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  1. HCI International 2020 – late breaking papers
    cognition, learning and games : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, july 19–24, 2020, proceedings
    Beteiligt: Stephanidis, Constantine (HerausgeberIn); Harris, Don (HerausgeberIn); Li, Wen-Chin (HerausgeberIn); Schmorrow, Dylan D. (HerausgeberIn); Fidopiastis, Cali M. (HerausgeberIn); Zaphiris, Panayiotis (HerausgeberIn); Ioannou, Andri (HerausgeberIn); Fang, Xiaowen (HerausgeberIn); Sottilare, Robert A. (HerausgeberIn); Schwarz, Jessica (HerausgeberIn)
    Erschienen: 2020; [2020]
    Verlag:  Springer International Publishing, Cham ; Springer

    Basic study on incidence of micro-error in visual attention-controlled environment -- A Methodological Approach to Create Interactive Art in Artificial Intelligence -- The Effect of Different Icon Shape and Width on Touch Behavior -- Project Team... mehr

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    Basic study on incidence of micro-error in visual attention-controlled environment -- A Methodological Approach to Create Interactive Art in Artificial Intelligence -- The Effect of Different Icon Shape and Width on Touch Behavior -- Project Team Recommendation Model Based on Profiles Complementarity -- A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings -- Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition -- Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review -- Examining the relationship between songs and psychological characteristics -- An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft -- Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment -- Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism -- Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature -- Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study -- Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions -- Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries -- Assessing Variable Levels of Delegated Control – A Novel Measure of Trust -- Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion -- A Typology of Non-functional Information -- Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model -- Producing an Immersive Experience using Human-Robot Interaction Stimuli -- How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective -- Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations -- Analyzing Students’ Behavior in a MOOC Course: A Process-Oriented Approach -- The Role of Learning City “Smart Teams” In Promoting, Supporting, and Extending the Community School Model -- Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language -- Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course -- Learning and Creativity through a Curatorial Practice using Virtual Reality -- How augmented reality influences student workload in engineering education -- The Influential Factors on E-learning Adoption and Learning Continuance -- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details -- Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment -- Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements -- Investigating the relation between sense of presence, attention and performance: virtual reality versus web -- Research on the Design of Intelligent Interactive Toys Based on Marker Education -- Designing a Faculty Chatbot through User-Centered Design Approach -- The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience -- Enable 3A in AIS -- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability -- Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems -- A Learning Engineering Model for Learner-Centered Adaptive Systems -- Technology in Education - Meeting the Future Literacy & Numeracy needs of Societ -- Adaptive Agents for Fit-for-Purpose Training -- Google Service-based CbITS Authoring Tool to Support Collaboration -- The Interplay Between Artificial Intelligence and Users' Personalities: A New Scenario for Human-Computer Interaction in Gaming -- Behavlet Analytics for Player Profiling and Churn Prediction -- The Kansei Research on the Manipulation Experience of Mobile Game with Joystick -- A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster -- Systems Approach to Designing an Enjoyable Process for Game Designers -- Broader Understanding of Gamification by Addressing Ethics and Diversity -- Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms -- Enhancing Social Ties through Manual Player Matchmaking in Online Multiplayer Games -- A Simulation Game to Acquire Skills on Industry 4.0 -- Personalised Semantic User Interfaces for Games -- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain. This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.

     

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    Quelle: Verbundkataloge
    Beteiligt: Stephanidis, Constantine (HerausgeberIn); Harris, Don (HerausgeberIn); Li, Wen-Chin (HerausgeberIn); Schmorrow, Dylan D. (HerausgeberIn); Fidopiastis, Cali M. (HerausgeberIn); Zaphiris, Panayiotis (HerausgeberIn); Ioannou, Andri (HerausgeberIn); Fang, Xiaowen (HerausgeberIn); Sottilare, Robert A. (HerausgeberIn); Schwarz, Jessica (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783030601287
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture notes in computer science ; 12425
    Springer eBook Collection
    Schlagworte: Optical data processing.; Education—Data processing.; Computer organization.; User interfaces (Computer systems).; Natural language processing (Computer science).; Image processing; Computer vision.; Education; Human-computer interaction.; Computer engineering.; Computer networks .
    Umfang: 1 Online-Ressource (xxii, 776 Seiten), Illustrationen
  2. Experimental IR meets multilinguality, multimodality, and interaction
    11th International Conference of the CLEF Association, CLEF 2020, Thessaloniki, Greece, September 22-25, 2020 : proceedings
    Beteiligt: Arampatzis, Avi (HerausgeberIn); Kanoulas, Evangelos (HerausgeberIn); Tsikrika, Theodora (HerausgeberIn); Vrochidis, Stefanos (HerausgeberIn); Joho, Hideo (HerausgeberIn); Lioma, Christina (HerausgeberIn); Eickhoff, Carsten (HerausgeberIn); Névéol, Aurélie (HerausgeberIn); Cappellato, Linda (HerausgeberIn); Ferro, Nicola (HerausgeberIn)
    Erschienen: [2020]; © 2020
    Verlag:  Springer Nature Switzerland AG, Cham

    This book constitutes the refereed proceedings of the 11th International Conference of the CLEF Association, CLEF 2020, held in Thessaloniki, Greece, in September 2020. The conference has a clear focus on experimental information retrieval with... mehr

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    This book constitutes the refereed proceedings of the 11th International Conference of the CLEF Association, CLEF 2020, held in Thessaloniki, Greece, in September 2020. The conference has a clear focus on experimental information retrieval with special attention to the challenges of multimodality, multilinguality, and interactive search ranging from unstructured to semi structures and structured data. The 5 full papers and 2 short papers presented in this volume were carefully reviewed and selected from 9 submissions. This year, the contributions addressed the following challenges: a large-scale evaluation of translation effects in academic search, advancement of assessor-driven aggregation methods for efficient relevance assessments, and development of a new test dataset. In addition to this, the volume presents 7 "best of the labs" papers which were reviewed as full paper submissions with the same review criteria. The 12 lab overview papers were accepted out of 15 submissions and represent scientific challenges based on new data sets and real world problems in multimodal and multilingual information access. The conference was held virtually due to the COVID-19 pandemic.

     

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    Quelle: Verbundkataloge
    Beteiligt: Arampatzis, Avi (HerausgeberIn); Kanoulas, Evangelos (HerausgeberIn); Tsikrika, Theodora (HerausgeberIn); Vrochidis, Stefanos (HerausgeberIn); Joho, Hideo (HerausgeberIn); Lioma, Christina (HerausgeberIn); Eickhoff, Carsten (HerausgeberIn); Névéol, Aurélie (HerausgeberIn); Cappellato, Linda (HerausgeberIn); Ferro, Nicola (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Konferenzschrift
    Format: Online
    ISBN: 9783030582197
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Körperschaften/Kongresse: CLEF, 11. (2020, Thessaloniki; Online)
    Schriftenreihe: Array ; 12260
    Schlagworte: Computers.; Optical data processing.; Computer organization.; Natural language processing (Computer science).; Application software.; Multimedia systems .; Image processing; Computer vision.; Computer engineering.; Interactive multimedia.; Computer networks .
    Umfang: 1 Online-Ressource (xvii, 399 Seiten), Illustrationen
  3. Trandisciplinary Multispectral Modelling and Cooperation for the Preservation of Cultural Heritage
    Second International Conference, TMM_CH 2021, Athens, Greece, December 13–15, 2021, Revised Selected Papers
    Beteiligt: Moropoulou, Antonia (HerausgeberIn); Georgopoulos, Andreas (HerausgeberIn); Doulamis, Anastasios (HerausgeberIn); Ioannides, Marinos (HerausgeberIn); Ronchi, Alfredo (HerausgeberIn)
    Erschienen: 2022.
    Verlag:  Springer International Publishing, Cham ; Imprint: Springer

    Scientific Innovations in the Diagnosis and Preservation of Cultural Heritage -- Digital Heritage a holistic approach -- Preservation, Reuse and Reveal of Cultural Heritage through Sustainable Land Management, Rural and Urban Development to Recapture... mehr

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    Scientific Innovations in the Diagnosis and Preservation of Cultural Heritage -- Digital Heritage a holistic approach -- Preservation, Reuse and Reveal of Cultural Heritage through Sustainable Land Management, Rural and Urban Development to Recapture the World in Crisis through Culture. This volume constitutes selected and revised papers presented during the Second International Conference on Trandisciplinary Multispectral Modelling and Cooperation for the Preservation of Cultural Heritage, TMM_CH 2021, held in Athens, Greece, in December 2021. The 17 full papers and 6 short papers presented in ths volume were thoroughly reviewed and selected from 310 submissions. The papers are organized in topical sections on scientific innovations in the diagnosis and preservation of cultural heritage; digital heritage a holistic approach; preservation, reuse and reveal of cultural heritage through sustainable land management, rural and urban development to recapture the world in crisis through culture.

