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Titlebook: Handbook of Digital Games and Entertainment Technologies; Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Reference work 2017 Springer

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21#
發(fā)表于 2025-3-25 06:19:34 | 只看該作者
Brain-Computer Interface Games: Towards a Framework BCI as a game controller. However, there is a discrepancy between the BCI games developed by the two communities. This not only adds to the workload of developers but also damages the reputation of BCI games. As a response to this issue, in this chapter, a BCI game framework is presented that was c
22#
發(fā)表于 2025-3-25 11:11:18 | 只看該作者
23#
發(fā)表于 2025-3-25 12:00:18 | 只看該作者
Games for BCI Skill Learningre user specific. However, experimental paradigms used to collect neurophysiological trials from individuals are typically data-centered and not user-centered. This means that experimental paradigms are tuned to collect as many trials as possible – which is indeed important for reliable calibration
24#
發(fā)表于 2025-3-25 17:20:57 | 只看該作者
25#
發(fā)表于 2025-3-25 21:01:11 | 只看該作者
26#
發(fā)表于 2025-3-26 03:42:14 | 只看該作者
27#
發(fā)表于 2025-3-26 05:49:40 | 只看該作者
28#
發(fā)表于 2025-3-26 11:36:26 | 只看該作者
Intelligent Character Technologies for Entertainment Games give the virtual world a sense of reality or entertainment as a game. This chapter describes technologies for generating character behaviors and the application game system, using an immersive interactive game, the Versus Beat’em-up game, and an interactive storytelling game as examples.
29#
發(fā)表于 2025-3-26 15:22:32 | 只看該作者
30#
發(fā)表于 2025-3-26 19:41:37 | 只看該作者
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