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Titlebook: E-Learning and Games; 11th International C Feng Tian,Christos Gatzidis,Fred Charles Conference proceedings 2017 Springer International Publ

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11#
發(fā)表于 2025-3-23 10:19:57 | 只看該作者
Affective Classification of Gaming Activities Coming from RPG Gaming Sessionsience; to understand this experience, concepts like Flow or Boredom must be investigated using objective data provided by methods like electroencephalography. This work carries on the analysis of EEG data coming from brain-computer interface and videogame “Neverwinter Nights 2”: we propose an experi
12#
發(fā)表于 2025-3-23 16:03:46 | 只看該作者
13#
發(fā)表于 2025-3-23 19:58:01 | 只看該作者
The Gamification of Cybersecurity Trainingre that the UK continues to be a secure place to live and do business. Rather than deliver traditional classroom-based training, our project assesses the effectiveness of the delivery of cyber security through the use of games based learning to simulate cybercrimes and provide training in incident r
14#
發(fā)表于 2025-3-23 22:56:24 | 只看該作者
15#
發(fā)表于 2025-3-24 04:32:17 | 只看該作者
16#
發(fā)表于 2025-3-24 07:39:54 | 只看該作者
Dynamic Gesture Recognition Based on Edge Feature Enhancement Using Sobel Operatort the edges in gesture image sequences, enhancing the edge features in dynamic gesture image. In order to prevent the information loss of gesture image after edge detection, the paper will fuse the HOG, HOG. feature of gesture image sequences after edge detection with that of the original gesture im
17#
發(fā)表于 2025-3-24 13:01:05 | 只看該作者
0302-9743 , Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017.?The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections:?Virtual reality and augmented reality in edutainment; gamification for serio
18#
發(fā)表于 2025-3-24 17:23:08 | 只看該作者
19#
發(fā)表于 2025-3-24 21:18:30 | 只看該作者
20#
發(fā)表于 2025-3-25 03:01:56 | 只看該作者
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