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Titlebook: Entertainment Computing and Serious Games; International GI-Dag Ralf D?rner,Stefan G?bel,Katharina Zweig Textbook 2016 Springer Internation

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51#
發(fā)表于 2025-3-30 10:17:58 | 只看該作者
52#
發(fā)表于 2025-3-30 13:25:23 | 只看該作者
Embodied Interaction in Play: Body-Based and Natural Interaction in Games,pts between gameplay and different interaction paradigms that incorporate and focus on the human body (i.e., body-based, natural and tangible interaction). It highlights challenges, potentials and pitfalls of physical interactions and discusses the role of the human mind-body relation as a fundament
53#
發(fā)表于 2025-3-30 19:04:35 | 只看該作者
Affective Computing in Games,pace of a learning game could be adapted, or the quality of the interaction between the player and the game could be improved – just to name two examples. This Chapter aims to give an introduction to Affective Computing with the goal of helping developers to incorporate the player’s affective data i
54#
發(fā)表于 2025-3-30 23:35:53 | 只看該作者
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發(fā)表于 2025-3-31 04:47:48 | 只看該作者
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發(fā)表于 2025-3-31 08:15:04 | 只看該作者
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發(fā)表于 2025-3-31 11:42:54 | 只看該作者
Ethical Stewardship: Designing Serious Games Seriously,ines that support . in serious game design. We conclude by discussing a number of specific areas in which ethics plays a role in serious game design. These include games in (a) a military context, (b) the consideration of privacy issues, and (c) the evaluation of game design choices.
58#
發(fā)表于 2025-3-31 13:27:36 | 只看該作者
Serious Games Architectures and Engines,ectures and engines. As the general topic is manifold and the technical aspects of serious game software are quite comprehensive, this chapter covers the basic principles of and requirements for serious game software. It depicts selected software architectures and provides examples for game engines including a description of selected components.
59#
發(fā)表于 2025-3-31 18:02:06 | 只看該作者
60#
發(fā)表于 2025-3-31 23:18:13 | 只看該作者
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