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Titlebook: Emotion in Games; Theory and Praxis Kostas Karpouzis,Georgios N. Yannakakis Book 2016 Springer International Publishing Switzerland 2016 af

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樓主: clannish
11#
發(fā)表于 2025-3-23 11:03:50 | 只看該作者
Game Cinematography: From Camera Control to Player Emotionse cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her percepti
12#
發(fā)表于 2025-3-23 17:56:10 | 只看該作者
13#
發(fā)表于 2025-3-23 19:30:38 | 只看該作者
Emotional Appraisal Engines for Gamesffective behavior generation explicitly tailored towards games. In this chapter we discuss the rationale for specialized . for games, analogous to having specialized physics engines. Such engines provide basic emotion modeling capabilities to generate emotions for Non Player Characters (NPCs), just
14#
發(fā)表于 2025-3-24 00:06:12 | 只看該作者
Emotion and Body-Based Games: Overview and Opportunitiesof emotion in the context of games. We discuss body movement as a means for biasing emotional experience and encouraging bonding in social interaction. Finally, we discuss gaps and opportunities for future research. Promising directions include broadening the scope of body-based games and emotion to
15#
發(fā)表于 2025-3-24 02:37:00 | 只看該作者
16#
發(fā)表于 2025-3-24 07:34:10 | 只看該作者
Understanding and Designing for Conflict Learning Through Games this chapter, we describe ., a multiplayer serious game we designed that supports children in learning and experimenting with conflict resolution approaches. Drawing on experiential learning as an underlying learning philosophy, and based on Bodine and Crawford’s six-phase model of resolving confli
17#
發(fā)表于 2025-3-24 12:28:02 | 只看該作者
978-3-319-82321-8Springer International Publishing Switzerland 2016
18#
發(fā)表于 2025-3-24 18:20:33 | 只看該作者
19#
發(fā)表于 2025-3-24 22:25:01 | 只看該作者
20#
發(fā)表于 2025-3-24 23:36:51 | 只看該作者
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