     

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    Quelle: Verbundkataloge
    Beteiligt: Moropoulou, Antonia (HerausgeberIn); Georgopoulos, Andreas (HerausgeberIn); Doulamis, Anastasios (HerausgeberIn); Ioannides, Marinos (HerausgeberIn); Ronchi, Alfredo (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783031202537
    Weitere Identifier:
    Auflage/Ausgabe: 1st ed. 2022.
    Schriftenreihe: Communications in Computer and Information Science ; 1574
    Schlagworte: Software engineering.; Computers.; Computer engineering.; Computer networks .; Artificial intelligence.; Digital humanities.
    Umfang: 1 Online-Ressource(XXI, 286 p. 167 illus., 137 illus. in color.)
  4. Interactive storytelling
    15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, december 4–7, 2022, proceedings
    Beteiligt: Vosmeer, Mirjam (HerausgeberIn); Holloway-Attaway, Lissa (HerausgeberIn)
    Erschienen: 2022; [2022]; © 2022
    Verlag:  Springer International Publishing, Cham ; Springer

    Applications and Case Studies -- Using Storytelling to Teach Children Biodiversity -- Button Portraits: Embodying Queer History with Interactive Wearable Artifacts -- Interactive digital storytelling in cultural heritage: the transformative role of... mehr

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    Applications and Case Studies -- Using Storytelling to Teach Children Biodiversity -- Button Portraits: Embodying Queer History with Interactive Wearable Artifacts -- Interactive digital storytelling in cultural heritage: the transformative role of agency -- Interactive Cartographic Storytelling with Complex Spatio-Temporal Structures and Social Connections -- Carambola: Enforcing Relationships Between Values in Value-Sensitive Agent Design -- A Demonstration of Loose Ends, a Mixed-Initiative Narrative Instrument -- Teaching Literary Interactive Digital Narratives in Secondary Education: a French study -- Communication features facilitating appreciation of Cultural Heritage Values for IDN -- Writing with (Digital) Scissors: Designing a Text Editing Tool for Assisted Storytelling using Crowd-Generated Content -- Planner Systems for Historical Justice? A Case Study of a People’s History of Lebanon -- Embodied Locative Storytelling of African American Histories -- Towards a Decolonial Framework for IDN -- Applying Black Feminist Technopractice in Digital Storytelling at Cultural Sites -- Interactive Narrative Design -- Dramatic Situations for Emergent Narrative System Authorship -- What Inspires Retellings - A Study of the Game Genshin Impact -- Supporting Spatial Thinking in Augmented Reality Narrative: a Field Study -- Select the Unexpected: A Statistical Heuristic for Story Sifting -- The investigation of socio-cultural features within interactive discourse generation and their applicability for authoring -- When Information, Narrative, and Interactivity Join Forces: Designing and Co-Designing Interactive Digital Narratives for Complex Issues -- The future of the world: from scientific account to interactive storytelling -- Intersubjective Pivots in Interactive Digital Narrative Design Learning -- Integrating Brechtian Concepts in the Design of a Tangible Narrative: The Case of The Non-myth of the Noble Red -- Exploring Classical Music Narratives through Multimodality in AR/VR Experiences -- Interactive Storytelling and the Paradox of Democracy -- RichCast: A Voice-Driven Interactive Digital Narrative Authoring System -- Theory, History and Foundations -- When You Hear the Chime: Movable Books and the Dramaturgical Functions of Sound in Mixed Reality Interactive Narrative Design -- Approaches towards novel phenomena. A reflection on issues in IDN research, teaching and practice -- Constructing a Catbox: Story Volume Poetics in Umineko no Naku Koro ni -- Bronco: A Universal Authoring Language for Controllable Text Generation -- Exploring the Design Space of Social Physics Engines in Games -- IF Reader: A Screen Reader Browser Extension for Twine Games -- Storygraphia: the constrained authoring tool -- Virtual Worlds, Performance, Games and Play -- Identification and IDNs in the Metaverse: who will we be? -- The Impacts of Unguided Immersive and Interactive Storytelling in VR on Emotion, Mood, and Self-Reflection -- Myth, Diegesis and Storytelling in Perennial Games -- Turn story to life in 1001 Nights: A Co-Creative Text Adventure Game Using A Story Generation Model -- A New Research Agenda: Writing for Virtual Reality Interactive Narratives -- Visionary Virtual Worlds: Storytelling via Digital Architecture in NaissanceE. This book constitutes the refereed proceedings of the 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, held in Santa Cruz, CA, USA, in December 2022. The 30 full papers and 10 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 79 submissions.

     

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  5. Truth and Fake in the Post-Factual Digital Age
    Distinctions in the Humanities and IT Sciences
    Beteiligt: Klimczak, Peter (HerausgeberIn); Zoglauer, Thomas (HerausgeberIn)
    Erschienen: 2023.
    Verlag:  Springer Fachmedien Wiesbaden, Wiesbaden ; Imprint: Springer

    Introduction -- Truth Relativism, Scientific Skepticism and the Political Consequences -- Of Fakes and Frauds: Can Scientific "Hoaxes" Be a Legitimate Tool of Knowledge? -- Fiction, Fake and Fact -- Stranger than Fiction -- The Marxist-Leninist... mehr

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    Introduction -- Truth Relativism, Scientific Skepticism and the Political Consequences -- Of Fakes and Frauds: Can Scientific "Hoaxes" Be a Legitimate Tool of Knowledge? -- Fiction, Fake and Fact -- Stranger than Fiction -- The Marxist-Leninist Definition of Fascism and the Building of the Wall -- Caution: Possible "Fake News" - A Technical Approach to Early Detection -- Countering Fake News Technically - Detection and Treatment Approaches to Support Users -- NewsDeps: Visualizing the Origin of Information in News Articles. The increase in fake news, the growing influence on elections, increasing false reports and targeted disinformation campaigns are not least a consequence of advancing digitalisation. Information technology is needed to put a stop to these undesirable developments. With intelligent algorithms and refined data analysis, fakes must be detected more quickly in the future and their spread prevented. However, in order to meaningfully recognize and filter fakes by means of artificial intelligence, it must be possible to distinguish fakes from facts, facts from fictions, and fictions from fakes. This book therefore also asks questions about the distinctions of fake, factual and fictional. The underlying theories of truth are discussed, and practical-technical ways of differentiating truth from falsity are outlined. By taking into account the fictional as well as the assumption that information-technical advancements can benefit from humanities knowledge, the authors hope that content-related, technical and methodological challenges of the present and future can be met. Peter Klimczak (Dr. phil. et Dr. rer. nat. habil.) teaches media, cultural and technical sciences as a private lecturer at the Brandenburg University of Technology and conducts research as part of a Feodor Lynen Research Fellowship at the University of Wroclaw. He is the author of numerous publications on the use of artificial languages in media and cultural studies, on digital and social media, and on cognitive systems and artificial intelligence. Thomas Zoglauer (Dr. phil. habil.) teaches philosophy as an adjunct professor at the Brandenburg University of Technology and as a lecturer at the Universities of Freiburg and Stuttgart. He is the author of numerous books on the philosophy of technology, logic and applied ethics. This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation.

