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Titlebook: Intelligent Technologies for Interactive Entertainment; 8th International Co Ronald Poppe,John-Jules Meyer,Mehdi Dastani Conference proceed

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樓主: Dopamine
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發(fā)表于 2025-3-25 05:08:32 | 只看該作者
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發(fā)表于 2025-3-25 07:50:36 | 只看該作者
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發(fā)表于 2025-3-25 14:54:19 | 只看該作者
Designing Collaborative Games for Children Education on Sustainable Developmentds the maximization of the intended educational results. In this work, we investigate the mix of tangible interaction, immersive environments, collaborative multiplay and validated theoretical background in the design of WaterOn!, an educational game focused on teaching water cycle contents for chil
24#
發(fā)表于 2025-3-25 18:32:48 | 只看該作者
Towards Serious Gaming for Communication Training - A Pilot Study with Police Academy Studentsn interact with graphically embodied virtual characters. By designing scenarios in such way that the character’s behaviour provides direct feedback on the correctness of the trainee’s choices, an interactive learning experience is created. This paper explores the potential of this approach in the do
25#
發(fā)表于 2025-3-26 00:01:04 | 只看該作者
A Serious Game for Learning Social Networking Literacy by Flaming Experiences a fictitious setting, with the goal of teaching information literacy and online manners. In our system, elementary school children were able to see their Twitter timeline alongside concurrent real-world conditions. This virtual experience gave them an understanding of Twitter without actually using
26#
發(fā)表于 2025-3-26 01:27:48 | 只看該作者
Game,School. Teaching Through Gaming and Mobile-Based Tutoring Systemseaching trends: Virtual Learning Environments (VLEs) and Intelligent Pedagogical Agents (IPAs). We additionally present an Android application that uses the IPA as a standalone application as an initial step towards the realization of such an architecture.
27#
發(fā)表于 2025-3-26 06:48:46 | 只看該作者
28#
發(fā)表于 2025-3-26 10:39:23 | 只看該作者
29#
發(fā)表于 2025-3-26 13:44:44 | 只看該作者
30#
發(fā)表于 2025-3-26 20:33:14 | 只看該作者
Analyzing Fear Using a Single-Sensor EEG Deviceces can be used to measure different states of mind. However, as is often the case with similar research, post-hoc questionnaires are used to measure the emotional state. This paper will focus on the physiological and psychological state of an individual in fear, comparing continuous subjective feed
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