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Titlebook: Entertainment Computing and Serious Games; First IFIP TC 14 Joi Erik van der Spek,Stefan G?bel,Jannicke Baalsrud H Conference proceedings 2

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樓主: coerce
11#
發(fā)表于 2025-3-23 10:33:21 | 只看該作者
Procedural Content Generation of Rhythm Games Using Deep Learning Methodsour test data, we improved the F-Score of timestamp prediction from 0.8159 to 0.8430. Also, it was confirmed through experiments that human players could feel the generated beatmap is more natural than previous research.
12#
發(fā)表于 2025-3-23 15:30:36 | 只看該作者
A Feature-Based Approach to Develop Digital Board GamesFor validation purposes, two types of classic board games, together with a proposed web client for board games, were developed, consolidating as a result a software product line approach to develop classic board games.
13#
發(fā)表于 2025-3-23 18:23:09 | 只看該作者
14#
發(fā)表于 2025-3-24 01:46:11 | 只看該作者
https://doi.org/10.1007/978-3-662-67650-9riment, 14 participants underwent a cold pressor test through three experimental and one control conditions. There was a significant effect of condition, with participants in the tense (horror) condition being able to withstand pain for longer. This may also be due to the anticipation inherent in horror experiences however.
15#
發(fā)表于 2025-3-24 05:20:56 | 只看該作者
16#
發(fā)表于 2025-3-24 06:52:55 | 只看該作者
17#
發(fā)表于 2025-3-24 14:33:01 | 只看該作者
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/e/image/311608.jpg
18#
發(fā)表于 2025-3-24 18:03:16 | 只看該作者
19#
發(fā)表于 2025-3-24 20:50:18 | 只看該作者
Partha Sarathi Singha,Debosree Ghoshs as possible. Nevertheless, in many cases it is not possible to fully integrate the learning content into the game play, resulting in the well known “chocolate-covered broccoli” game design..The long term goal of the work presented here is to determine whether a personalized selection of game mecha
20#
發(fā)表于 2025-3-25 01:41:04 | 只看該作者
https://doi.org/10.1007/978-981-16-6746-6. The game deployed at the Natural History Museum of Funchal makes use of mobile interactive AR and gaming strategies to promote the engagement of teenage visitors (digital natives) in museum experiences. Through this game, the audience embarks in a journey through the museum spaces, collecting scie
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