     

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  6. Technologies for E-Learning and Digital Entertainment
    Third International Conference, Edutainment 2008 Nanjing, China, June 25-27, 2008 Proceedings
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    E-Learning Platforms and Tools -- WRITE: Writing Revision Instrument for Teaching English -- u-Teacher: Ubiquitous Learning Approach -- A Model for Knowledge Innovation in Online Learning Community -- The Design of Software Architecture for... mehr

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    E-Learning Platforms and Tools -- WRITE: Writing Revision Instrument for Teaching English -- u-Teacher: Ubiquitous Learning Approach -- A Model for Knowledge Innovation in Online Learning Community -- The Design of Software Architecture for E-Learning Platforms -- An Educational Component-Based Digital TV Middleware for the Brazilian’s System -- Designing and Developing Process-Oriented Network Courseware: IMS Learning Design Approach -- Design and Implementation of Game-Based Learning Environment for Scientific Inquiry -- Research and Implementation of Web-Based E-Learning Course Auto-generating Platform -- E-Learning System for Education -- A Humanized Mandarin e-Learning System Based on Pervasive Computing -- An Interactive Simulator for Information Communication Models -- iThaiSTAR – A Low Cost Humanoid Robot for Entertainment and Teaching Thai Dances -- The Study on Visualization Systems for Computer-Supported Collaborative Learning -- Computer-Assisted Paper Wrapping with Visualization -- Hangeul Learning System -- An Ajax-Based Terminology System for E-Learning 2.0 -- Idea and Practice for Paperless Education -- SyTroN: Virtual Desk for Collaborative, Tele-operated and Tele-learning System with Real Devices -- Application of E-Learning Systems -- An Examination of Students’ Perception of Blended E-Learning in Chinese Higher Education -- Research and Application of Learning Activity Management System in College and University E-Learning -- Motivate the Learners to Practice English through Playing with Chatbot CSIEC -- A Strategy for Selecting Super-Peer in P2P and Grid Based Hybrid System -- Personal Knowledge Management in E-Learning Era -- Teaching Machine Learning to Design Students -- A Survey on Use of “New Perspective English Learning System” among University Students—Case Study on Jiangxi Normal University -- Evolving Game NPCs Based on Concurrent Evolutionary Neural Networks -- E-Learning Resource Management -- Knowledge Discovery by Network Visualization -- Research on Emotional Vocabulary-Driven Personalized Music Retrieval -- Research on Update Service in Learning Resources Management System -- On Retrieval of Flash Animations Based on Visual Features -- The Design of Web-Based Intelligent Item Bank -- Methods on Educational Resource Development and Application -- Research on Management of Resource Virtualization Based on Network -- The F-R Model of Teaching in Chinese Universities -- An Approach to a Visual Semantic Query for Document Retrieval -- Modification of Web Content According to the User Requirements -- Virtual Environments with Content Sharing -- Interaction in Game and Education -- Hand Contour Tracking Using Condensation and Partitioned Sampling -- Integrating Gesture Recognition in Airplane Seats for In-Flight Entertainment -- Designing Engaging Interaction with Contextual Patterns for an Educational Game -- Design and Implement of Game Speech Interaction Based on Speech Synthesis Technique -- Two-Arm Haptic Force-Feedbacked Aid for the Shoulder and Elbow Telerehabilitation -- Vision Based Pose Recognition in Video Game -- Memotice Board: A Notice Board with Spatio-temporal Memory -- Mobile Cultural Heritage: The Case Study of Locri -- Integration of Game and Education -- Study of Game Scheme for Elementary Historical Education -- Integration of Game Elements with Role Play in Collaborative Learning — A Case Study of Quasi-GBL in Chinese Higher Education -- A Case of 3D Educational Game Design and Implementation -- Mathematical Education Game Based on Augmented Reality -- Game-Based Learning Scenes Design for Individual User in the Ubiquitous Learning Environment -- Learning Models for the Integration of Adaptive Educational Games in Virtual Learning Environments -- The Potential of Interactive Digital Storytelling for the Creation of Educational Computer Games -- Game Design and Development -- Designing Virtual Players for Game Simulations in a Pedagogical Environment: A Case Study -- The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games -- EFM: A Model for Educational Game Design -- Towards Generalised Accessibility of Computer Games -- Designing Narratology-Based Educational Games with Non-players -- Interactive Game Development with a Projector-Camera System -- Animated Impostors Manipulation for Real-Time Display in Games Design -- Virtual Characters, Animation and Navigation -- Virtual Avatar Enhanced Nonverbal Communication from Mobile Phones to PCs -- Analysis of Role Behavior in Collaborative Network Learning -- Survey on Real-Time Crowds Simulation -- TS-Animation: A Track-Based Sketching Animation System -- Dynamic Axial Curve –Pair Based Deformation -- 3D Freehand Canvas -- Sparse Key Points Controlled Animation for Individual Face Model -- Networked Virtual Marionette Theater -- Tour into Virtual Environment in the Style of Pencil Drawing -- Research and Implementation of Hybrid Tracking Techniques in Augmented Museum Tour System -- Graphics Rendering and Digital Media -- Terrain Synthesis Based on Microscopic Terrain Feature -- A Double Domain Based Robust Digital Image Watermarking Scheme -- ABF Based Face Texturing -- Tile-Based Interactive Texture Design -- Efficient Method for Point-Based Rendering on GPUs -- Efficient Mushroom Cloud Simulation on GPU -- Geometric Modeling in Games and Virtual Reality -- Virtual Artistic Paper-Cut -- A Sufficient Condition for Uniform Convergence of Stationary p-Subdivision Scheme -- Model and Animate Plant Leaf Wilting -- The Technical Research and System Realization of 3D Garment Fitting System Based on Improved Collision-Check Algorithm -- Reconstruction of Tree Crown Shape from Scanned Data -- A Survey of Modeling and Rendering Trees -- Creating Boundary Curves of Point-Set Models in Interactive Environment -- Rational Biquartic Interpolating Surface Based on Function Values -- 3D Modelling for Metamorphosis for Animation. This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.

     

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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783540697367
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    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 5093
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    Schlagworte: Computer science; Information systems; Computer graphics; Education; Computer Science; Multimedia systems; Artificial intelligence; Computer engineering.; Computer networks .; Application software.; Human-computer interaction.; User interfaces (Computer systems).
    Umfang: Online-Ressource (digital)
  7. Fun and Games
    Second International Conference, Eindhoven, The Netherlands, October 20-21, 2008. Proceedings
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Keynotes -- Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction -- Hypercomputation, Unconsciousness and Entertainment Technology -- Focus on Innovation -- Pervasive Mobile Games – A New Mindset for Players and... mehr

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    Keynotes -- Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction -- Hypercomputation, Unconsciousness and Entertainment Technology -- Focus on Innovation -- Pervasive Mobile Games – A New Mindset for Players and Developers -- EyeMote – Towards Context-Aware Gaming Using Eye Movements Recorded from Wearable Electrooculography -- The Audio Adventurer: Design of a Portable Audio Adventure Game -- Building RFID-Based Augmented Dice with Perfect Recognition Rates -- Aseba-Challenge: An Open-Source Multiplayer Introduction to Mobile Robots Programming -- Test-Bed for Multimodal Games on Mobile Devices -- Affect and Gaming -- Dynamic Game Balancing by Recognizing Affect -- Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures -- Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting -- The Unlikeability of a Cuddly Toy Interface: An Experimental Study of Preschoolers’ Likeability and Usability of a 3D Game Played with a Cuddly Toy Versus a Keyboard -- Think Aloud during fMRI: Neuronal Correlates of Subjective Experience in Video Games -- Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game -- Log Who’s Playing: Psychophysiological Game Analysis Made Easy through Event Logging -- Fun n’Games for Young and Old -- Acting Your Age in Second Life -- Developing an Adaptive Memory Game for Seniors -- A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy -- A Music Educational Entertainment Environment for Preschoolers. This book constitutes the refereed proceedings of the Second International Conference on Fun and Games, held in Eindhoven, The Netherlands, in October 2008. The 17 revised full papers, presented together with 2 invited talks were carefully reviewed and selected from a total of 36 submissions. The papers encompass the study of computer games, game development and experiences by researchers from social sciences, computing, electrical engineering, design, etc. Main focus is given to topics such as tightly-coupled embodied control of movement-sensitive mobile devices, hypercomputation and cultural computing, emerging gaming paradigms, concepts and platforms to support gaming, affective aspects of gaming, and finally to the notion of serious games to help provide cognitive or physiological training.

