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標題: Titlebook: Intelligent Technologies for Interactive Entertainment; 6th International Co Dennis Reidsma,Insook Choi,Robin Bargar Conference proceedings [打印本頁]

作者: 兩邊在擴散    時間: 2025-3-21 17:31
書目名稱Intelligent Technologies for Interactive Entertainment影響因子(影響力)




書目名稱Intelligent Technologies for Interactive Entertainment影響因子(影響力)學科排名




書目名稱Intelligent Technologies for Interactive Entertainment網絡公開度




書目名稱Intelligent Technologies for Interactive Entertainment網絡公開度學科排名




書目名稱Intelligent Technologies for Interactive Entertainment被引頻次




書目名稱Intelligent Technologies for Interactive Entertainment被引頻次學科排名




書目名稱Intelligent Technologies for Interactive Entertainment年度引用




書目名稱Intelligent Technologies for Interactive Entertainment年度引用學科排名




書目名稱Intelligent Technologies for Interactive Entertainment讀者反饋




書目名稱Intelligent Technologies for Interactive Entertainment讀者反饋學科排名





作者: 聯邦    時間: 2025-3-21 21:38

作者: 無力更進    時間: 2025-3-22 04:14
https://doi.org/10.1007/978-3-319-08189-2artificial intelligence; arts and humanities; cognition; collaborative computing; distributed creativity
作者: 無可爭辯    時間: 2025-3-22 06:52

作者: 不可磨滅    時間: 2025-3-22 11:09

作者: consent    時間: 2025-3-22 16:05

作者: ACTIN    時間: 2025-3-22 20:02
1867-8211 N 2014. The 8 full papers presented together with 4 special session papers, 4 panels and 6 extended abstracts were carefully selected from 26 submissions. The papers present interdisciplinary research, covering topics such as creativity applied to technology, AI, cognition and models of engagement a
作者: homocysteine    時間: 2025-3-23 00:52
Lost Voice Guy: Transcending Barriers of Disability through Technology in Live Comedy Performanceechnology as a tool to provide a mechanism through which he can perform live stand-up comedy illustrating that the technology has the ability to both allow individuals to transcend physical barriers and bring a new dimension to the form.
作者: grieve    時間: 2025-3-23 01:31

作者: 輕彈    時間: 2025-3-23 05:44
Collaborative Choreography: A Critical Inquiry into Designing Creative Interactive Systemson interactions between the choreographer and dancers to develop and evaluate movement material through exploration on different bodies. Based on this interaction model we choreographed and analyzed a dance piece in order to design a set of features that support system collaboration and agency in an intelligent autonomous choreographic system.
作者: terazosin    時間: 2025-3-23 19:26

作者: output    時間: 2025-3-23 22:10
Predicting Shot Success for Table Tennis Using Video Analysis and Machine Learningining and a test set. The program then is able to predict the outcome of shots with high accuracy. This makes it possible to develop and verify tactical suggestions for players as part of an automatic analyzing and coaching tool, completely independent of human interaction.
作者: BINGE    時間: 2025-3-24 06:26
Towards Environments That Have a Sense of Humoro recognize opportunities to generate humorous interactions or events on the fly. Opportunities, made possible by introducing incongruities, can be exploited by the environment itself, or they can be communicated to its inhabitants.
作者: Enliven    時間: 2025-3-24 06:45

作者: dendrites    時間: 2025-3-24 13:56

作者: hermitage    時間: 2025-3-24 17:28
Head Pose Estimation by Perspective-n-Point Solution Based on 2D Markerless Face Trackinge with a low cost webcam. This information is associated to a set of points from a 3D head model by perspective-n-point solution to obtain pitch, roll and yaw. These results are then compared with a reference acquired with faceLAB, a robust markerless head tracker and eye tracking system.
作者: 輕彈    時間: 2025-3-24 21:59
Fools, Tricksters and Jokers: Categorization of Humor in Gameplayo-game trajectories. Scripted humor (game-to-player) is contrasted with spontaneous humor (player-to-player) and emergent humor (player-to-game). The paper concludes by exploring how computational humor could sustain the design of humor in videogames.
作者: bizarre    時間: 2025-3-24 23:30
RPGs as Knowledge Creating Chronotopesgy-mediated knowledge outcome. To extend this previously appropriated concept, we will propose the term ”gamiform” as a way of distinguishing serious game chronotopes, that is, chronotopes that are games.
作者: Compassionate    時間: 2025-3-25 04:18
Radical Publishing: The Organization and Distribution of Art, Literature and Information in the 21stcal change, with informed speculation on implications for the future, panelists will discuss issues of archival preservation, ownership, changing modes of authorship, and the cognitive role of touch in the creative process.
作者: 誓言    時間: 2025-3-25 10:56

