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Titlebook: Entertainment Computing – ICEC 2021; 20th IFIP TC 14 Inte Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Pedro Conference proceedings 2021 IF

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21#
發(fā)表于 2025-3-25 03:23:48 | 只看該作者
Entertainment Computing – ICEC 2021978-3-030-89394-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
22#
發(fā)表于 2025-3-25 11:26:58 | 只看該作者
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/e/image/311618.jpg
23#
發(fā)表于 2025-3-25 13:01:18 | 只看該作者
Performative Virtual Scenes: A Dynamic VR Environment Design Approached and tested our dynamic VR environment design approach by means of two studies (on space and on light) with 24 users in?total. The results of these studies are discussed with regard to the enhancement of, and benefits for the user experience, followed by suggestions for the applicability of our approach to other fields in VR design.
24#
發(fā)表于 2025-3-25 18:24:13 | 只看該作者
0302-9743 intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing..978-3-030-89393-4978-3-030-89394-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
25#
發(fā)表于 2025-3-25 21:57:27 | 只看該作者
Conference proceedings 2021d selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing..
26#
發(fā)表于 2025-3-26 01:51:32 | 只看該作者
Training emotionaler Kompetenzened and tested our dynamic VR environment design approach by means of two studies (on space and on light) with 24 users in?total. The results of these studies are discussed with regard to the enhancement of, and benefits for the user experience, followed by suggestions for the applicability of our approach to other fields in VR design.
27#
發(fā)表于 2025-3-26 07:17:54 | 只看該作者
https://doi.org/10.1007/978-3-662-64736-3. We asked 34 subjects to watch each lecture video for 20?min and then fill out a questionnaire. As a result, the brighter the LED display, the better the evaluation result, while the brighter the projector, the lower the evaluation result. Also, a further detailed analysis was performed by analysis of variance (ANOVA).
28#
發(fā)表于 2025-3-26 09:22:47 | 只看該作者
Realizing the Development Vision 2020,icant differences between the Indian and European samples in terms of social play patterns, highlighting the role of socio-cultural factors on gaming during the pandemic. Ego-network based analysis of social gaming behavior showed four distinct player profiles.
29#
發(fā)表于 2025-3-26 14:05:51 | 只看該作者
Teaching Basic Laparoscopic Skills,live-programmed, and live-edited during play. Additionally, time may be freely rewind and replayed, undoing or redoing internally all related user actions and game state updates. During such time travels, it is allowed to drop the entire history onwards, from any given point in time, and continue from there.
30#
發(fā)表于 2025-3-26 20:44:03 | 只看該作者
Felicia Trembath,Stephanie Brennhofernario. We also compare different representations of state and reward functions for each method. All methods were able to generate agents that can play the game, where the NEAT algorithm had the best results, reaching the goal of never losing.
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