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Titlebook: Entertainment Computing – ICEC 2020; 19th IFIP TC 14 Inte Nuno J. Nunes,Lizhuang Ma,Zhigeng Pan Conference proceedings 2020 IFIP Internatio

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楼主: Spring
发表于 2025-3-26 21:04:45 | 显示全部楼层
Harald Egger,Hermann Beck,Peter Mandllayers. In particular, challenge setup could contribute to the addictiveness when the mode is close to flow channel. Risk frequency ratio is applied to measure the process and verified the more entertaining mode of training activities.
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Automatic Generation of Game Levels Based on Controllable Wave Function Collapse Algorithm that can be played repeatedly and indefinitely. The wave function collapse algorithm is an effective procedural content generation algorithm newly proposed in recent years, but it has the problems of complicated rule writing and lack of non-local constraints. In this paper, based on the original wa
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VR-DLR: A Serious Game of Somatosensory Driving Applied to Limb Rehabilitation Training it is also one of the difficult problems in rehabilitation treatment. However, traditional rehabilitation training lacks pleasure and easy to make patients shrink. We use virtual reality technology to design VR-DLR (VR driving for limb rehabilitation), a serious game of somatosensory driving that c
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A Procedurally Generated World for a Zombie Survival Gameels that present new challenges to players, are fun, and “work” as game levels, i.e. look like levels that have been hand crafted. We create the topology, paths to follow, random houses, and hordes of zombies to fight against. Players have to reach an end of the level, fight against zombies, and rea
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Provchastic: Understanding and Predicting Game Events Using Provenanceredictive analytics, which generates predictive models using statistics derived from game sessions to predict future events. The generation of predictive models is of great interest in the context of game analytics with numerous applications for games, such as predicting player behavior, the sequenc
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