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ویرایش: 1 نویسندگان: Adrian David Cheok, Masahiko Inami, Teresa Romão (eds.) سری: Information Systems and Applications, incl. Internet/Web, and HCI 10714 ISBN (شابک) : 9783319762692, 9783319762708 ناشر: Springer International Publishing سال نشر: 2018 تعداد صفحات: 911 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 137 مگابایت
کلمات کلیدی مربوط به کتاب پیشرفت در فناوری سرگرمی رایانه ای: چهاردهمین کنفرانس بین المللی ، ACE 2017 ، لندن ، انگلستان ، 14-16 دسامبر 2017 ، مجموعه مقالات: برنامه های کاربردی سیستم های اطلاعاتی (شامل اینترنت)
در صورت تبدیل فایل کتاب Advances in Computer Entertainment Technology: 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب پیشرفت در فناوری سرگرمی رایانه ای: چهاردهمین کنفرانس بین المللی ، ACE 2017 ، لندن ، انگلستان ، 14-16 دسامبر 2017 ، مجموعه مقالات نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب مجموعه مقالات کنفرانس داوری چهاردهمین کنفرانس بینالمللی پیشرفتها در فناوری سرگرمی رایانهای، ACE 2017، برگزار شده در لندن، بریتانیا، در دسامبر 2017 است.
59 مقاله کامل ارائه شده است. از مجموع 229 مقاله ارسالی انتخاب شدند.
ACE ذاتاً یک کنفرانس چند رشته ای است، بنابراین افراد را در طیف گسترده ای از علایق و رشته ها از جمله علوم کامپیوتر، طراحی، هنر، جامعه شناسی، انسان شناسی، روانشناسی و بازاریابی جذب می کند. . هدف اصلی برانگیختن بحث در توسعه محاسبات سرگرمی جدید و قانع کننده و مفاهیم و برنامه های کاربردی هنر تعاملی است. بخش "eSport vs irlSport" تحت مجوز CC BY 4.0 از طریق link.springer.com دسترسی آزاد است.This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017.
The 59 full papers presented were selected from a total of 229 submissions.
ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.Front Matter ....Pages I-XVI
Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies (Vlasios Kasapakis, Damianos Gavalas, Elena Dzardanova)....Pages 1-13
Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting (Daniel Kade, Rikard Lindell, Hakan Ürey, Oğuzhan Özcan)....Pages 14-31
Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience (Mara Dionísio, Paulo Bala, Valentina Nisi, Ian Oakley, Nuno Nunes)....Pages 32-45
Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation (Felix Born, Maic Masuch)....Pages 46-60
An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices (Gabriel Peñas, Federico Peinado)....Pages 61-65
Development and Evaluation of an Interactive Therapy Robot (Tomoko Kohori, Shiho Hirayama, Takenori Hara, Michiko Muramatsu, Hiroyuki Naganuma, Masayuki Yamano et al.)....Pages 66-83
Lost Puppy: Towards a Playful Intervention for Wandering Dementia Patients (Yacintha Aakster, Robby van Delden, Stefan Lentelink)....Pages 84-102
A Dynamic Scenario by Remote Supervision: A Serious Game in the Museum with a Nao Robot (Damien Mondou, Armelle Prigent, Arnaud Revel)....Pages 103-116
Hugvie as a Therapeutic Agent in the Improvement of Interaction Skills in Children with Developmental Disabilities: An Exploratory Study (Diana Leonor Garcês Costa, Yoram Chisik, Ana Lucia dos Santos Faria)....Pages 117-127
A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness (Anna Gardeli, Spyros Vosinakis, Konstantinos Englezos, Dimitra Mavroudi, Manolis Stratis, Modestos Stavrakis)....Pages 128-138
A Tentative Assumption of Electroacoustic Music as an Enjoyable Music for Diverse People (Takuro Shibayama, Hidefumi Ohmura, Tatsuji Takahashi, Kiyoshi Furukawa)....Pages 139-152
Voice Animator: Automatic Lip-Synching in Limited Animation by Audio (Shoichi Furukawa, Tsukasa Fukusato, Shugo Yamaguchi, Shigeo Morishima)....Pages 153-171
