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Documentos en la biblioteca con la clasificación 004.16 (11)
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E-Learning and Games / Tian, Feng ; Gatzidis, Christos ; El Rhalibi, Abdennour ; Tang, Wen ; Charles, Fred
TÃtulo : E-Learning and Games : 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26–28, 2017, Revised Selected Papers / Tipo de documento: documento electrónico Autores: Tian, Feng, ; Gatzidis, Christos, ; El Rhalibi, Abdennour, ; Tang, Wen, ; Charles, Fred, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XIV, 308 p. 180 ilustraciones ISBN/ISSN/DL: 978-3-319-65849-0 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: microcomputadoras Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Gráficos de computadora Computadoras personales Computadoras y Educación Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 11.ª Conferencia Internacional sobre E-Learning y Juegos, Edutainment 2017, celebrada en Bournemouth, Reino Unido, en junio de 2017. Los 19 artÃculos completos y los 17 breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 47 presentaciones. Se organizan en las siguientes secciones temáticas: Realidad virtual y realidad aumentada en el entretenimiento educativo; gamificación para juegos serios y entrenamiento; gráficos, imágenes y aplicaciones; E-learning y juego. Nota de contenido: Virtual Reality and Augmented Reality in Edutainment -- Gamification for Serious Game and Training -- Graphics, Imaging and Applications -- E-Learning and Game. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] E-Learning and Games : 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26–28, 2017, Revised Selected Papers / [documento electrónico] / Tian, Feng, ; Gatzidis, Christos, ; El Rhalibi, Abdennour, ; Tang, Wen, ; Charles, Fred, . - 1 ed. . - [s.l.] : Springer, 2017 . - XIV, 308 p. 180 ilustraciones.
ISBN : 978-3-319-65849-0
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: microcomputadoras Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Software de la aplicacion Gráficos de computadora Computadoras personales Computadoras y Educación Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 11.ª Conferencia Internacional sobre E-Learning y Juegos, Edutainment 2017, celebrada en Bournemouth, Reino Unido, en junio de 2017. Los 19 artÃculos completos y los 17 breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 47 presentaciones. Se organizan en las siguientes secciones temáticas: Realidad virtual y realidad aumentada en el entretenimiento educativo; gamificación para juegos serios y entrenamiento; gráficos, imágenes y aplicaciones; E-learning y juego. Nota de contenido: Virtual Reality and Augmented Reality in Edutainment -- Gamification for Serious Game and Training -- Graphics, Imaging and Applications -- E-Learning and Game. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Entertainment Computing – ICEC 2018 / Clua, Esteban ; Roque, Licinio ; Lugmayr, Artur ; Tuomi, Pauliina
TÃtulo : Entertainment Computing – ICEC 2018 : 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, September 17–20, 2018, Proceedings / Tipo de documento: documento electrónico Autores: Clua, Esteban, ; Roque, Licinio, ; Lugmayr, Artur, ; Tuomi, Pauliina, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2018 Número de páginas: XIII, 412 p. 134 ilustraciones ISBN/ISSN/DL: 978-3-319-99426-0 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: microcomputadoras Visión por computador Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Inteligencia artificial Computadoras Propósitos especiales Ordenadores Computadoras personales Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Entornos informáticos Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 17.ª Conferencia Internacional sobre Informática de Entretenimiento, ICEC 2018, celebrada en el 24.º Congreso Mundial de Informática IFIP, WCC 2018, en Poznan, Polonia, en septiembre de 2018. Los 15 artÃculos completos, 13 artÃculos breves y 23 Los carteles, demostraciones y trabajos de talleres presentados fueron cuidadosamente revisados ​​y seleccionados entre 65 presentaciones. Cubren una amplia gama de temas en las siguientes áreas temáticas: juegos digitales y entretenimiento interactivo; diseño, interacción persona-computadora y análisis de sistemas de entretenimiento; arte interactivo, performance e informática cultural; dispositivos, plataformas y sistemas de entretenimiento; fundamentos teóricos y cuestiones éticas; entretenimiento con fines y persuasión; metodologÃas computacionales para entretenimiento; y estudios de medios, comunicación, negocios y sistemas de información. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Entertainment Computing – ICEC 2018 : 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, September 17–20, 2018, Proceedings / [documento electrónico] / Clua, Esteban, ; Roque, Licinio, ; Lugmayr, Artur, ; Tuomi, Pauliina, . - 1 ed. . - [s.l.] : Springer, 2018 . - XIII, 412 p. 134 ilustraciones.
