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Titlebook: Cultural Computing; Second IFIP TC 14 En Ryohei Nakatsu,Naoko Tosa,Philippe Codognet Conference proceedings 2010 IFIP International Federat

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,An On-Line Classification Approach of Visitors’ Movements in 3D Virtual Museums, of visitors’ behaviors therein and the off-line training stage of those synthetic data. This paper deals with the simulation of four visitors’ styles, i.e., ant, fish, grasshopper, and butterfly, and the classification of those four styles using an Adaptive Neuro-Fuzzy Inference System (ANFIS). Fir
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A Machine That Daydreams, logical rules, such as that seen in CBR systems. One difference is that in humans, linkages between particular experiences can apparently be made in a number of qualitatively different ways, forming recollective chains of memories along different dimensions. Data-driven, creative, free-association
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Cluster Analysis for Personalised Mobile Entertainment Content,rdware and some have focused on personalisation in terms of content visualisation. The focus of this paper is on mobile content personalisation, seeking to understand the user groups through clustering users based on their profile. This paper focuses on the implementation of a technique known as ‘Zo
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Auto-explanation System: Player Satisfaction in Strategy-Based Board Games,es are. This helps the players to understand the reasoning behind the action taken by the computer AI opponent. This paper proposes a method that provides the mechanism for a game AI to communicate its evaluation processes using descriptive auto-explanation through symbolic reasoning. A case study i
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Comparing Binarisation Techniques for the Processing of Ancient Manuscripts,omputer technology, digitized media is now commonly used to record these documents. One objective of such work is to develop an efficient image processing system that could be used to retrieve knowledge and information automatically from these ancient manuscripts. Binarization is a preprocessing tec
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Complex Game Design Modeling,systematic alternative for implementing in the game engine architecture. The suggested game modeling framework incorporates structural game component, temporal game component and boundary game component frameworks. It is suitable to model most complex games and game engines.
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Haptic Carillon: A Computationally Enhanced Mechanical Performing Instrument,in Canberra, Australia. The carillon is one of only a few instruments that elicit a sophisticated haptic response from the amateur and professional player alike. Force-feedback varies widely across the range of the instrument and developing an intuition for the heaviness of different bells is a crit
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