E-Book, Englisch, Band 560, 224 Seiten, eBook
Clayton / Passacantando / Sanguineti Intelligent Technologies for Interactive Entertainment
1. Auflage 2024
ISBN: 978-3-031-55722-4
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
14th EAI International Conference, INTETAIN 2023, Lucca, Italy, November 27, 2023, Proceedings
E-Book, Englisch, Band 560, 224 Seiten, eBook
ISBN: 978-3-031-55722-4
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
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.
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
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 online cybersecurity 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.




