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Titlebook: Games and Learning Alliance; Second International Alessandro De Gloria Conference proceedings 2014 Springer International Publishing Switze

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書目名稱Games and Learning Alliance
副標(biāo)題Second International
編輯Alessandro De Gloria
視頻videohttp://file.papertrans.cn/381/380552/380552.mp4
概述Includes supplementary material:
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Games and Learning Alliance; Second International Alessandro De Gloria Conference proceedings 2014 Springer International Publishing Switze
描述.This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013..The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID..
出版日期Conference proceedings 2014
關(guān)鍵詞design methods; diagnostic tool; emotion analysis; gambling; game-based learning; games of chance; haptic
版次1
doihttps://doi.org/10.1007/978-3-319-12157-4
isbn_softcover978-3-319-12156-7
isbn_ebook978-3-319-12157-4Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer International Publishing Switzerland 2014
The information of publication is updating

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FILTWAM and Voice Emotion Recognitionemotions, which led to a dataset of 492 emotions. All sessions were recorded on video. An overall accuracy of our software based on the requested emotions and the recognized emotions is a pretty good 74.6?% for the emotions happy and neutral emotions; but will be improved for the lower values of an
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An Introduction to Smooth Manifoldsdefined as final score per unit time). Both the model and the model coefficients were significant beyond the 0.001 level. The same switching variables also account for 45?% of the variance of total time spent. Predictive models of final score weren’t found. We conclude the paper by critically evalua
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Some Further Correlation Methods,l games that are accessible regardless of the context (device, assistive tools available, situation, etc.) in which they are being used. In this work we describe the general architecture, as well as some specific examples of accessibility adaptation plug-ins already available.
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Electro-Thermal-Compliant Actuatorsemotions, which led to a dataset of 492 emotions. All sessions were recorded on video. An overall accuracy of our software based on the requested emotions and the recognized emotions is a pretty good 74.6?% for the emotions happy and neutral emotions; but will be improved for the lower values of an
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