     

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    Format: Online
    ISBN: 9783540883227
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    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 5294
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    Schlagworte: Computer science; Information systems; Education; Computer Science; Multimedia systems; Artificial intelligence; Computer engineering.; Computer networks .; Application software.; User interfaces (Computer systems).; Human-computer interaction.; Computers and civilization.
    Umfang: Online-Ressource (digital)
  8. Motion in Games
    First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate... mehr

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    Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate Your Game Scene -- Hierarchical Path Planning for Virtual Crowds -- Virtual Humans -- Towards Embodied and Situated Virtual Humans -- Adaptive Body, Motion and Cloth -- From Motion Capture to Real-Time Character Animation -- Motion Synthesis -- More Motion Capture in Games — Can We Make Example-Based Approaches Scale? -- Simulating Interactions of Characters -- Motion Prediction for Online Gaming -- Two-Character Motion Control: Challenge and Promise -- Motion Modeling: Can We Get Rid of Motion Capture? -- Informed Use of Motion Synthesis Methods -- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data -- Interfaces -- An Immersive Motion Interface with Edutainment Contents for Elderly People -- Design of Experience and Flow in Movement-Based Interaction -- Navigation and Steering -- Relaxed Steering towards Oriented Region Goals -- Opening Doors in Motion Analysis Research -- Watch Out! A Framework for Evaluating Steering Behaviors -- Whole-Body Locomotion, Manipulation and Reaching for Humanoids -- Facial and Behavioral Animation -- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments -- Animating Speech in Games -- Autonomous Digital Actors. This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

     

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    Volltext (lizenzpflichtig)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783540892205
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 5277
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    Schlagworte: Computer science; Information systems; Artificial intelligence; Computer simulation; Computer Science; Multimedia systems; Computer vision; Computer networks .; User interfaces (Computer systems).; Human-computer interaction.; Image processing; Computer engineering.; Application software.; Computer graphics.
    Umfang: Online-Ressource (digital)
  9. Provenance and Annotation of Data and Processes
    Second International Provenance and Annotation Workshop, IPAW 2008, Salt Lake City, UT, USA, June 17-18, 2008. Revised Selected Papers
    Erschienen: 2008
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Keynotes -- Provenance for Database Transformations -- Enforcing the Scientific Method -- Papers -- Mapping the NRC Dataflow Model to the Open Provenance Model -- Data Lineage Model for Taverna Workflows with Lightweight Annotation Requirements -- A... mehr

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    Keynotes -- Provenance for Database Transformations -- Enforcing the Scientific Method -- Papers -- Mapping the NRC Dataflow Model to the Open Provenance Model -- Data Lineage Model for Taverna Workflows with Lightweight Annotation Requirements -- A Logic Programming Approach to Scientific Workflow Provenance Querying -- Recording the Context of Action for Process Documentation -- User-Centric Annotation Management for Biological Data -- A Model for Sharing of Confidential Provenance Information in a Query Based System -- Kepler/pPOD: Scientific Workflow and Provenance Support for Assembling the Tree of Life -- Using Visualization Process Graphs to Improve Visualization Exploration -- Implementation and Evaluation of a Protocol for Recording Process Documentation in the Presence of Failures -- Provenance and the Price of Identity -- Towards Provenance-Enabling ParaView -- Application of Provenance for Automated and Research Driven Workflows -- Using Provenance to Improve Workflow Design -- Job Provenance – Insight into Very Large Provenance Datasets -- A Provenance-Based Fault Tolerance Mechanism for Scientific Workflows -- A First Study on Clustering Collections of Workflow Graphs -- Exploiting Provenance to Make Sense of Automated Decisions in Scientific Workflows -- Using Explicit Control Processes in Distributed Workflows to Gather Provenance -- ES3: A Demonstration of Transparent Provenance for Scientific Computation -- Neuroimaging Data Provenance Using the LONI Pipeline Workflow Environment -- Provenance Tracking in an Earth Science Data Processing System -- A Python Library for Provenance Recording and Querying -- Requirements for a Provenance Visualization Component -- Advances and Challenges for Scalable Provenance in Stream Processing Systems -- Using Provenance to Support Real-Time Collaborative Design of Workflows -- Provenance in Sensornet Republishing -- Semantically-Enhanced Model-Experiment-Evaluation Processes (SeMEEPs) within the Atmospheric Chemistry Community -- Oceanographic Data Provenance Tracking with the Shore Side Data System -- Invited Contribution -- The Open Provenance Model: An Overview. This book constitutes the thoroughly refereed post-conference proceedings of the Second International Provenance and Annotation Workshop, IPAW 2008, held in Salt Lake City, UT, USA, in June 2007. The 14 revised full papers and 15 revised short and demo papers presented together with 2 keynote lectures were carefully reviewed and selected from 40 submissions. The paper are organized in topical sections on provenance: models and querying; provenance: visualization, failures, identity; provenance and workflows; provenance for streams and collaboration; and applications.

     

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    ISBN: 9783540899655
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    Schriftenreihe: Lecture Notes in Computer Science ; 5272
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    Schlagworte: Computer science; Information systems; Multimedia systems; Information Systems; Computer Science; Operating systems (Computers); Information storage and retrieval systems; Computer engineering.; Computer networks .; Database management.; Application software.; Computers and civilization.
    Umfang: Online-Ressource (digital)
  10. Computational Linguistics and Intelligent Text Processing
    11th International Conference, CICLing 2010, Iaşi, Romania, March 21-27, 2010. Proceedings
    Erschienen: 2010
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Lexical Resources -- Planning the Future of Language Resources: The Role of the FLaReNet Network -- Cross-Lingual Alignment of FrameNet Annotations through Hidden Markov Models -- On the Automatic Generation of Intermediate Logic Forms for WordNet... mehr