ISBN : 978-3-319-99426-0
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: microcomputadoras Visión por computador Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Inteligencia artificial Computadoras Propósitos especiales Ordenadores Computadoras personales Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Entornos informáticos Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 17.ª Conferencia Internacional sobre Informática de Entretenimiento, ICEC 2018, celebrada en el 24.º Congreso Mundial de Informática IFIP, WCC 2018, en Poznan, Polonia, en septiembre de 2018. Los 15 artÃculos completos, 13 artÃculos breves y 23 Los carteles, demostraciones y trabajos de talleres presentados fueron cuidadosamente revisados ​​y seleccionados entre 65 presentaciones. Cubren una amplia gama de temas en las siguientes áreas temáticas: juegos digitales y entretenimiento interactivo; diseño, interacción persona-computadora y análisis de sistemas de entretenimiento; arte interactivo, performance e informática cultural; dispositivos, plataformas y sistemas de entretenimiento; fundamentos teóricos y cuestiones éticas; entretenimiento con fines y persuasión; metodologÃas computacionales para entretenimiento; y estudios de medios, comunicación, negocios y sistemas de información. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Entertainment Computing – ICEC 2020 / Nunes, Nuno J. ; Ma, Lizhuang ; Wang, Meili ; Correia, Nuno ; Pan, Zhigeng
TÃtulo : Entertainment Computing – ICEC 2020 : 19th IFIP TC 14 International Conference, ICEC 2020, Xi'an, China, November 10–13, 2020, Proceedings / Tipo de documento: documento electrónico Autores: Nunes, Nuno J., ; Ma, Lizhuang, ; Wang, Meili, ; Correia, Nuno, ; Pan, Zhigeng, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2020 Número de páginas: X, 470 p. 249 ilustraciones, 210 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-65736-9 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: microcomputadoras Inteligencia artificial Procesamiento de imágenes Visión por computador Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras Propósitos especiales Red de computadoras Computadoras personales Imágenes por computadora visión reconocimiento de patrones y gráficos Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Redes de comunicación informática Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 19.ª Conferencia Internacional IFIP TC 14 sobre Informática de Entretenimiento, ICEC 2020, que se suponÃa que tendrÃa lugar en Xi''an, China, en noviembre de 2020, pero que se celebró virtualmente debido a la pandemia de COVID-19. pandemia. Los 21 artÃculos completos y 18 artÃculos breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 72 presentaciones. Cubren una amplia gama de temas en las siguientes áreas temáticas: juegos; realidad virtual y realidad aumentada; inteligencia artificial; entretenimiento educativo y arte; modelado 3D; y animación. Nota de contenido: Games -- Serious Violence: The Effects of Violent Elements in Serious Games -- Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security -- Automatic Generation of Game Levels Based on Controllable Wave Function Collapse Algorithm -- VR-DLR: A Serious Game of Somatosensory Driving Applied to Limb Rehabilitation Training -- A Procedurally Generated World for a Zombie Survival Game -- "Let's Play a Game!" Serious Games for Arabic Children with Dictation Difficulties -- Provchastic: Understanding and predicting game events using provenance -- Applying and Facilitating Serious Location-based Games -- The Braille Typist: A Serious Game Proposal for Braille Typewriter Training -- Murder Mystery Game Setting Research using Game Reï¬nement Measurement -- Finding flow in training activities by exploring single-agent arcade game information dynamics -- Players Perception of Loot Boxes -- Braillestick: A Game Control Proposal for Blind Users Based on the Braille Typewriter -- Virtual Reality and Augmented Reality -- Conquer Catharsis – A VR Environment for Anxiety Treatment of Children and Adolescents -- Virtual Reality Games for Stroke Rehabilitation : A Feasibility Study -- Interactive Simulation of DNA Structure for Mobile- Learning -- Augmented Reality towards facilitating abstract concepts learning -- Enhancing Whale Watching with mobile Apps and Streaming Passive Acoustics -- Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare -- Survival On Mars - A VR Experience -- Tangible Multi-Card Projector-based Interaction With Physics -- Co-Sound: An interactive medium with WebAR and spatial synchronization -- A Memory Game Proposal for Facial Expressions Recognition in Health Therapies -- Artificial Intelligence -- Procedural Creation of Behavior Trees for NPCs -- Developing Japanese Ikebana as a Digital Painting Tool via AI -- Learning of Art Style Using AI and Its Evaluation Based on Psychological Experiments -- Deep Learning-Based Segmentationof Key Objects of Transmission Lines -- Classification of Chinese and Western Painting Images based on Brushstrokes Feature -- Role and value of character design of social robots -- Edutainment and Art -- Clas-Maze: An Edutainment Tool Combining Tangible Programming and Living Knowledge -- To Binge or not To Binge: viewers'moods and behaviors during the consumption of subscribed video streaming -- Psychological Evaluation for Images/Videos Displayed using Large LED Display and Projector -- To Borrow Arrows with Thatched Boats: an educational game for early years under the background of Chinese Three Kingdoms culture -- João em Foco: A Learning Object About the Dyslexia Disorder.-3D Modeling -- 3D Modeling and 3D Materialization of Fluid Art That Occurs in Very Short Time -- A 3D Flower Modeling Method Based on a Single Image -- Dynamic 3D Scanning Based on Optical Tracking -- Animation.-Body2Particles: Designing Particle Systems Using Body Gestures -- Discussion on the Art of Embryonic Form of computer Animation -- The Peepshow. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi'an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Entertainment Computing – ICEC 2020 : 19th IFIP TC 14 International Conference, ICEC 2020, Xi'an, China, November 10–13, 2020, Proceedings / [documento electrónico] / Nunes, Nuno J., ; Ma, Lizhuang, ; Wang, Meili, ; Correia, Nuno, ; Pan, Zhigeng, . - 1 ed. . - [s.l.] : Springer, 2020 . - X, 470 p. 249 ilustraciones, 210 ilustraciones en color.
ISBN : 978-3-030-65736-9
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: microcomputadoras Inteligencia artificial Procesamiento de imágenes Visión por computador Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras Propósitos especiales Red de computadoras Computadoras personales Imágenes por computadora visión reconocimiento de patrones y gráficos Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Redes de comunicación informática Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 19.ª Conferencia Internacional IFIP TC 14 sobre Informática de Entretenimiento, ICEC 2020, que se suponÃa que tendrÃa lugar en Xi''an, China, en noviembre de 2020, pero que se celebró virtualmente debido a la pandemia de COVID-19. pandemia. Los 21 artÃculos completos y 18 artÃculos breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 72 presentaciones. Cubren una amplia gama de temas en las siguientes áreas temáticas: juegos; realidad virtual y realidad aumentada; inteligencia artificial; entretenimiento educativo y arte; modelado 3D; y animación. Nota de contenido: Games -- Serious Violence: The Effects of Violent Elements in Serious Games -- Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security -- Automatic Generation of Game Levels Based on Controllable Wave Function Collapse Algorithm -- VR-DLR: A Serious Game of Somatosensory Driving Applied to Limb Rehabilitation Training -- A Procedurally Generated World for a Zombie Survival Game -- "Let's Play a Game!" Serious Games for Arabic Children with Dictation Difficulties -- Provchastic: Understanding and predicting game events using provenance -- Applying and Facilitating Serious Location-based Games -- The Braille Typist: A Serious Game Proposal for Braille Typewriter Training -- Murder Mystery Game Setting Research