirement
作者: 壕溝    時間: 2025-3-29 08:20

作者: Eclampsia    時間: 2025-3-29 12:47
https://doi.org/10.1007/978-3-322-88289-9 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: Processes    時間: 2025-3-29 19:28

作者: 同謀    時間: 2025-3-29 20:32
Reference work 2017chers 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: 結(jié)束    時間: 2025-3-30 01:54
Ryohei Nakatsu,Matthias Rauterberg,Paolo CiancarinFirst major reference work presenting a comprehensive overview to the field of games and entertainment technologies.Covers many different topics in games and entertainment which are interdisciplinary,
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作者: 噴出    時間: 2025-3-30 18:11
Intelligent Character Technologies for Entertainment Games give the virtual world a sense of reality or entertainment as a game. This chapter describes technologies for generating character behaviors and the application game system, using an immersive interactive game, the Versus Beat’em-up game, and an interactive storytelling game as examples.
作者: 頭盔    時間: 2025-3-31 00:44

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作者: 審問    時間: 2025-3-31 09:18
https://doi.org/10.1007/978-3-322-87834-2conduct systematic selection supports of various learning services provided in the area, as well as development, provision, and evaluation of new services which use game technologies, in an integrated manner, for the lifelong learning society.




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