Intelligent Technologies for Interactive Entertainment
Editat de Martin Clayton, Mauro Passacantando, Marcello Sanguinetien Limba Engleză Paperback – 23 mar 2024
The 15 full papers presented in this book were selected from 56 submissions. They present novel and innovative work in areas of methods (machine learning, movement), computer-based systems (architectures, software, algorithms), and devices (digital cameras, smartphones).
The papers are grouped in sessions of thematic issues on Games and Game-Based learning; Motion Capture; Sports and Competitions; and Interfaces and Applications.
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Specificații
ISBN-13: 9783031557217
ISBN-10: 3031557212
Pagini: 236
Ilustrații: XII, 224 p. 50 illus., 31 illus. in color.
Dimensiuni: 155 x 235 x 13 mm
Greutate: 0.37 kg
Ediția:2024
Editura: Springer
Locul publicării:Cham, Switzerland
ISBN-10: 3031557212
Pagini: 236
Ilustrații: XII, 224 p. 50 illus., 31 illus. in color.
Dimensiuni: 155 x 235 x 13 mm
Greutate: 0.37 kg
Ediția:2024
Editura: Springer
Locul publicării:Cham, Switzerland
Cuprins
Games and Game-Based Learning.- Toward a better measurement of strategic skills: the multiple choice Strategic Quotient (mcSQ).- Exploring the Effectiveness of Game-Based Learning in Teaching the 2030 Agenda to Middle School Students.- Introducing a Videogame Project in a Mobile Software Development Academic Course.- Artificial Intelligence in Video Games 101: an easy introduction.- A somaesthetic based approach to the design of multisensory interactive systems.- GFTLSTM: Dynamic Graph Neural Network Model Based on Graph Framelets Transform.- Advancing Multi-Actor Graph Convolutions for Skeleton-Based Action Recognition.- Improving output visualization of an algorithm for the automated detection of the perceived origin of movement.- Biases in Micro-level Probabilistic Reasoning and Ist Impact on the Spectators’ Enjoyment of Tennis Games.- A PLS-SEM approach for composite indicators: an original application on the Expected Goal Model.- A comparison of hosting techniques for onlinecybersecurity competitions.- Increasing accessibility of online board games to visually impaired people via machine learning and textual/audio feedback: the case of “Quantik”.- A novel approach to 3D storyboarding.- The WebCrow French Crossword Solver.- Evaluating Touchless Haptics for Interaction with Virtual Objects.