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    Lexical Resources -- Planning the Future of Language Resources: The Role of the FLaReNet Network -- Cross-Lingual Alignment of FrameNet Annotations through Hidden Markov Models -- On the Automatic Generation of Intermediate Logic Forms for WordNet Glosses -- Worth Its Weight in Gold or Yet Another Resource — A Comparative Study of Wiktionary, OpenThesaurus and GermaNet -- Issues in Analyzing Telugu Sentences towards Building a Telugu Treebank -- EusPropBank: Integrating Semantic Information in the Basque Dependency Treebank -- Morphological Annotation of a Corpus with a Collaborative Multiplayer Game -- Syntax and Parsing -- Computational Models of Language Acquisition -- ETL Ensembles for Chunking, NER and SRL -- Unsupervised Part-of-Speech Disambiguation for High Frequency Words and Its Influence on Unsupervised Parsing -- A Machine Learning Parser Using an Unlexicalized Distituent Model -- Ontology-Based Semantic Interpretation as Grammar Rule Constraints -- Towards a Cascade of Morpho-syntactic Tools for Arabic Natural Language Processing -- An Open-Source Computational Grammar for Romanian -- Chinese Event Descriptive Clause Splitting with Structured SVMs -- Word Sense Disambiguation and Named Entity Recognition -- An Experimental Study on Unsupervised Graph-based Word Sense Disambiguation -- A Case Study of Using Web Search Statistics: Case Restoration -- A Named Entity Extraction using Word Information Repeatedly Collected from Unlabeled Data -- A Distributional Semantics Approach to Simultaneous Recognition of Multiple Classes of Named Entities -- Semantics and Dialog -- The Recognition and Interpretation of Motion in Language -- Flexible Disambiguation in DTS -- A Syntactic Textual Entailment System Based on Dependency Parser -- Semantic Annotation of Transcribed Audio Broadcast News Using Contextual Features in Graphical Discriminative Models -- Lexical Chains Using Distributional Measures of Concept Distance -- Incorporating Cohesive Devices into Entity Grid Model in Evaluating Local Coherence of Japanese Text -- A Sequential Model for Discourse Segmentation -- Towards Automatic Detection and Tracking of Topic Change -- Modelling Illocutionary Structure: Combining Empirical Studies with Formal Model Analysis -- A Polyphonic Model and System for Inter-animation Analysis in Chat Conversations with Multiple Participants -- Humor and Emotions -- Computational Models for Incongruity Detection in Humour -- Emotions in Words: Developing a Multilingual WordNet-Affect -- Emotion Holder for Emotional Verbs – The Role of Subject and Syntax -- Machine Translation and Multilingualism -- A Chunk-Driven Bootstrapping Approach to Extracting Translation Patterns -- Computing Transfer Score in Example-Based Machine Translation -- Systematic Processing of Long Sentences in Rule Based Portuguese-Chinese Machine Translation -- Syntax Augmented Inversion Transduction Grammars for Machine Translation -- Syntactic Structure Transfer in a Tamil to Hindi MT System – A Hybrid Approach -- A Maximum Entropy Approach to Syntactic Translation Rule Filtering -- Mining Parenthetical Translations for Polish-English Lexica -- Automatic Generation of Bilingual Dictionaries Using Intermediary Languages and Comparable Corpora -- Hierarchical Finite-State Models for Speech Translation Using Categorization of Phrases -- Drive-by Language Identification -- Identification of Translationese: A Machine Learning Approach -- Information Extraction -- Acquiring IE Patterns through Distributional Lexical Semantic Models -- Multi-view Bootstrapping for Relation Extraction by Exploring Web Features and Linguistic Features -- Sequential Patterns to Discover and Characterise Biological Relations -- Extraction of Genic Interactions with the Recursive Logical Theory of an Ontology -- Ontological Parsing of Encyclopedia Information -- Information Retrieval -- Selecting the N-Top Retrieval Result Lists for an Effective Data Fusion -- Multi Word Term Queries for Focused Information Retrieval -- Optimal IR: How Far Away? -- Adaptive Term Weighting through Stochastic Optimization -- Text Categorization and Classification -- Enhancing Text Classification by Information Embedded in the Test Set -- Rank Distance Aggregation as a Fixed Classifier Combining Rule for Text Categorization -- The Influence of Collocation Segmentation and Top 10 Items to Keyword Assignment Performance -- A General Bio-inspired Method to Improve the Short-Text Clustering Task -- An Empirical Study on the Feature’s Type Effect on the Automatic Classification of Arabic Documents -- Plagiarism Detection -- Word Length n-Grams for Text Re-use Detection -- Who’s the Thief? Automatic Detection of the Direction of Plagiarism -- Text Summarization -- Integer Linear Programming for Dutch Sentence Compression -- GEMS: Generative Modeling for Evaluation of Summaries -- Quantitative Evaluation of Grammaticality of Summaries -- Speech Generation -- Integrating Contrast in a Framework for Predicting Prosody. th CICLing 2010 was the 11 Annual Conference on Intelligent Text Processing and Computational Linguistics. The CICLing conferences provide a wide-scope forum for discussion of the art and craft of natural language processing research as well as the best practices in its applications. This volume contains three invited papers and the regular papers accepted for oral presentation at the conference. The papers accepted for poster pres- tation were published in a special issue of another journal (see information on thewebsite).Since 2001,theproceedingsofCICLingconferenceshavebeen p- lished in Springer’s Lecture Notes in Computer Science series, as volumes 2004, 2276, 2588, 2945, 3406, 3878, 4394, 4919, and 5449. The volume is structured into 12 sections: – Lexical Resources – Syntax and Parsing – Word Sense Disambiguation and Named Entity Recognition – Semantics and Dialog – Humor and Emotions – Machine Translation and Multilingualism – Information Extraction – Information Retrieval – Text Categorization and Classi?cation – Plagiarism Detection – Text Summarization – Speech Generation The 2010 event received a record high number of submissions in the - year history of the CICLing series. A total of 271 papers by 565 authors from 47 countriesweresubmittedforevaluationbytheInternationalProgramCommittee (see Tables 1 and 2). This volume contains revised versions of 61 papers, by 152 authors, selected for oral presentation; the acceptance rate was 23%.

     

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    ISBN: 9783642121166
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    Schriftenreihe: Lecture Notes in Computer Science ; 6008
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    Schlagworte: Computer science; Computer software; Information systems; Computer Science; Database management; Data mining; Information storage and retrieval systems; Computer programming.; Computer engineering.; Computer networks .; Application software.
    Umfang: Online-Ressource (XVIII, 760p. 173 illus, digital)
  11. Evaluation of Cross-Language Information Retrieval Systems
    Second Workshop of the Cross-Language Evaluation Forum, CLEF 2001 Darmstadt, Germany, September 3–4, 2001 Revised Papers
    Autor*in: Peters, Carol
    Erschienen: 2002
    Verlag:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

    This book constitutes the thoroughly refereed post-proceedings of the Second Workshop of the Cross-Language Evaluation Forum, CLEF 2001, held in Darmstadt, Germany in September 2001.The 35 revised full papers presented together with two introductory... mehr

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    This book constitutes the thoroughly refereed post-proceedings of the Second Workshop of the Cross-Language Evaluation Forum, CLEF 2001, held in Darmstadt, Germany in September 2001.The 35 revised full papers presented together with two introductory survey articles and a comprehensive appendix were carefully improved during the round of reviewing and selections. The papers are organized in topical sections on systems evaluation experiments, mainly cross-language, monolingual experiments, interactive issues, and evaluation issues and results

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 2406
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    Schlagworte: Computer Science; Information storage and retrieval.; Programming languages (Electronic computers).; Information storage and retrieval systems; Artificial intelligence; Data structures (Computer science).; Computer engineering.; Computer networks .; Compilers (Computer programs).; Information theory.
    Umfang: Online-Ressource
  12. Motion in Games
    Third International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings
    Autor*in: Boulic, Ronan
    Erschienen: 2010
    Verlag:  Springer Berlin Heidelberg, Berlin, Heidelberg

    Body Simulation -- Simulating Humans and Lower Animals -- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models -- Learning Movements -- Physically-Based Character Control in Low Dimensional Space -- Learning Crowd... mehr

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    Body Simulation -- Simulating Humans and Lower Animals -- Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models -- Learning Movements -- Physically-Based Character Control in Low Dimensional Space -- Learning Crowd Steering Behaviors from Examples -- Body Control -- Full-Body Hybrid Motor Control for Reaching -- Pose Control in Dynamic Conditions -- Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand? -- Motion Planning -- Scalable Precomputed Search Trees -- Toward Simulating Realistic Pursuit-Evasion Using a Roadmap-Based Approach -- Path Planning for Groups Using Column Generation -- Physically-Based Character Control -- Skills-in-a-Box: Towards Abstract Models of Motor Skills -- Angular Momentum Control in Coordinated Behaviors -- Crowds and Formation -- Simulating Formations of Non-holonomic Systems with Control Limits along Curvilinear Coordinates -- Following a Large Unpredictable Group of Targets among Obstacles -- Geometry -- Real-Time Space-Time Blending with Improved User Control -- Motion Capture for a Natural Tree in the Wind -- Active Geometry for Game Characters -- Autonomous Characters -- CAROSA: A Tool for Authoring NPCs -- BehaveRT: A GPU-Based Library for Autonomous Characters -- Level of Detail AI for Virtual Characters in Games and Simulation -- Navigation -- Scalable and Robust Shepherding via Deformable Shapes -- Navigation Queries from Triangular Meshes -- Motion Synthesis -- Motion Parameterization with Inverse Blending -- Planning and Synthesizing Superhero Motions -- Perception -- Perception Based Real-Time Dynamic Adaptation of Human Motions -- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors -- Why Is the Creation of a Virtual Signer Challenging Computer Animation? -- Real-Time Graphics -- Realtime Rendering of Realistic Fabric with Alternation of Deformed Anisotropy -- Responsive Action Generation by Physically-Based Motion Retrieval and Adaptation -- Visibility Transition Planning for Dynamic Camera Control -- Posters -- The Application of MPEG-4 Compliant Animation to a Modern Games Engine and Animation Framework -- Knowledge-Based Probability Maps for Covert Pathfinding -- Modification of Crowd Behaviour Modelling under Microscopic Level in Panic Situation -- Expressive Gait Synthesis Using PCA and Gaussian Modeling -- Autonomous Multi-agents in Flexible Flock Formation -- Real-Time Hair Simulation with Segment-Based Head Collision -- Subgraphs Generating Algorithm for Obtaining Set of Node-Disjoint Paths in Terrain-Based Mesh Graphs -- Path-Planning for RTS Games Based on Potential Fields -- Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters. This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010. The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters.

