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Titlebook: Entertainment Computing - ICEC 2011; 10th International C Junia Coutinho Anacleto,Sidney Fels,Kevin Stanley Conference proceedings 2011 The

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51#
發(fā)表于 2025-3-30 09:36:38 | 只看該作者
52#
發(fā)表于 2025-3-30 14:18:10 | 只看該作者
https://doi.org/10.1057/9780230371323ms in certain situations. We have built affective agents to play computer games against human users, and assessed empirically the extent to which users consider more engaging to play against the affective agents than to play against agents that are easy to beat.
53#
發(fā)表于 2025-3-30 18:06:37 | 只看該作者
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發(fā)表于 2025-3-30 22:58:31 | 只看該作者
55#
發(fā)表于 2025-3-31 01:27:26 | 只看該作者
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發(fā)表于 2025-3-31 05:13:10 | 只看該作者
57#
發(fā)表于 2025-3-31 11:24:09 | 只看該作者
Universal Game Based on Traditional Children’s Outdoor Gamesducted experiments to verify their ease of play and to evaluate their degrees of enjoyment and utility. We found that both ways of playing were appropriate for the visually impaired and that healthy people also enjoyed playing ..
58#
發(fā)表于 2025-3-31 16:03:41 | 只看該作者
A Public 3D Visualization Tool for the Musée des Arts et Métiers de Pariside the real objects in the museums galleries. The cards are tagged with reactvision fiducial marks that enable the user to manipulate the 3D object representation on the screen. We present this tool and we focus more precisely on interaction issues both for individuals and groups in a public context and for a private use at home.
59#
發(fā)表于 2025-3-31 18:45:15 | 只看該作者
Affective Agents for Empathic Interactionsms in certain situations. We have built affective agents to play computer games against human users, and assessed empirically the extent to which users consider more engaging to play against the affective agents than to play against agents that are easy to beat.
60#
發(fā)表于 2025-4-1 01:05:29 | 只看該作者
Conference proceedings 2011wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.
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