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Intelligent Technologies for Interactive Entertainment : 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016, Revised Selected Papers / edited by Ronald Poppe, John-Jules Meyer, Remco Veltkamp, Mehdi Dastani.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Poppe, Ronald, editor.
Meyer, John-Jules, editor.
Veltkamp, Remco, editor.
Dastani, Mehdi, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-8211 ; 178.
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-8211 ; 178
Language:
English
Subjects (All):
Multimedia systems.
User interfaces (Computer systems).
Artificial intelligence.
Application software.
Education--Data processing.
Education.
Optical data processing.
Media Design.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computer Applications.
Computers and Education.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Local Subjects:
Media Design.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computer Applications.
Computers and Education.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Physical Description:
1 online resource (XI, 300 pages) : 87 illustrations.
Edition:
First edition 2017.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2017.
System Details:
text file PDF
Summary:
This book constitutes the refereed proceedings of the 8th International Conference on Intelligent technologies for Interactive Entertainment, INTETAIN 2016, held in Utrecht, The Netherlands, in June 2016. The 19 full papers, 5 short and 6 workshop papers were selected from 49 submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game studies.
Contents:
Designing collaborative games for children education on sustainable development
Towards Serious Gaming for Communication Training - A Pilot Study with Police Academy Students
A Serious Game for Learning Social Networking Literacy by Flaming Experiences
Game@School. Teaching through Gaming and Mobile-based Tutoring Systems Interaction technologies
Exploring User-Defined Gestures and Voice Commands to Control an Unmanned Aerial Vehicle
Monitoring Interactions
Hold me Tight: A Tangible Interface for Mediating Closeness to Overcome Physical Separation
Analyzing Fear Using a Single-Sensor EEG Device Persuasion and motivation
Design of an Adaptive Persuasive Mobile Application for Stimulating the Medication Adherence
Interactive Advertisements in an IoT Era Exertion games
Cooperative Tetris: the Influence of Social Exertion Gaming on Game Experience and Social Presence
Distributed Embodied Team Play, a Distributed Interactive Pong Playground
A Throw Training System Utilizing Visual and Sound Effects
Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games
Deep learning for classifying Battlefield 4 players
Do Warriors, Villagers and Scientists Decide Differently?
The Impact of Role on Message Framing
The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations
Measuring Affective, Physiological and Behavioural Differences in Solo, Competitive and Collaborative Games
The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display
WWoW: World Without Walls. Immersive Mixed Reality with Virtual Co-location, Natural Interactions, and Remote Collaboration
My Drama: Story-based Game for Understanding Emotions in Context
Building game scripting DSL's with the Metacasanova metacompiler
Interaction Design Tools for Autism
Poème Numérique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs. .
Other Format:
Printed edition:
ISBN:
978-3-319-49616-0
9783319496160
Access Restriction:
Restricted for use by site license.

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