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Titlebook: Cultural Computing; Second IFIP TC 14 En Ryohei Nakatsu,Naoko Tosa,Philippe Codognet Conference proceedings 2010 IFIP International Federat

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樓主: 哪能仁慈
21#
發(fā)表于 2025-3-25 03:42:31 | 只看該作者
22#
發(fā)表于 2025-3-25 07:32:33 | 只看該作者
The Promise of Fuzzy Logic in Generalised Music Composition,es of this Fuzzy Logic framework are that ambiguity in the music is maintained, while allowing the evolution of unfolding processes which reflects the temporal nature of music as performed. Granular Computing and Fuzzy Logic have been designed for physical and IT engineering applications to automate
23#
發(fā)表于 2025-3-25 13:46:04 | 只看該作者
,Structuralism, Attitude and the Computer: Questioning the Notion of “Cultural Computing”, part of the culture of the time, and this was especially true in the decades surrounding the birth of computing, when the structuralist paradigm was dominant in many areas of human endeavour. Perhaps what distinguishes, or should distinguish, “cultural” computing from other types of computing is it
24#
發(fā)表于 2025-3-25 16:43:42 | 只看該作者
Looking for Culture in Video Games: Three Conceptual Approaches,s. However, by looking past the outward appearance of popular games that may be perceived as violent by some, we can begin to see dramatic cultural indicators as well as many other academically interesting phenomena emerging. Social psychologists and effects researchers must begin delving deeper int
25#
發(fā)表于 2025-3-25 20:54:32 | 只看該作者
Supporting Multiple Perspectives on 3D Museum Artefacts through Interoperable Annotations,at are then accessible to curators, scholars and the general public via Web interfaces to online galleries. Museums are finding the cost of providing metadata for such collections prohibitive and are keen to explore how they might exploit Web 2.0 social tagging and annotation services to capture com
26#
發(fā)表于 2025-3-26 03:46:14 | 只看該作者
,Interactivity in Games: The Player’s Engagement,games and other types of media is the player’s engagement. We consider two radically different games, an interactive fiction designed by the student’s of ENJMIN, “Fear Window” and a formal probabilistic game based on the finite drunkard’s walk process “Drinking around Crocodiles”. We try to show tha
27#
發(fā)表于 2025-3-26 06:32:42 | 只看該作者
Co-production and Co-creation: Creative Practice in Social Inclusion,o bring creative practice with digital media into community based outreach work. We use these techniques in a participatory context that encourages the co-production of cultural output. We triangulate across artistic practice, technology engineering, and the social sciences to leverage methods from
28#
發(fā)表于 2025-3-26 11:14:41 | 只看該作者
29#
發(fā)表于 2025-3-26 16:15:12 | 只看該作者
30#
發(fā)表于 2025-3-26 19:52:33 | 只看該作者
Multiple Format Search and Rescue Robot as a Competitive Arena,opularity as a form of digital entertainment, it still remains a very specialised domain catering to academia. This paper presents on-going work in specifying, designing and developing a multiple format search and rescue robot to provide continuity for primary age participants to postgraduate researchers.
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