Intelligent Technologies for Interactive Entertainment: 6th International Conference, INTETAIN 2014, Chicago, IL, USA, July 9-11, 2014. Proceedings ... and Telecommunications Engineering )
معرفی کتاب «Intelligent Technologies for Interactive Entertainment: 6th International Conference, INTETAIN 2014, Chicago, IL, USA, July 9-11, 2014. Proceedings ... and Telecommunications Engineering )» نوشتهٔ Dennis Reidsma, Insook Choi, Robin Bargar (eds.)، منتشرشده توسط نشر Springer International Publishing در سال 2014. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014. The 8 full papers presented together with 4 special session papers, 4 panels and 6 extended abstracts were carefully selected from 26 submissions. The papers present interdisciplinary research, covering topics such as creativity applied to technology, AI, cognition and models of engagement and play. The special session papers address the topic of humor in intelligent environments. A Research on Value Chain Structure of the Performing Arts Consumers’ Social Media Usage - Application of Means-End Chain Theory and Involvement....Pages 1-11 Predicting Shot Success for Table Tennis Using Video Analysis and Machine Learning....Pages 12-21 Interactive Assessment Tools for Computational Thinking in High School STEM Classrooms....Pages 22-25 Affect and Semantic Interpretation of Virtual Drama....Pages 26-35 Choreographing Digital Water for Interactive Water Performance....Pages 36-45 Collaborative Choreography: A Critical Inquiry into Designing Creative Interactive Systems....Pages 46-56 Perception and Manipulation of Game Control....Pages 57-66 Head Pose Estimation by Perspective-n-Point Solution Based on 2D Markerless Face Tracking....Pages 67-76 Towards Environments That Have a Sense of Humor....Pages 77-80 Fools, Tricksters and Jokers: Categorization of Humor in Gameplay....Pages 81-90 Lost Voice Guy: Transcending Barriers of Disability through Technology in Live Comedy Performance....Pages 91-98 Understanding the Foundations and Devices in Humour to Determine Practical Design Methods for Systems That Create and/or Detect Humour in Video Games, Robots and other Forms of Artificial Intelligence....Pages 99-108 STEM Education: Creating Meaningful Experiences with Interaction Design....Pages 109-112 Immersive, Interactive, Real and Imagined Sonic Environments: Encountering the Aural Muse in Imagined, Implied Spaces-....Pages 113-117 RPGs as Knowledge Creating Chronotopes....Pages 118-122 Radical Publishing: The Organization and Distribution of Art, Literature and Information in the 21 st Century....Pages 123-127 The Nostalgia Project....Pages 128-131 Bass Impact DJ Studio – A Music Mixing Software with Gesture Controls....Pages 132-135 Creativity in the CPND....Pages 136-139 Interactive Network Installation....Pages 140-143 Using Drones for Virtual Tourism....Pages 144-147 A Mathematical Model of Game Refinement....Pages 148-151
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