作者: 完成才會征服    時間: 2025-3-25 13:30
Creativity in the CPNDeated various types of creative industries: content-centric industry, platform-centric industry, and device-based businesses. This new creative economy requires creativity such as socio-cultural creativity, technology based creativity, state driven based creativity, and creativity of convergence
作者: Disk199    時間: 2025-3-25 18:41
Conference proceedings 2014apers present interdisciplinary research, covering topics such as creativity applied to technology, AI, cognition and models of engagement and play. The special session papers address the topic of humor in intelligent environments.
作者: Cognizance    時間: 2025-3-25 20:27

作者: PAN    時間: 2025-3-26 02:36

作者: Recessive    時間: 2025-3-26 05:36

作者: 不能約    時間: 2025-3-26 10:44
Min-Kyung Cha,Sang-Hee Kweon,Yoon-Jung Choi,Young-A Won,Hyun Joo Kim Today, Big Data Analytics plays a very important role for businesses in making marketing decisions. Social Media Data represents a large part of Big Data and are characterized by complex and unstructured formats, which makes their analysis a difficult task. The challenge for researchers and decisio
作者: 信條    時間: 2025-3-26 16:00
Lukas Draschkowitz,Christoph Draschkowitz,Helmut Hlavacs new opportunity to improve video content recommendation systems of those services. New video-on-demand services usually use the Internet as a broadcast infrastructure so the Internet can be used for feedback sending. Feedback can be divided into two groups: based on conscious choices generated by t
作者: NEX    時間: 2025-3-26 18:06
David Weintrop,Elham Beheshti,Michael S. Horn,Kai Orton,Laura Trouille,Kemi Jona,Uri Wilenskyted multiples strategies (digital Morocco, industrial acceleration plan, Morocco innovation initiative …) to catch up its technological delay and reduce disparities on innovation. However, while promoting innovation, we need to make enough attention to problems that can cause. Employment is one of t
作者: Indurate    時間: 2025-3-26 23:25
Li Zhang,John Barndennhance the customer experience. However, complex barriers hinder the ability of entrepreneurial-oriented small and medium-sized enterprises (SMEs) to advance in digital transformation. Using a questionnaire, we collected and analyzed data on the barriers to digital transformation in SMEs. The data r
作者: 平    時間: 2025-3-27 01:45

作者: 空氣傳播    時間: 2025-3-27 06:58
Kristin Carlson,Thecla Schiphorst,Steve DiPaolaing out trends, themes, directions, research problems, and potential future research avenues how ratings and reviews affect online consumer buying decision-making behavior. The only systematic literature review on online consumer reviews had presented the existing studies in relation to the communic
作者: 泥沼    時間: 2025-3-27 12:55
Danny Plass-Oude Bos,Bram van de Laar,Boris Reuderink,Mannes Poel,Anton Nijholtted multiples strategies (digital Morocco, industrial acceleration plan, Morocco innovation initiative …) to catch up its technological delay and reduce disparities on innovation. However, while promoting innovation, we need to make enough attention to problems that can cause. Employment is one of t
作者: epidermis    時間: 2025-3-27 13:52

作者: 不公開    時間: 2025-3-27 21:16

作者: Ovulation    時間: 2025-3-28 00:24

作者: Aphorism    時間: 2025-3-28 04:08

作者: 不如樂死去    時間: 2025-3-28 09:52

作者: single    時間: 2025-3-28 12:27

作者: 多余    時間: 2025-3-28 17:04
Stephen Davismoonect a huge amount of data regarding the profile of consumers, the habits of consumption, the frequency and amounts of purchases, the payment details, the level of satisfaction and also the intention to repurchase the product or equivalent products in the future. The e-commerce technologies are then
作者: Cabg318    時間: 2025-3-28 21:58

作者: adduction    時間: 2025-3-28 23:34
Stephen Woodall a new sector in the Tourism Industry named: Electronic tourism (hereinafter mentioned as E-Tourism). E-tourism pertains to all tourism services using a single platform. The evolution of E-Tourism has reshaped business practices and strategies and directly affected suppliers approaches and client’s
作者: Fibrin    時間: 2025-3-29 06:10
Peter Ferry,Joe Geigel,Susan Lakin infrastructure, vehicles and users, and interfaces with other modes of transport. Vehicles are capable of exchanging information by radio to improve road safety or allow internet access for passengers. Road safety messages exchanged between vehicles may be falsified or eliminated by malicious entit
作者: Ventilator    時間: 2025-3-29 08:32

作者: Corroborate    時間: 2025-3-29 11:46

作者: muffler    時間: 2025-3-29 17:47
A Research on Value Chain Structure of the Performing Arts Consumers’ Social Media Usage - Applicatixperience. In addition, it explored the differences between the value structure of current performing arts audience and that of potential audience by applying the concept of involvement. It also analyzed the correlation between the consuming of performances and social media usage. Means-end chain th
作者: 無能力    時間: 2025-3-29 21:46

