Nicht aus der Schweiz? Besuchen Sie lehmanns.de
Intelligent Technologies for Interactive Entertainment -

Intelligent Technologies for Interactive Entertainment

10th EAI International Conference, INTETAIN 2018, Guimarães, Portugal, November 21-23, 2018, Proceedings
Buch | Softcover
X, 161 Seiten
2019 | 1st ed. 2019
Springer International Publishing (Verlag)
978-3-030-16446-1 (ISBN)
CHF 62,90 inkl. MwSt
This book constitutes the refereed proceedings of the 10th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2018, held in Guimarães, Portugal, in November 2018. The 15 full papers were selected from 23 submissions and present developments in artificial intelligence for human interaction or entertainment; artificial intelligence in games, augmented reality and virtual reality; intelligent human-computer interaction; and other Intelligent interaction or entertainment applications covering a wide range of areas from smart cities to visual analytics and marketing.

Syntropic Counterpoints: Philosophical Content Generated Between Two Artificial Intelligence Clones.- A brief overview on the evolution of drawing machines.- Health-centered Decision Support and Assessment through Machine Reasoning.- Compression-Based Classification of ECG Using First-Order Derivatives.- Predicting Postoperative Complications for Gastric Cancer Patients using Data Mining.- A Many-Valued Empirical Machine for Thyroid Dysfunction Assessment.- Detecting automatic patterns of stroke through Text Mining.- A preliminary evaluation of a computer vision-based system to detect effects of aromatherapy during high school classes via movement analysis.- Computational inference applied to Social Profiling.- Virtual Agents for Professional Social Skills Training: An Overview of the State-of-the-Art.- A Machine Learning Approach to Detect Violent Behaviour from Video.- Detection and Prevention of Bullying on Online Social Networks: The Combination of Textual, Visual, and Cognitive.- Exploring Novel Methodology for Classifying Cognitive Workload.- Virtual Environments, Entertainment and Games.- Scene Reconstruction for Storytelling in 360º Videos.- User Behaviour Analysis and Personalized TV Content Recommendation.- Virtual and Augmented Reality interfaces in shared game environments: a novel approach.- Microbial Integration on Player Experience of Hybrid Bio-Digital Games.

Erscheinungsdatum
Reihe/Serie Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Zusatzinfo X, 161 p. 48 illus., 34 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 272 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung User Interfaces (HCI)
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Schlagworte Applications • Artificial Intelligence • Computer Games • Computer Science • computer vision • Computing Methodologies • conference proceedings • Decision Support Systems • graphics systems and interfaces • HCI design and evaluation methods • Human Computer Interaction (HCI) • Human-Computer Interaction (HCI) • image coding • image reconstruction • Informatics • machine learning • mixed / augmented reality • Motion Estimation • pose estimation • Research • Support vector • Support Vector Machines (SVM) • ubiquitous and mobile computing theory • Virtual Reality
ISBN-10 3-030-16446-2 / 3030164462
ISBN-13 978-3-030-16446-1 / 9783030164461
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Aus- und Weiterbildung nach iSAQB-Standard zum Certified Professional …

von Mahbouba Gharbi; Arne Koschel; Andreas Rausch; Gernot Starke

Buch | Hardcover (2023)
dpunkt Verlag
CHF 48,85
Lean UX und Design Thinking: Teambasierte Entwicklung …

von Toni Steimle; Dieter Wallach

Buch | Hardcover (2022)
dpunkt (Verlag)
CHF 48,85
Wissensverarbeitung - Neuronale Netze

von Uwe Lämmel; Jürgen Cleve

Buch | Hardcover (2023)
Carl Hanser (Verlag)
CHF 48,95