Intelligent Technologies for Interactive Entertainment
Editat de Navid Shaghaghi, Fabrizio Lamberti, Brian Beams, Reza Shariatmadari, Ahmed Ameren Limba Engleză Paperback – 19 mai 2021
The papers are grouped in sessions on thematical issues on Big Ideas and Ethics; Haptics, Audio, and Internet of Things (IoT); Industry and Government; Machine Learning (ML); and Extended Reality (XR) and Human Computer Interaction (HCI).
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Specificații
ISBN-13: 9783030764258
ISBN-10: 3030764257
Pagini: 312
Ilustrații: XIII, 297 p. 94 illus., 77 illus. in color.
Dimensiuni: 155 x 235 x 17 mm
Greutate: 0.48 kg
Ediția:1st edition 2021
Editura: Springer
Locul publicării:Cham, Switzerland
ISBN-10: 3030764257
Pagini: 312
Ilustrații: XIII, 297 p. 94 illus., 77 illus. in color.
Dimensiuni: 155 x 235 x 17 mm
Greutate: 0.48 kg
Ediția:1st edition 2021
Editura: Springer
Locul publicării:Cham, Switzerland
Cuprins
Big Ideas and Ethics.- Designing serious games for the mitigation of the impact of massive shootings in a Mexican environment.- An ethical code for commercial VR/AR applications.- On Trusting a Cyber Librarian: How rethinking underlying data storage infrastructure can mitigate risks of automation.- ToDI: A Taxonomy of Derived Indices.- Haptics, IoT, and Audio.- Plug-and-Play Haptic Interaction for Tactile Internet based on WebRTC.- SwingBeats: An IoT Haptic Feedback Ankle Bracelets (HFAB) for Dance Education.- Mona Prisa: A Tool for Behaviour Change in Renewable Energy Communities.- GrainSynth: A Generative Synthesis Tool based on Spatial Interpretations of Sound Samples.- Modeling Audio Distortion Effects with Autoencoder Neural Networks.- Industry and Government.- Investors Embrace Gender Diversity, Not Female CEOs: The Role of Gender in Startup Fundraising.- A Tool for Narrowing the Second Chance Gap.- Machine Learning, Education and Training.- 12 Is Learning by Teaching an Effective Approach in Mixed-Reality Robotic Training Systems?.- Neuroevolution vs Reinforcement Learning for Training Non Player Characters in Games: The Case of a Self Driving Car.- Training Medical Communication Skills with Virtual.- Patients: Literature Review and Directions for Future Research.- Handheld vs. Head-Mounted AR Interaction Patterns for Museums or Guided Tours.- Design and analysis of a virtual reality game to address issues in introductory programming learning.- .Low-complexity Workflow for Digitizing Real-world Structures for Use in VR-based Personnel Training.- Acceleration of Therapeutic Use of Brain Computer Interfaces by Development for Gaming.- KeyLight: VR System for Stage Lighting.