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Intelligent Technologies for Interactive Entertainment : 14th EAI International Conference, INTETAIN 2023, Lucca, Italy, November 27, 2023, Proceedings / edited by Martin Clayton, Mauro Passacantando, Marcello Sanguineti.

Springer Nature - Springer Computer Science eBooks 2024 English International Available online

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Format:
Book
Contributor:
Clayton, Martin, Editor.
Passacantando, Mauro, Editor.
Sanguineti, Marcello., Editor.
Series:
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-822X ; 560
Language:
English
Subjects (All):
Interactive multimedia.
Multimedia systems.
Computer vision.
Education--Data processing.
Education.
Computer networks.
User interfaces (Computer systems).
Human-computer interaction.
Media Design.
Computer Vision.
Computers and Education.
Computer Networks.
User Interfaces and Human Computer Interaction.
Local Subjects:
Media Design.
Computer Vision.
Computers and Education.
Computer Networks.
User Interfaces and Human Computer Interaction.
Physical Description:
1 online resource (XII, 224 p. 50 illus., 31 illus. in color.)
Edition:
1st ed. 2024.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
Summary:
This book constitutes the refereed proceedings of the 14th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2023 which was held in Lucca, Italy, during November 27, 2023. The 15 full papers presented in this book were selected from 56 submissions. They present novel and innovative work in areas of methods (machine learning, movement), computer-based systems (architectures, software, algorithms), and devices (digital cameras, smartphones). The papers are grouped in sessions of thematic issues on Games and Game-Based learning; Motion Capture; Sports and Competitions; and Interfaces and Applications.
Contents:
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.
Notes:
Description based on publisher supplied metadata and other sources.
ISBN:
3-031-55722-0
OCLC:
1427975149

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