     

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    ISBN: 9783642169588
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    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture Notes in Computer Science ; 6459
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    Schlagworte: Computer science; Computer software; Information systems; Computer simulation; Computer Science; Artificial intelligence; Computer vision; Computer engineering.; Computer networks .; Image processing; Computer programming.; Application software.; Computer graphics.
    Umfang: Online-Ressource (XII, 436p. 210 illus, digital)
  13. Interactive Storytelling
    15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022, Proceedings
    Beteiligt: Vosmeer, Mirjam (HerausgeberIn); Holloway-Attaway, Lissa (HerausgeberIn)
    Erschienen: 2022.
    Verlag:  Springer International Publishing, Cham ; Imprint: Springer

    Applications and Case Studies -- Using Storytelling to Teach Children Biodiversity -- Button Portraits: Embodying Queer History with Interactive Wearable Artifacts -- Interactive digital storytelling in cultural heritage: the transformative role of... mehr

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    Applications and Case Studies -- Using Storytelling to Teach Children Biodiversity -- Button Portraits: Embodying Queer History with Interactive Wearable Artifacts -- Interactive digital storytelling in cultural heritage: the transformative role of agency -- Interactive Cartographic Storytelling with Complex Spatio-Temporal Structures and Social Connections -- Carambola: Enforcing Relationships Between Values in Value-Sensitive Agent Design -- A Demonstration of Loose Ends, a Mixed-Initiative Narrative Instrument -- Teaching Literary Interactive Digital Narratives in Secondary Education: a French study -- Communication features facilitating appreciation of Cultural Heritage Values for IDN -- Writing with (Digital) Scissors: Designing a Text Editing Tool for Assisted Storytelling using Crowd-Generated Content -- Planner Systems for Historical Justice? A Case Study of a People’s History of Lebanon -- Embodied Locative Storytelling of African American Histories -- Towards a Decolonial Framework for IDN -- Applying Black Feminist Technopractice in Digital Storytelling at Cultural Sites -- Interactive Narrative Design -- Dramatic Situations for Emergent Narrative System Authorship -- What Inspires Retellings - A Study of the Game Genshin Impact -- Supporting Spatial Thinking in Augmented Reality Narrative: a Field Study -- Select the Unexpected: A Statistical Heuristic for Story Sifting -- The investigation of socio-cultural features within interactive discourse generation and their applicability for authoring -- When Information, Narrative, and Interactivity Join Forces: Designing and Co-Designing Interactive Digital Narratives for Complex Issues -- The future of the world: from scientific account to interactive storytelling -- Intersubjective Pivots in Interactive Digital Narrative Design Learning -- Integrating Brechtian Concepts in the Design of a Tangible Narrative: The Case of The Non-myth of the Noble Red -- Exploring Classical Music Narratives through Multimodality in AR/VR Experiences -- Interactive Storytelling and the Paradox of Democracy -- RichCast: A Voice-Driven Interactive Digital Narrative Authoring System -- Theory, History and Foundations -- When You Hear the Chime: Movable Books and the Dramaturgical Functions of Sound in Mixed Reality Interactive Narrative Design -- Approaches towards novel phenomena. A reflection on issues in IDN research, teaching and practice -- Constructing a Catbox: Story Volume Poetics in Umineko no Naku Koro ni -- Bronco: A Universal Authoring Language for Controllable Text Generation -- Exploring the Design Space of Social Physics Engines in Games -- IF Reader: A Screen Reader Browser Extension for Twine Games -- Storygraphia: the constrained authoring tool -- Virtual Worlds, Performance, Games and Play -- Identification and IDNs in the Metaverse: who will we be? -- The Impacts of Unguided Immersive and Interactive Storytelling in VR on Emotion, Mood, and Self-Reflection -- Myth, Diegesis and Storytelling in Perennial Games -- Turn story to life in 1001 Nights: A Co-Creative Text Adventure Game Using A Story Generation Model -- A New Research Agenda: Writing for Virtual Reality Interactive Narratives -- Visionary Virtual Worlds: Storytelling via Digital Architecture in NaissanceE. This book constitutes the refereed proceedings of the 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, held in Santa Cruz, CA, USA, in December 2022. The 30 full papers and 10 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 79 submissions.

     

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    Beteiligt: Vosmeer, Mirjam (HerausgeberIn); Holloway-Attaway, Lissa (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
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    ISBN: 9783031222986
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    Auflage/Ausgabe: 1st ed. 2022.
    Schriftenreihe: Lecture Notes in Computer Science ; 13762
    Schlagworte: Computers.; Digital humanities.; Computer engineering.; Computer networks .; Artificial intelligence.
    Umfang: 1 Online-Ressource(XIX, 706 p. 214 illus., 174 illus. in color.)
  14. Evaluation of Cross-Language Information Retrieval Systems
    Second Workshop of the Cross-Language Evaluation Forum, CLEF 2001 Darmstadt, Germany, September 3–4, 2001 Revised Papers
    Autor*in: Peters, Carol
    Erschienen: 2002
    Verlag:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

    This book constitutes the thoroughly refereed post-proceedings of the Second Workshop of the Cross-Language Evaluation Forum, CLEF 2001, held in Darmstadt, Germany in September 2001.The 35 revised full papers presented together with two introductory... mehr

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    This book constitutes the thoroughly refereed post-proceedings of the Second Workshop of the Cross-Language Evaluation Forum, CLEF 2001, held in Darmstadt, Germany in September 2001.The 35 revised full papers presented together with two introductory survey articles and a comprehensive appendix were carefully improved during the round of reviewing and selections. The papers are organized in topical sections on systems evaluation experiments, mainly cross-language, monolingual experiments, interactive issues, and evaluation issues and results

     

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    Schriftenreihe: Lecture Notes in Computer Science ; 2406
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    Schlagworte: Computer Science; Information storage and retrieval.; Programming languages (Electronic computers).; Information storage and retrieval systems; Artificial intelligence; Data structures (Computer science).; Computer engineering.; Computer networks .; Compilers (Computer programs).; Information theory.
    Umfang: Online-Ressource
  15. HCI International 2020 – late breaking papers
    cognition, learning and games : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, july 19–24, 2020, proceedings
    Beteiligt: Stephanidis, Constantine (HerausgeberIn); Harris, Don (HerausgeberIn); Li, Wen-Chin (HerausgeberIn); Schmorrow, Dylan D. (HerausgeberIn); Fidopiastis, Cali M. (HerausgeberIn); Zaphiris, Panayiotis (HerausgeberIn); Ioannou, Andri (HerausgeberIn); Fang, Xiaowen (HerausgeberIn); Sottilare, Robert A. (HerausgeberIn); Schwarz, Jessica (HerausgeberIn)
    Erschienen: 2020; [2020]
    Verlag:  Springer International Publishing, Cham ; Springer

    Basic study on incidence of micro-error in visual attention-controlled environment -- A Methodological Approach to Create Interactive Art in Artificial Intelligence -- The Effect of Different Icon Shape and Width on Touch Behavior -- Project Team... mehr

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    Basic study on incidence of micro-error in visual attention-controlled environment -- A Methodological Approach to Create Interactive Art in Artificial Intelligence -- The Effect of Different Icon Shape and Width on Touch Behavior -- Project Team Recommendation Model Based on Profiles Complementarity -- A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings -- Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition -- Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review -- Examining the relationship between songs and psychological characteristics -- An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft -- Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment -- Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism -- Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature -- Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study -- Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions -- Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries -- Assessing Variable Levels of Delegated Control – A Novel Measure of Trust -- Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion -- A Typology of Non-functional Information -- Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model -- Producing an Immersive Experience using Human-Robot Interaction Stimuli -- How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective -- Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations -- Analyzing Students’ Behavior in a MOOC Course: A Process-Oriented Approach -- The Role of Learning City “Smart Teams” In Promoting, Supporting, and Extending the Community School Model -- Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language -- Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course -- Learning and Creativity through a Curatorial Practice using Virtual Reality -- How augmented reality influences student workload in engineering education -- The Influential Factors on E-learning Adoption and Learning Continuance -- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details -- Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment -- Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements -- Investigating the relation between sense of presence, attention and performance: virtual reality versus web -- Research on the Design of Intelligent Interactive Toys Based on Marker Education -- Designing a Faculty Chatbot through User-Centered Design Approach -- The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience -- Enable 3A in AIS -- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability -- Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems -- A Learning Engineering Model for Learner-Centered Adaptive Systems -- Technology in Education - Meeting the Future Literacy & Numeracy needs of Societ -- Adaptive Agents for Fit-for-Purpose Training -- Google Service-based CbITS Authoring Tool to Support Collaboration -- The Interplay Between Artificial Intelligence and Users' Personalities: A New Scenario for Human-Computer Interaction in Gaming -- Behavlet Analytics for Player Profiling and Churn Prediction -- The Kansei Research on the Manipulation Experience of Mobile Game with Joystick -- A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster -- Systems Approach to Designing an Enjoyable Process for Game Designers -- Broader Understanding of Gamification by Addressing Ethics and Diversity -- Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms -- Enhancing Social Ties through Manual Player Matchmaking in Online Multiplayer Games -- A Simulation Game to Acquire Skills on Industry 4.0 -- Personalised Semantic User Interfaces for Games -- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain. This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems.