using Game Reï¬nement Measurement -- Finding flow in training activities by exploring single-agent arcade game information dynamics -- Players Perception of Loot Boxes -- Braillestick: A Game Control Proposal for Blind Users Based on the Braille Typewriter -- Virtual Reality and Augmented Reality -- Conquer Catharsis – A VR Environment for Anxiety Treatment of Children and Adolescents -- Virtual Reality Games for Stroke Rehabilitation : A Feasibility Study -- Interactive Simulation of DNA Structure for Mobile- Learning -- Augmented Reality towards facilitating abstract concepts learning -- Enhancing Whale Watching with mobile Apps and Streaming Passive Acoustics -- Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare -- Survival On Mars - A VR Experience -- Tangible Multi-Card Projector-based Interaction With Physics -- Co-Sound: An interactive medium with WebAR and spatial synchronization -- A Memory Game Proposal for Facial Expressions Recognition in Health Therapies -- Artificial Intelligence -- Procedural Creation of Behavior Trees for NPCs -- Developing Japanese Ikebana as a Digital Painting Tool via AI -- Learning of Art Style Using AI and Its Evaluation Based on Psychological Experiments -- Deep Learning-Based Segmentationof Key Objects of Transmission Lines -- Classification of Chinese and Western Painting Images based on Brushstrokes Feature -- Role and value of character design of social robots -- Edutainment and Art -- Clas-Maze: An Edutainment Tool Combining Tangible Programming and Living Knowledge -- To Binge or not To Binge: viewers'moods and behaviors during the consumption of subscribed video streaming -- Psychological Evaluation for Images/Videos Displayed using Large LED Display and Projector -- To Borrow Arrows with Thatched Boats: an educational game for early years under the background of Chinese Three Kingdoms culture -- João em Foco: A Learning Object About the Dyslexia Disorder.-3D Modeling -- 3D Modeling and 3D Materialization of Fluid Art That Occurs in Very Short Time -- A 3D Flower Modeling Method Based on a Single Image -- Dynamic 3D Scanning Based on Optical Tracking -- Animation.-Body2Particles: Designing Particle Systems Using Body Gestures -- Discussion on the Art of Embryonic Form of computer Animation -- The Peepshow. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi'an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Entertainment Computing – ICEC 2021 / Baalsrud Hauge, Jannicke ; C. S. Cardoso, Jorge ; Roque, Licinio ; Gonzalez-Calero, Pedro A.
TÃtulo : Entertainment Computing – ICEC 2021 : 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2–5, 2021, Proceedings / Tipo de documento: documento electrónico Autores: Baalsrud Hauge, Jannicke, ; C. S. Cardoso, Jorge, ; Roque, Licinio, ; Gonzalez-Calero, Pedro A., Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XV, 542 p. 16 ilustraciones ISBN/ISSN/DL: 978-3-030-89394-1 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: microcomputadoras Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Inteligencia artificial Visión por computador Software de la aplicacion Computadoras personales Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 20.ª Conferencia Internacional IFIP TC 14 sobre Informática del Entretenimiento, ICEC 2021, que se suponÃa que tendrÃa lugar en CoÃmbra, Portugal, en noviembre de 2021. Los 26 artÃculos completos, 13 artÃculos breves y otros 11 artÃculos presentados fueron cuidadosamente revisados ​​y seleccionados de 84 presentaciones. ICEC reúne a investigadores y profesionales de diversos orÃgenes para discutir la intersección multidisciplinaria del diseño, el arte, el entretenimiento, la interacción, la informática y la psicologÃa en los campos de los juegos y la informática del entretenimiento. Nota de contenido: Full research papers -- Comparison of Viewing Contents Using Large LED Display and Projector by Psychological Evaluation -- CS:Show - An Interactive Visual Analysis Tool for First-Person Shooter eSports Match Data -- Fun to Enhance Learning, Motivation, Self-efficacy and Intention to Play in DGBL -- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay & Arts-Based Techniques -- Cultural Emotion Games as Trajectory Learning in Southeast Asia -- A taxonomy of social roles for agents in games -- Kill or spare – Moral decision-making in video games -- Performative Virtual Scenes: A Dynamic VR Environment Design Approach -- A symbolic machine learning approach for cybersickness potential-cause estimation -- Fundamental Study of Color Combinations by Using Deuteranope-Simulation Filter for Controlling the Handicap of Color Vision Diversity in Video Games -- Social Gaming Patterns During a Pandemic Crisis: A Cross-Cultural Survey -- A Real-time Drum-wise Volume Visualization System for Learning Volume-Balanced Drum Performance -- Speech Recognition Game Interface to Increase Intimacy with Characters -- Game Development as a Serious Game with Live-Programming and Time-Travel Mechanics -- AI Game Agents based on Evolutionary Search and (Deep) Reinforcement Learning: a Practical Analysis with Flappy Bird -- Instruction Pictograms for Interactive Entertainment -- How Awe Affects Players' Entertainment Experiences Over Six Weeks of Playing -- The Gilmorehill Mystery: A Location-based Game for Campus Exploration -- reco.mu: A Music Recommendation System Depending on Listerner's Preference by Creating a Branching Playlist -- Towards Suitable Free-to-Play Games for Children -- Provenance in Gamified Business Systems -- Computational Narrative Blending Based on Planning -- Linkages between Gameplay Preferences and Fondness for Game Music -- That sound's Juicy! Exploring Juicy Audio Effects in Video Games -- What is aGame Mechanic? -- A Method for Supporting Verbalization to Facilitate Observation in Illustration Copy-Drawing -- Works in Progress -- Optimization of first-person shooter game control using heart rate sensor -- Virtual Guia Fortress: a 3D-printed eXtended Reality Playset -- Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets -- Interaction toolkit for programming interactions with marker-based tangibles in Virtual Reality -- Sketch Recognition for Interactive Game Experiences Using Neural Network -- Basic Research on How to Apply Foundation Makeup Evenly on Your Own Face -- Identifying the impact of game music both within and beyond gameplay -- Investigating Impact of Augmented Reality on Game Design to Facilitate Learning Experiences in Logistics Operations using Immersive AR Interfaces -- Amnesia in the Atlantic: an AI Driven Serious Game on Marine Biodiversity -- A VR-based Serious Game Associated to EMG Signal Processing and Sensory Feedback for Upper Limb Prosthesis Training -- A Review on the Contribution of ClassDojo as Point System Gamification in Education -- Assessing the Support for Creativity of a Playground for Live Coding Machine Learning -- Safety Risks in Location-Based Augmented Reality Games -- Workshops -- Virtualization of Digital Location-based Experiences -- Artificial Intelligence and Entertainment Science Workshop: Towards Empathic Entertainment Technology -- Aesthetic Perspectives on Computational Media Design -- Workshop on Interactive Immersive Entertainment: VR/XR/AR in Digital Entertainment (WIIE) -- Tutorials -- Cross-sector/discipline project planning for serious interactive digital narratives -- Interactive Entertainment / Experiential Works -- "The Woods" AR Game -- "Sentenced to Transportation: An iDoc for Australia's Convict Past -- Casa das Máquinas: an Artificial Dialogue of Portuguese Poetry -- Student Game and Interactive Entertainment Competition -- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay and Arts-Based Techniques -- An introduction to ChemiKami AR -- ¡Juéguelo!: An Interactive Compilation of Traditional Colombian Games Revised.-. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Entertainment Computing – ICEC 2021 : 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2–5, 2021, Proceedings / [documento electrónico] / Baalsrud Hauge, Jannicke, ; C. S. Cardoso, Jorge, ; Roque, Licinio, ; Gonzalez-Calero, Pedro A., . - 1 ed. . - [s.l.] : Springer, 2021 . - XV, 542 p. 16 ilustraciones.
