Intelligent Technologies for Interactive Entertainment

Intelligent Technologies for Interactive Entertainment portes grátis

Intelligent Technologies for Interactive Entertainment

14th EAI International Conference, INTETAIN 2023, Lucca, Italy, November 27, 2023, Proceedings

Passacantando, Mauro; Sanguineti, Marcello; Clayton, Martin

Springer International Publishing AG

03/2024

224

Mole

Inglês

9783031557217

15 a 20 dias

Descrição não disponível.
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.
Accessibility in games;Automatic image recognition in games;Cognitive and behavioral aspects of games;Haptic feedback;Human-computer interaction;Machine learning;Statistical methods;Game playing;Motion capture technologies and applications;Movement analysis;Multimodal interfaces;Serious games and gamification;Soft skills education;Sports analytics