Intelligent Technologies for Interactive Entertainment
Springer International Publishing (Verlag)
978-3-031-55721-7 (ISBN)
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.
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.
Erscheinungsdatum | 23.03.2024 |
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Reihe/Serie | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering |
Zusatzinfo | XII, 224 p. 50 illus., 31 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Schlagworte | Accessibility in games • Automatic image recognition in games • Cognitive and behavioral aspects of games • game playing • haptic feedback • Human-Computer interaction • machine learning • Motion capture technologies and applications • Movement Analysis • Multimodal Interfaces • Serious games and gamification • Soft skills education • Sports analytics • Statistical Methods |
ISBN-10 | 3-031-55721-2 / 3031557212 |
ISBN-13 | 978-3-031-55721-7 / 9783031557217 |
Zustand | Neuware |
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