Intelligent Technologies for Interactive Entertainment
Springer International Publishing (Verlag)
978-3-030-76425-8 (ISBN)
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).
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.
Erscheinungsdatum | 20.05.2021 |
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Reihe/Serie | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering |
Zusatzinfo | XIII, 297 p. 94 illus., 77 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Gewicht | 480 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Schlagworte | Applications • Artificial Intelligence • Communication • Computer Networks • Computer Science • Computer systems • computer vision • conference proceedings • Data communication systems • Education • Engineering • human-centered computing • Human Computer Interaction (HCI) • Human-Computer Interaction (HCI) • Image Processing • Informatics • learning • machine learning • Network Protocols • Research • Signal Processing • Telecommunication networks • Telecommunication Systems • User Interfaces • Virtual Reality |
ISBN-10 | 3-030-76425-7 / 3030764257 |
ISBN-13 | 978-3-030-76425-8 / 9783030764258 |
Zustand | Neuware |
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