     

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    Quelle: Verbundkataloge
    Beteiligt: Stephanidis, Constantine (HerausgeberIn); Harris, Don (HerausgeberIn); Li, Wen-Chin (HerausgeberIn); Schmorrow, Dylan D. (HerausgeberIn); Fidopiastis, Cali M. (HerausgeberIn); Zaphiris, Panayiotis (HerausgeberIn); Ioannou, Andri (HerausgeberIn); Fang, Xiaowen (HerausgeberIn); Sottilare, Robert A. (HerausgeberIn); Schwarz, Jessica (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783030601287
    Weitere Identifier:
    RVK Klassifikation: SS 4800
    Schriftenreihe: Lecture notes in computer science ; 12425
    Springer eBook Collection
    Schlagworte: Optical data processing.; Education—Data processing.; Computer organization.; User interfaces (Computer systems).; Natural language processing (Computer science).; Image processing; Computer vision.; Education; Human-computer interaction.; Computer engineering.; Computer networks .
    Umfang: 1 Online-Ressource (xxii, 776 Seiten), Illustrationen
  16. Transdisciplinary Multispectral Modeling and Cooperation for the Preservation of Cultural Heritage
    Third International Conference, TMM_CH 2023, Athens, Greece, March 20–23, 2023, Revised Selected Papers
    Beteiligt: Moropoulou, Antonia (HerausgeberIn); Georgopoulos, Andreas (HerausgeberIn); Ioannides, Marinos (HerausgeberIn); Doulamis, Anastasios (HerausgeberIn); Lampropoulos, Kyriakos (HerausgeberIn); Ronchi, Alfredo (HerausgeberIn)
    Erschienen: 2023.
    Verlag:  Springer Nature Switzerland, Cham ; Imprint: Springer

    Scientific Innovations in the Diagnosis and Preservation of Cultural Heritage -- Digital Heritage a holistic approach -- Preservation, Reuse and Reveal of Cultural Heritage through Sustainable Building and Land Management, Rural and Urban Development... mehr

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    Scientific Innovations in the Diagnosis and Preservation of Cultural Heritage -- Digital Heritage a holistic approach -- Preservation, Reuse and Reveal of Cultural Heritage through Sustainable Building and Land Management, Rural and Urban Development to Recapture the World in Crisis through Culture. This volume constitutes selected and revised papers presented during the Third International Conference on Trandisciplinary Multispectral Modelling and Cooperation for the Preservation of Cultural Heritage, TMM_CH 2023, held in Athens, Greece, in March 2023. The 17 full papers and 17 short papers presented in ths volume were thoroughly reviewed and selected from 416 submissions. The papers are organized in topical sections on scientific innovations in the diagnosis and preservation of cultural heritage; digital heritage a holistic approach; preservation, reuse and reveal of cultural heritage through sustainable bidding and land management, rural and urban development to recapture the world in crisis through culture.

     

    Export in Literaturverwaltung   RIS-Format
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    Quelle: Verbundkataloge
    Beteiligt: Moropoulou, Antonia (HerausgeberIn); Georgopoulos, Andreas (HerausgeberIn); Ioannides, Marinos (HerausgeberIn); Doulamis, Anastasios (HerausgeberIn); Lampropoulos, Kyriakos (HerausgeberIn); Ronchi, Alfredo (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783031423000
    Weitere Identifier:
    Auflage/Ausgabe: 1st ed. 2023.
    Schriftenreihe: Communications in Computer and Information Science ; 1889
    Schlagworte: Software engineering.; Computers.; Computer engineering.; Computer networks .; Artificial intelligence.; Digital humanities.
    Umfang: 1 Online-Ressource(XXIV, 426 p. 243 illus., 227 illus. in color.)
  17. Interactive Storytelling
    16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I
    Beteiligt: Holloway-Attaway, Lissa (HerausgeberIn); Murray, John T. (HerausgeberIn)
    Erschienen: 2023.
    Verlag:  Springer Nature Switzerland, Cham ; Imprint: Springer

    Theory, History and Foundations -- Interpretation as Play: A Cognitive Psychological Model of Inference and Situation Model Construction -- When has theory ever failed us? -- A Refinement-Based Narrative Model for Escape Games -- Social and Cultural... mehr

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    Theory, History and Foundations -- Interpretation as Play: A Cognitive Psychological Model of Inference and Situation Model Construction -- When has theory ever failed us? -- A Refinement-Based Narrative Model for Escape Games -- Social and Cultural Contexts -- IDNs in Education: Skills for Future Generations -- Centering the Human: Digital Humanism and the Practice of Using Generative AI in the Authoring of Interactive Digital Narratives -- Digital storytelling in women in tech communities -- VR storytelling to prime uncertainty avoidance -- Inclusive Digital Storytelling: Artificial Intelligence and Augmented Reality to re-centre Stories from the Margins -- Decolonizing IDN pedagogy from and with Global South:a a cross-cultural case study -- Fighting Against Hate Speech: a case for harnessing Interactive Digital Counter-narratives -- VR for Diversity. The Seven Lives of a Research Project -- Tools and Systems -- Awash: Prospective Story Sifting Intervention for Emergent Narrative -- Prompt Engineering for Narrative Choice Generation -- The Narralive Unity plug-in: Towards bridging the gap between intuitive branching narrative design and advanced visual novel development -- Interactive Narrative Design -- Discovering IDN Authoring Strategies: Novices Anchor Choice Design through Character Development With Player Feedback -- On the Interactions Between Narrative Puzzles and Navigation Aids in Open World Games -- Lovecraftian Horror in Story-Driven Games: Narrative Design Challenges and Solutions -- Designing Sisters: Creating Audio-Based Narratives to Generate Affective Connections and Material Story Worlds -- Bookwander: From Printed Fiction to Virtual Reality – Four Design Approaches for Enhanced VR Reading Experiences -- Story-without-end: a structure for open-world cinematic VR -- Integrating Narrative Design into the World Economic Forum’s Transformation Maps for Enhance Complexity Comprehension -- Full-Motion Video as Parameterized Replay Stories: Emerging Design Patterns from the Timeline Authoring Platform -- From Playing the Story to Gaming the System: Repeat Experiences of a Large Language Model-based Interactive Story-. A Board Game Hootopia: Biodiversity Education through Tangible and Interactive Narrative. This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

     

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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Beteiligt: Holloway-Attaway, Lissa (HerausgeberIn); Murray, John T. (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783031476556
    Weitere Identifier:
    Auflage/Ausgabe: 1st ed. 2023.
    Schriftenreihe: Lecture Notes in Computer Science ; 14383
    Schlagworte: Computers.; Digital humanities.; Computer engineering.; Computer networks .; Artificial intelligence.
    Umfang: 1 Online-Ressource(XXI, 535 p. 121 illus., 95 illus. in color.)
  18. Interactive Storytelling
    16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II
    Beteiligt: Holloway-Attaway, Lissa (HerausgeberIn); Murray, John T. (HerausgeberIn)
    Erschienen: 2023.
    Verlag:  Springer Nature Switzerland, Cham ; Imprint: Springer

    Virtual Worlds, Performance, Games and Play -- As If They Were Here: The Impact of Volumetric Video on Presence in Immersive Augmented Reality Storytelling Traversing Space in The Under Presents (2019), a VR Game -- ”It’s About What We Take With Us... mehr