Polymorphic Cataloguing and Interactive 3D Visualization for Multiple Context of Digital Content: MoSaIC (Hiroyo Ishikawa, Kunitake Kaneko)....Pages 172-186
Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games (Kieran Hicks, Kathrin Gerling, Patrick Dickinson, Conor Linehan, Carl Gowen)....Pages 187-201
Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research (Isabelle Kniestedt, Elizabeth Camilleri, Marcello A. Gómez Maureira)....Pages 202-218
Player Adaptivity and Safety in Location-Based Games (João Jacob, Ana Lopes, Rui Nóbrega, Rui Rodrigues, António Coelho)....Pages 219-238
Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat Screen (Marta Clavero Jiménez, Amanda M. S. James, Marcello A. Gómez Maureira, Isabelle Kniestedt)....Pages 239-260
HapPull: Enhancement of Self-motion by Pulling Clothes (Erika Oishi, Masahiro Koge, Takuto Nakamura, Hiroyuki Kajimoto)....Pages 261-271
Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation (Oral Kaplan, Goshiro Yamamoto, Takafumi Taketomi, Yasuhide Yoshitake, Alexander Plopski, Christian Sandor et al.)....Pages 272-277
Towards Player Adaptivity in Mobile Exergames (João Jacob, Ana Lopes, Rui Nóbrega, Rui Rodrigues, António Coelho)....Pages 278-292
A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness (Lucía Vera, Jesús Gimeno, Sergio Casas, Inma García-Pereira, Cristina Portalés)....Pages 293-310
Cheer Me!: A Video Game System Using Live Streaming Text Messages (Yu Matsuura, Sachiko Kodama)....Pages 311-317
Exploring the Use of Second Screen Devices During Live Sports Broadcasts to Promote Social Interaction (Marco Cruz, Teresa Romão, Pedro Centieiro, A. Eduardo Dias)....Pages 318-338
Picognizer: A JavaScript Library for Detecting and Recognizing Synthesized Sounds (Kazutaka Kurihara, Akari Itaya, Aiko Uemura, Tetsuro Kitahara, Katashi Nagao)....Pages 339-359
Towards an Emotion-Driven Adaptive System for Video Game Music (Manuel López Ibáñez, Nahum Álvarez, Federico Peinado)....Pages 360-367
Koto Learning Support Method Considering Articulations (Mayuka Doi, Homei Miyashita)....Pages 368-383
Evaluation of the Game Exermon – A Strength Exergame Inspired by Pokémon Go (Alf Inge Wang, Kristoffer Hagen, Torbjørn Høivik, Gaute Meek Olsen)....Pages 384-405
Photo Curation Practices on Smartphones (Xenia Zürn, Koen Damen, Fabienne van Leiden, Mendel Broekhuijsen, Panos Markopoulos)....Pages 406-414
The Handling of Personal Information in Mobile Games (Stefan Brückner, Yukiko Sato, Shuichi Kurabayashi, Ikumi Waragai)....Pages 415-429
A Serious Mobile Game with Visual Feedback for Training Sibilant Consonants (Ivo Anjos, Margarida Grilo, Mariana Ascensão, Isabel Guimarães, João Magalhães, Sofia Cavaco)....Pages 430-450
Optimized HMD System for Underwater VR Experience (Hiroyuki Osone, Takatoshi Yoshida, Yoichi Ochiai)....Pages 451-461
Magnetic Table for Levitating Food for Entertainment (Kevin Stanley Bielawski, Nur Ellyza Abd Rahman, Azhri Azhar, Kasun Karunanayaka, Mohammed Rabea Taleb Banalzwaa, Ibrahim Gamal Mahmoud Moteir et al.)....Pages 462-469
FunCushion: Fabricating Functional Cushion Interfaces with Fluorescent-Pattern Displays (Kohei Ikeda, Naoya Koizumi, Takeshi Naemura)....Pages 470-487
Immersion and Togetherness: How Live Visualization of Audience Engagement Can Enhance Music Events (Najereh Shirzadian, Judith A. Redi, Thomas Röggla, Alice Panza, Frank Nack, Pablo Cesar)....Pages 488-507
Accuracy Evaluation of Remote Photoplethysmography Estimations of Heart Rate in Gaming Sessions with Natural Behavior (Fernando Bevilacqua, Henrik Engström, Per Backlund)....Pages 508-530
