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Intelligent Technologies for Interactive Entertainment : 12th EAI International Conference, INTETAIN 2020, Virtual Event, December 12-14, 2020, Proceedings / edited by Navid Shaghaghi, Fabrizio Lamberti, Brian Beams, Reza Shariatmadari, Ahmed Amer.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Shaghaghi, Navid., Editor.
Lamberti, Fabrizio, Editor.
Beams, Brian, Editor.
Shariatmadari, Reza., Editor.
Amer, Ahmed, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-822X ; 377
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-822X ; 377
Language:
English
Subjects (All):
Interactive multimedia.
Multimedia systems.
Computer engineering.
Computer networks.
Image processing-Digital techniques.
Computer vision.
Artificial intelligence.
Media Design.
Computer Engineering and Networks.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Artificial Intelligence.
Local Subjects:
Media Design.
Computer Engineering and Networks.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Artificial Intelligence.
Physical Description:
1 online resource (XIII, 297 pages) : 94 illustrations, 77 illustrations in color.
Edition:
1st ed. 2021.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2021.
System Details:
text file PDF
Summary:
This book constitutes the refereed proceedings of the 12th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2020. Due to COVID-19 pandemic the conference was held virtually. The 19 full papers were selected from 49 submissions and present novel, and innovative work in areas including in art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction or entertainment experience. The papers are grouped in sessions on thematical issues on Big Ideas and Ethics; Haptics, Audio, and Internet of Things (IoT); Industry and Government; Machine Learning (ML); and Extended Reality (XR) and Human Computer Interaction (HCI).
Contents:
Big Ideas and Ethics
Designing serious games for the mitigation of the impact of massive shootings in a Mexican environment
An ethical code for commercial VR/AR applications
On Trusting a Cyber Librarian: How rethinking underlying data storage infrastructure can mitigate risks of automation
ToDI: A Taxonomy of Derived Indices
Haptics, IoT, and Audio
Plug-and-Play Haptic Interaction for Tactile Internet based on WebRTC
SwingBeats: An IoT Haptic Feedback Ankle Bracelets (HFAB) for Dance Education
Mona Prisa: A Tool for Behaviour Change in Renewable Energy Communities
GrainSynth: A Generative Synthesis Tool based on Spatial Interpretations of Sound Samples
Modeling Audio Distortion Effects with Autoencoder Neural Networks
Industry and Government
Investors Embrace Gender Diversity, Not Female CEOs: The Role of Gender in Startup Fundraising
A Tool for Narrowing the Second Chance Gap
Machine Learning, Education and Training
12 Is Learning by Teaching an Effective Approach in Mixed-Reality Robotic Training Systems?
Neuroevolution vs Reinforcement Learning for Training Non Player Characters in Games: The Case of a Self Driving Car
Training Medical Communication Skills with Virtual
Patients: Literature Review and Directions for Future Research
Handheld vs. Head-Mounted AR Interaction Patterns for Museums or Guided Tours
Design and analysis of a virtual reality game to address issues in introductory programming learning
.Low-complexity Workflow for Digitizing Real-world Structures for Use in VR-based Personnel Training
Acceleration of Therapeutic Use of Brain Computer Interfaces by Development for Gaming
KeyLight: VR System for Stage Lighting.
Other Format:
Printed edition:
ISBN:
978-3-030-76426-5
9783030764265
Access Restriction:
Restricted for use by site license.

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