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    Virtual Worlds, Performance, Games and Play -- As If They Were Here: The Impact of Volumetric Video on Presence in Immersive Augmented Reality Storytelling Traversing Space in The Under Presents (2019), a VR Game -- ”It’s About What We Take With Us And What We Leave Behind”: Investigating the Transformative Potential of Pervasive Games with Various Stakeholders -- Communal Ritual Play: Repetition and Interpretation of Game Narratives Across Communities -- Bridging the gap between the physical and the virtual in tabletop role playing games: exploring immersive VR tabletops -- Circulation and Narrative in a Virtual Environment Detecting Player Preference Shifts in an Experience Managed Environment -- Applications and Case Studies -- ”Bury Me, My Love”: the boundary between reality and fiction in IDNs for smartphone -- Traversing boundaries when translating a literary IDN into several languages: a case study -- The Ethical Colonizer? Grand Strategy Games, Colonization, and New Ways of Engaging Moral Choices -- Gaming the System: Case Study in Investigative Journalism and Playful Interactive Narrative Design to Explain Systemic Bias in Immigration Policy -- Fostering Interdisciplinary Learning for Elementary Students through Developing Interactive Digital Stories -- Merging site recreation and museum exhibition in archaeology exhibition -- Teaching Interactive Digital Narrative Through Found Photography -- Late Breaking Works -- Figure of speech detection and generation as a service in IDN authoring support -- ChatGPT as a Narrative Structure Interpreter -- Curatorial Challenges of Exhibiting VR IDN’s in Film Festival Formats -- What really happened here? Dealing with uncertainty in The Book of Distance: a critical historiography perspective -- A theory-of-mind game for the early detection of frontotemporal dementia -- Towards Procedural Generation of Narrative Puzzles for Open World Games -- Mind Stories: a Story Making game - From Narrative Therapy to Interactive Narrative Therapy. Empathic Experiences of Visual Conditions with Virtual Reality -- The Chronicles of ChatGPT: Generating and Evaluating Visual Novel Narratives on Climate Change Through ChatGPT -- A Crossmedia Storytelling Platform to Empower Vulnerable Groups for IT Security -- Introducing the Comic Automaton: Interaction Design Options for an Interactive Comic for Higher Education -- Comic for Higher Education Dataset Collected Using Illustration Cards -- Analyzing Audience Comments: Improving Interactive Narrative with ChatGPT -- Integrating Storytelling and Making: A Case Study in Elementary School -- Designing a Language Model-Based Authoring Tool Prototype for Interactive Storytelling -- Alice Dali MR: A Mixed Reality Interactive Narrative Experience -- Exploring the Union Between Procedural Narrative and Procedural Content Generation -- A Design-Oriented Framework for Interactive Digital Narrative in Virtual Reality - Focus on Branching Narrative and Agency -- What Is Waiting for Us at the End? Inherent Biases of Game Story Endings in Large Language Models -- Breaking Bad: Unraveling Influences and Risks of User Inputs to ChatGPT for Game Story Generation -- Playing Story Creation Games With Large Language Models: Experiments With GPT-3.5 -- Traversing language, the author, and the word in Amira Hanafi’s A Dictionary of the Revolution. This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Beteiligt: Holloway-Attaway, Lissa (HerausgeberIn); Murray, John T. (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783031476587
    Weitere Identifier:
    Auflage/Ausgabe: 1st ed. 2023.
    Schriftenreihe: Lecture Notes in Computer Science ; 14384
    Schlagworte: Computers.; Computer engineering.; Computer networks .; Artificial intelligence.; Digital humanities.
    Umfang: 1 Online-Ressource(XXII, 313 p. 104 illus., 84 illus. in color.)
  19. Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment
    4th International Conference, ITAP 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15–20, 2018, Proceedings, Part II
    Beteiligt: Zhou, Jia (HerausgeberIn); Salvendy, Gavriel (HerausgeberIn)
    Erschienen: 2018
    Verlag:  Springer International Publishing, Cham

    This book constitutes the proceedings of the 4th International Conference onHuman Aspects of IT for the Aged Population, ITAP 2018, held as part of the 20th International Conference, HCI International 2018, which took place in Las Vegas, Nevada, in... mehr

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    This book constitutes the proceedings of the 4th International Conference onHuman Aspects of IT for the Aged Population, ITAP 2018, held as part of the 20th International Conference, HCI International 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. ITAP 2018 includes a total of 84 papers. They were organized in topical sections as follows: Part I: aging and technology acceptance; aging and interaction; intergenerational communication and social participation. Part II: health care technologies and services for the elderly; intelligent environments for aging; and games and entertainment for the elderly Health Care Technologies and Services for the Elderly -- Building an Ontology for Eldercare Service in China with a Hierarchical Clustering Method -- Interoperability and Convergence for Welfare Technology -- A Knowledge Graph for Eldercare: Constructing a Domain Entity Graph with Guidelines -- Augmented Reality in Tablets for the Yerkes Test for Older Adults -- Innovation Method of Health Products Design for Elderly Adults Based on Perceived Quality and User Experience -- A User-centred Ethical Assessment of Welfare Technologies for Elderly -- Obstacles of Utilizing a Self-management APP for Taiwanese Type II Diabetes Patients -- Impact of Virtual Reality (VR) Experience on Older Adults' Well-Being -- Positive Impact of Exergaming on Older Adults’ Mental and Social Well-being: In Search of Evidence -- AR-PETS: Development of an Augmented Reality Supported Pressing Evaluation Training System -- Technology-Enabled Medication Adherence for Seniors Living in the Community: Experiences, Lessons, and The Road Ahead -- The Old People Using Intelligent Mobile Equipment Influence Extent -- Factor Analysis of Perceived Quality and User Experience of Health Products for Elderly Adults -- Usability Assessment of a Web-based Self-Directed Learning (SDL) System for Chinese Dementia Caregivers -- The Effect of Hypertension Health Management (HHM) using IT for the Elderly: A Case Study in an Underdeveloped Area of China -- Decisions about Medical Data Disclosure in the Internet: An Age Perspective -- Intelligent Environments for Aging -- A Framework for Pervasive & Ubiquitous Geriatric Monitoring -- User-specific Concepts of Aging - A Qualitative Approach on AAL-Acceptance Regarding Ultrasonic Whistles -- Kinecting Frailty: A Pilot Study on Frailty -- Detecting Parkinson’s Disease Using Gait Analysis with Particle Swarm Optimization -- Methods to Design Home Support for Elders -- Unobtrusive detection of frailty in older adults -- Monitoring Thermal Comfort with IoT Technologies: A Pilot Study in Chinese Eldercare Centers -- Reflections on the effectiveness of a high density ambient sensor deployment for monitoring Healthy Aging -- Interpersonal Distancing in Cooperation - Effect of Confederate’s Interpersonal Distance Preferences -- Identifying Elderlies at Risk of Becoming More Depressed with Internet-of-Things -- Smart TV for Older Adults: A Comparative Study of the Mega Menu and Tiled Menu -- Privacy at Home: an Inquiry into Sensors and Robots for the Stay at Home Elderly -- Perspectives on Design of Sensor based Exergames Targeted Towards Older Adults -- Privacy and Future Consent in Smart Homes as Assisted Living Technologies -- Needs and Attitudes of Friendly Chinese Restaurant among Older Adults: Results from a Pilot Study -- Investigating Older Adults’ Preferences for Functions within a Human-Machine Interface Designed for Fully Autonomous Vehicles -- An Experimental Study on Intelligent Kitchen Appliances’ Interface Information Preference Based on Visual Characteristics of the Elderly -- Games and Entertainment for the Elderly -- Gen X and Digital Games: Looking Back to Look Forward -- An analysis of Crossword Learning: a mobile application for the elderly -- Creating an Online Escape Room Game for Older Adults: Needs Assessment, Design Process, and Usability Testing -- Innovative game concepts for Alzheimer patients -- Pumpkin Garden: A Mobile Game Platform for Monitoring Parkinson's Disease Symptoms -- Pilot study of Piano Learning with AR Smart glasses Considering Both Single and Paired Play -- Attitudes and Perceptions of Older Chinese People in Hong Kong towards Silver Gaming

     

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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Beteiligt: Zhou, Jia (HerausgeberIn); Salvendy, Gavriel (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9783319920375
    Weitere Identifier:
    Schriftenreihe: Lecture Notes in Computer Science ; 10927
    Information Systems and Applications, incl. Internet/Web, and HCI ; 10927
    Array
    Schlagworte: Computer science; Computer Science; Computer science; Computer organization; Computer security; Computer organization; Computer security; User interfaces (Computer systems); Artificial intelligence; Computer graphics; User interfaces (Computer systems); Artificial intelligence; Computer graphics; Application software.; Computer networks .; Human-computer interaction.; Data protection.; Computer engineering.
    Umfang: Online-Ressource (XXIII, 590 p. 180 illus, online resource)