ISBN : 978-3-030-89394-1
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: microcomputadoras Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Inteligencia artificial Visión por computador Software de la aplicacion Computadoras personales Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información Clasificación: 004.16 Resumen: Este libro constituye las actas arbitradas de la 20.ª Conferencia Internacional IFIP TC 14 sobre Informática del Entretenimiento, ICEC 2021, que se suponÃa que tendrÃa lugar en CoÃmbra, Portugal, en noviembre de 2021. Los 26 artÃculos completos, 13 artÃculos breves y otros 11 artÃculos presentados fueron cuidadosamente revisados ​​y seleccionados de 84 presentaciones. ICEC reúne a investigadores y profesionales de diversos orÃgenes para discutir la intersección multidisciplinaria del diseño, el arte, el entretenimiento, la interacción, la informática y la psicologÃa en los campos de los juegos y la informática del entretenimiento. Nota de contenido: Full research papers -- Comparison of Viewing Contents Using Large LED Display and Projector by Psychological Evaluation -- CS:Show - An Interactive Visual Analysis Tool for First-Person Shooter eSports Match Data -- Fun to Enhance Learning, Motivation, Self-efficacy and Intention to Play in DGBL -- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay & Arts-Based Techniques -- Cultural Emotion Games as Trajectory Learning in Southeast Asia -- A taxonomy of social roles for agents in games -- Kill or spare – Moral decision-making in video games -- Performative Virtual Scenes: A Dynamic VR Environment Design Approach -- A symbolic machine learning approach for cybersickness potential-cause estimation -- Fundamental Study of Color Combinations by Using Deuteranope-Simulation Filter for Controlling the Handicap of Color Vision Diversity in Video Games -- Social Gaming Patterns During a Pandemic Crisis: A Cross-Cultural Survey -- A Real-time Drum-wise Volume Visualization System for Learning Volume-Balanced Drum Performance -- Speech Recognition Game Interface to Increase Intimacy with Characters -- Game Development as a Serious Game with Live-Programming and Time-Travel Mechanics -- AI Game Agents based on Evolutionary Search and (Deep) Reinforcement Learning: a Practical Analysis with Flappy Bird -- Instruction Pictograms for Interactive Entertainment -- How Awe Affects Players' Entertainment Experiences Over Six Weeks of Playing -- The Gilmorehill Mystery: A Location-based Game for Campus Exploration -- reco.mu: A Music Recommendation System Depending on Listerner's Preference by Creating a Branching Playlist -- Towards Suitable Free-to-Play Games for Children -- Provenance in Gamified Business Systems -- Computational Narrative Blending Based on Planning -- Linkages between Gameplay Preferences and Fondness for Game Music -- That sound's Juicy! Exploring Juicy Audio Effects in Video Games -- What is aGame Mechanic? -- A Method for Supporting Verbalization to Facilitate Observation in Illustration Copy-Drawing -- Works in Progress -- Optimization of first-person shooter game control using heart rate sensor -- Virtual Guia Fortress: a 3D-printed eXtended Reality Playset -- Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets -- Interaction toolkit for programming interactions with marker-based tangibles in Virtual Reality -- Sketch Recognition for Interactive Game Experiences Using Neural Network -- Basic Research on How to Apply Foundation Makeup Evenly on Your Own Face -- Identifying the impact of game music both within and beyond gameplay -- Investigating Impact of Augmented Reality on Game Design to Facilitate Learning Experiences in Logistics Operations using Immersive AR Interfaces -- Amnesia in the Atlantic: an AI Driven Serious Game on Marine Biodiversity -- A VR-based Serious Game Associated to EMG Signal Processing and Sensory Feedback for Upper Limb Prosthesis Training -- A Review on the Contribution of ClassDojo as Point System Gamification in Education -- Assessing the Support for Creativity of a Playground for Live Coding Machine Learning -- Safety Risks in Location-Based Augmented Reality Games -- Workshops -- Virtualization of Digital Location-based Experiences -- Artificial Intelligence and Entertainment Science Workshop: Towards Empathic Entertainment Technology -- Aesthetic Perspectives on Computational Media Design -- Workshop on Interactive Immersive Entertainment: VR/XR/AR in Digital Entertainment (WIIE) -- Tutorials -- Cross-sector/discipline project planning for serious interactive digital narratives -- Interactive Entertainment / Experiential Works -- "The Woods" AR Game -- "Sentenced to Transportation: An iDoc for Australia's Convict Past -- Casa das Máquinas: an Artificial Dialogue of Portuguese Poetry -- Student Game and Interactive Entertainment Competition -- Murder on Mansion Hill: Encouraging Collaborative Group Storytelling to Improve Motivational Aspects of Literacy Using Gameplay and Arts-Based Techniques -- An introduction to ChemiKami AR -- ¡Juéguelo!: An Interactive Compilation of Traditional Colombian Games Revised.-. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Games and Learning Alliance / de Rosa, Francesca ; Marfisi Schottman, Iza ; Baalsrud Hauge, Jannicke ; Bellotti, Francesco ; Dondio, Pierpaolo ; Romero, Margarida
TÃtulo : Games and Learning Alliance : 10th International Conference, GALA 2021, La Spezia, Italy, December 1–2, 2021, Proceedings / Tipo de documento: documento electrónico Autores: de Rosa, Francesca, ; Marfisi Schottman, Iza, ; Baalsrud Hauge, Jannicke, ; Bellotti, Francesco, ; Dondio, Pierpaolo, ; Romero, Margarida, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XIV, 296 p. 78 ilustraciones, 72 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-92182-8 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: La interacción persona-ordenador Entornos informáticos Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Visión por computador Computadoras personales Microordenador Application software Interfaces de usuario (sistemas informáticos) Ordenador Clasificación: 004.16 Resumen: Los capÃtulos "Cartas y roles: codiseño de juegos serios de privacidad con un juego de mesa de rol en lÃnea" y "Una herramienta de creación para involucrar al público más joven en el desarrollo de juegos de preservación de la naturaleza: el kit de herramientas de G4N para el diseño de juegos" están disponibles en acceso abierto bajo un Licencia internacional Creative Commons Attribution 4.0 a través de link.springer.com. Tipo de medio : Computadora Summary : Chapters "Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and "An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design " are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Games and Learning Alliance : 10th International Conference, GALA 2021, La Spezia, Italy, December 1–2, 2021, Proceedings / [documento electrónico] / de Rosa, Francesca, ; Marfisi Schottman, Iza, ; Baalsrud Hauge, Jannicke, ; Bellotti, Francesco, ; Dondio, Pierpaolo, ; Romero, Margarida, . - 1 ed. . - [s.l.] : Springer, 2021 . - XIV, 296 p. 78 ilustraciones, 72 ilustraciones en color.
ISBN : 978-3-030-92182-8
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: La interacción persona-ordenador Entornos informáticos Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Visión por computador Computadoras personales Microordenador Application software Interfaces de usuario (sistemas informáticos) Ordenador Clasificación: 004.16 Resumen: Los capÃtulos "Cartas y roles: codiseño de juegos serios de privacidad con un juego de mesa de rol en lÃnea" y "Una herramienta de creación para involucrar al público más joven en el desarrollo de juegos de preservación de la naturaleza: el kit de herramientas de G4N para el diseño de juegos" están disponibles en acceso abierto bajo un Licencia internacional Creative Commons Attribution 4.0 a través de link.springer.com. Tipo de medio : Computadora Summary : Chapters "Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and "An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design " are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] PermalinkPermalinkGames and Learning Alliance / Liapis, Antonios ; Yannakakis, Georgios N. ; Gentile, Manuel ; Ninaus, Manuel
PermalinkGames and Learning Alliance / Marfisi-Schottman, Iza ; Bellotti, Francesco ; Hamon, Ludovic ; Klemke, Roland
PermalinkNext Generation Computer Animation Techniques / Chang, Jian ; Zhang, Jian Jun ; Magnenat Thalmann, Nadia ; Hu, Shi-Min ; Tong, Ruofeng ; Wang, Wencheng
PermalinkSerious Games / Alcañiz, Mariano ; Göbel, Stefan ; Ma, Minhua ; Fradinho Oliveira, Manuel ; Baalsrud Hauge, Jannicke ; Marsh, Tim
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