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Titlebook: Entertainment Computing -- ICEC 2013; 12th International C Junia C. Anacleto,Esteban W. G. Clua,Hyun S. Yang Conference proceedings 2013 IF

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樓主: 貪污
41#
發(fā)表于 2025-3-28 16:43:04 | 只看該作者
Trade and Investment in the Middle EastMappets as a plugin for the Unity3D game engine, we allow a translation from the typical movie dimension to a virtual one. This work evaluates the current state of art of machinima development tools and presents a working solution more adequate for transmedia productions and non-expert users interested in the production of machinima.
42#
發(fā)表于 2025-3-28 19:43:22 | 只看該作者
43#
發(fā)表于 2025-3-29 00:23:58 | 只看該作者
44#
發(fā)表于 2025-3-29 03:46:13 | 只看該作者
Junia C. Anacleto,Esteban W. G. Clua,Hyun S. YangFast track conference proceedings.Unique visibility.State of the art research
45#
發(fā)表于 2025-3-29 08:13:28 | 只看該作者
46#
發(fā)表于 2025-3-29 12:42:33 | 只看該作者
Sajal Lahiri,Pascalis Raimondosualities of both worlds and integrates them into one. The Augmented Home draws the virtual world into the physical by binding it to the physical environment for children and parents to experience the virtual world together, being engaged in activities that benefit the child’s educational, social and creative development.
47#
發(fā)表于 2025-3-29 17:30:51 | 只看該作者
Gaurav Kumar Jha,Sahana Roy Chowdhurypopular games. The paper describes and experimental study of volunteers’ focus group spontaneous EEG dynamic changes related to 2D/3D screen modes stimuli during short-time gaming activities. A quantitative difference between 2D and 3D gaming stimuli have been found by implementing relative power spectra approach.
48#
發(fā)表于 2025-3-29 23:46:29 | 只看該作者
49#
發(fā)表于 2025-3-30 03:10:48 | 只看該作者
50#
發(fā)表于 2025-3-30 07:11:09 | 只看該作者
2D vs 3D Visualization and Social Networks Entertainment Games: A Human Factor Response Case Studypopular games. The paper describes and experimental study of volunteers’ focus group spontaneous EEG dynamic changes related to 2D/3D screen modes stimuli during short-time gaming activities. A quantitative difference between 2D and 3D gaming stimuli have been found by implementing relative power spectra approach.
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