eSport vs irlSport (Christopher McCutcheon, Michael Hitchens, Anders Drachen)....Pages 531-542
Heritage Hunt: Developing a Role-Playing Game for Heritage Museums (Suzanne de Kock, Marcello A. Gómez Maureira)....Pages 543-556
Words in Freedom: A Manifesto Machine as Critical Design (Simone Ashby, Julian Hanna, Sónia Matos, Ricardo Rodrigues)....Pages 557-566
Omnidirectional Video in Museums – Authentic, Immersive and Entertaining (Jaakko Hakulinen, Tuuli Keskinen, Ville Mäkelä, Santeri Saarinen, Markku Turunen)....Pages 567-587
Photographing System Employing a Shoulder-Mounted PTZ Camera for Capturing the Composition Designated by the User’s Hand Gesture (Shunsuke Sugasawara, Yasuyuki Kono)....Pages 588-600
Roulette++: Integrating Physical Lottery Process with Digital Effects (Misturu Minakuchi)....Pages 601-607
Online Communication of eSports Viewers: Topic Modeling Approach (Ksenia Konstantinova, Denis Bulygin, Paul Okopny, Ilya Musabirov)....Pages 608-613
The Development of an Augmented Virtuality for Interactive Face Makeup System (Bantita Treepong, Panut Wibulpolprasert, Hironori Mitake, Shoichi Hasegawa)....Pages 614-625
UPP (Unreal Prank Painter): Graffiti System Focusing on Entertainment of Mischievous Play (Shunnosuke Ando, Haruhiro Katayose)....Pages 626-636
Interactive Dance Choreography Assistance (Victor de Boer, Josien Jansen, Ana-Liza Tjon-A-Pauw, Frank Nack)....Pages 637-652
DanceDJ: A 3D Dance Animation Authoring System for Live Performance (Naoya Iwamoto, Takuya Kato, Hubert P. H. Shum, Ryo Kakitsuka, Kenta Hara, Shigeo Morishima)....Pages 653-670
Automatic System for Editing Dance Videos Recorded Using Multiple Cameras (Shuhei Tsuchida, Satoru Fukayama, Masataka Goto)....Pages 671-688
Structured Reciprocity for Musical Performance with Swarm Agents as a Generative Mechanism (Insook Choi)....Pages 689-712
Creating a Theatrical Experience on a Virtual Stage (Joe Geigel)....Pages 713-725
Serious…ly! Just Kidding in Personalised Therapy Through Natural Interactions with Games (Rui Neves Madeira, André Antunes, Octavian Postolache, Nuno Correia)....Pages 726-745
Building Virtual World for a Project Management Game – A Case Study (Akash Mohan, Pranalika Arya, Sandeep Athavale)....Pages 746-760
Timebender: A Multiplayer Game Featuring Bullet Time Mechanics (Christoph Pressler, Helmut Hlavacs)....Pages 761-773
Move, Interact, Learn, Eat – A Toolbox for Educational Location-Based Games (Leif Oppermann, Steffen Schaal, Manuela Eisenhardt, Constantin Brosda, Heike Müller, Silke Bartsch)....Pages 774-794
Awkward Annie: Game-Based Assessment of English Pragmatic Skills (G. Tanner Jackson, Lindsay Grace, Patricia Inglese, Jennifer Wain, Robert Hone)....Pages 795-808
Using a Serious Game to Assess Spatial Memory in Children and Adults (Mauricio Loachamín-Valencia, M.-Carmen Juan, Magdalena Méndez-López, Elena Pérez-Hernández)....Pages 809-829
Mafia Game Setting Research Using Game Refinement Measurement (Shuo Xiong, Wenlin Li, Xinting Mao, Hiroyuki Iida)....Pages 830-846
Exploring Patterns of Shared Control in Digital Multiplayer Games (Philipp Sykownik, Katharina Emmerich, Maic Masuch)....Pages 847-867
RAIL: A Domain-Specific Language for Generating NPC Behaviors in Action/Adventure Game (Meng Zhu, Alf Inge Wang)....Pages 868-881
Speech Emotion Recognition Based on a Recurrent Neural Network Classification Model (Rubén D. Fonnegra, Gloria M. Díaz)....Pages 882-892
Back Matter ....Pages 893-895