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Intelligent technologies for interac...
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(1998 :)
Intelligent technologies for interactive entertainment8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Intelligent technologies for interactive entertainmentedited by Ronald Poppe ... [et al.].
Reminder of title:
8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
remainder title:
INTETAIN 2016
other author:
Poppe, Ronald.
corporate name:
Published:
Cham :Springer International Publishing :2017.
Description:
xi, 300 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Interactive multimedia
Online resource:
http://dx.doi.org/10.1007/978-3-319-49616-0
ISBN:
9783319496160$q(electronic bk.)
Intelligent technologies for interactive entertainment8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
Intelligent technologies for interactive entertainment
8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /[electronic resource] :INTETAIN 2016edited by Ronald Poppe ... [et al.]. - Cham :Springer International Publishing :2017. - xi, 300 p. :ill., digital ;24 cm. - Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,1781867-8211 ;. - Lecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ;60..
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 -- Poeme Numerique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs.
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.
ISBN: 9783319496160$q(electronic bk.)
Standard No.: 10.1007/978-3-319-49616-0doiSubjects--Topical Terms:
291790
Interactive multimedia
LC Class. No.: QA76.76.I59
Dewey Class. No.: 006.7
Intelligent technologies for interactive entertainment8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016 : revised selected papers /
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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 -- Poeme Numerique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs.
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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.
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http://dx.doi.org/10.1007/978-3-319-49616-0
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