作者: 有節(jié)制    時間: 2025-3-30 03:06
Interactive Assessment Tools for Computational Thinking in High School STEM Classroomsf a larger project to bring computational thinking into high school STEM classrooms. Each assessment includes interactive tools that highlight the power of computation in the practice of scientific and mathematical inquiry. The computational tools used in our assessments enable students to analyze d
作者: 消毒    時間: 2025-3-30 05:54
Affect and Semantic Interpretation of Virtual Dramance-level affect detection especially from user inputs with strong emotional indicators. However, we noticed that emotional expressions are diverse and many inputs with weak or no affect indicators also contain emotional indications but were regarded as neutral expressions by the previous processing
作者: Slit-Lamp    時間: 2025-3-30 09:58
Choreographing Digital Water for Interactive Water Performancey the emotions that musical messages are intended to convey. The created imagery is typically abstract and generated according to some predefined rules. In this project, we explore the possibility of using virtual dancers for synesthesia and the piano as an interface for choreographing and performin
作者: 鋪子    時間: 2025-3-30 14:12
Collaborative Choreography: A Critical Inquiry into Designing Creative Interactive Systems propose that techniques such as modality shifts and abstraction are useful design strategies for provoking creative compositional choices. Modality shifts are the translation of movement data from one representation to another. Abstraction refers to the resolution and aesthetics of movement data re
作者: 熄滅    時間: 2025-3-30 17:38
Perception and Manipulation of Game Control the amount of control they have, and how much control do they need? We describe an experiment where we manipulated the control users had in a keyboard-controlled browser game. The data of 211 runs from 87 individuals indicates a significant linear correlation between users’ sense of control and the
作者: Organization    時間: 2025-3-31 00:44
Head Pose Estimation by Perspective-n-Point Solution Based on 2D Markerless Face Tracking compute the different rotation angles of the head with a non-invasive and continuous tracking. Our method is based on 2D features tracking of the face with a low cost webcam. This information is associated to a set of points from a 3D head model by perspective-n-point solution to obtain pitch, roll
作者: Epidural-Space    時間: 2025-3-31 04:23
Towards Environments That Have a Sense of Humoreality and physical environments that sense our activities and that can adapt appearance and properties due to our activities. There are other inhabitants in these environments, not only human, but also virtual agents and social robots with which we interact and who decide about their participation
作者: mosque    時間: 2025-3-31 07:30
Fools, Tricksters and Jokers: Categorization of Humor in Gameplayer reviews and categorizes humor in the videogame space, suggesting that humor can be described through game-to-player, player-to-player, and player-to-game trajectories. Scripted humor (game-to-player) is contrasted with spontaneous humor (player-to-player) and emergent humor (player-to-game). The
作者: 即席演說    時間: 2025-3-31 11:50

作者: 依法逮捕    時間: 2025-3-31 15:06

作者: MOTTO    時間: 2025-3-31 19:20
STEM Education: Creating Meaningful Experiences with Interaction Design Over the past two decades interactive technological tools have become increasingly more accessible and easy to use. From simple websites to immersive simulations, a wide range of experiences have been crafted to better educate students and the public about science. What are some of the lessons lear
作者: ALIBI    時間: 2025-3-31 23:53
Immersive, Interactive, Real and Imagined Sonic Environments: Encountering the Aural Muse in Imagined in the transformative effect that it has had upon auditory space and performative practice. Of course, there is nothing new in the importance of complex listening spaces for the muse to unfold, our history provides many examples - from Stonehenge in England, to St. Mark’s in Venice Italy. However,
作者: Enthralling    時間: 2025-4-1 02:03
RPGs as Knowledge Creating Chronotopesetaphor focusing on the environment of knowledge creation, as opposed to the individual. A chronotope structures time and space to optimize a technology-mediated knowledge outcome. To extend this previously appropriated concept, we will propose the term ”gamiform” as a way of distinguishing serious
作者: Metamorphosis    時間: 2025-4-1 08:09

作者: SOB    時間: 2025-4-1 10:11

作者: Frequency    時間: 2025-4-1 14:44
Bass Impact DJ Studio – A Music Mixing Software with Gesture Controlsf interacting with the music and the audience is presented in this paper. Our solution is a software which allows perfect beat matched mixing and interaction with the software and the audience at the same time by using gesture controls. The interaction with the software works well and is entertainin
作者: 抓住他投降    時間: 2025-4-1 22:34
Creativity in the CPND of cases, and introduces a new type of creativity. The new ICT ecology requires new economy system called creative industry. The digital media has created various types of creative industries: content-centric industry, platform-centric industry, and device-based businesses. This new creative econom
作者: colostrum    時間: 2025-4-2 02:21

作者: overwrought    時間: 2025-4-2 06:15

作者: 自戀    時間: 2025-4-2 09:51
Min-Kyung Cha,Sang-Hee Kweon,Yoon-Jung Choi,Young-A Won,Hyun Joo Kimlassify unstructured data and detect useful knowledge from large data sets. In this regard, numerous articles on analyzing Social Media Data using Clustering have been published and there has been a rapid increase in the number of publications in the areas of Social Media Data and marketing, in whic




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