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Titlebook: Entertainment Computing – ICEC 2021; 20th IFIP TC 14 Inte Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Pedro Conference proceedings 2021 IF

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书目名称Entertainment Computing – ICEC 2021
副标题20th IFIP TC 14 Inte
编辑Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Pedro
视频video
丛书名称Lecture Notes in Computer Science
图书封面Titlebook: Entertainment Computing – ICEC 2021; 20th IFIP TC 14 Inte Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Pedro  Conference proceedings 2021 IF
描述.This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing..
出版日期Conference proceedings 2021
关键词artificial intelligence; augmented reality; computer games; computer networks; computer vision; data comm
版次1
doihttps://doi.org/10.1007/978-3-030-89394-1
isbn_softcover978-3-030-89393-4
isbn_ebook978-3-030-89394-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightIFIP International Federation for Information Processing 2021
The information of publication is updating

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,Der Auslagenersatz (§§ 25–30 BRAGO),merchandise, and major tournaments with highly endowed prize money. First-person shooter (FPS) games represent a dominant discipline. Professional training methodologies such as post-match analyses and tactics discussions are becoming essential in training sessions besides pure mechanical-oriented e
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Die Berechnung des Gegenstandswertes,il to engage with books and other literacy-related content, which in turn negatively affects their learning outcomes. Though several arts-based strategies have been shown to improve students’ involvement in reading, these approaches can be difficult and time consuming to implement. . is a digital ta
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https://doi.org/10.1007/978-3-031-52087-7 the main challenges for the online content providers, especially for education industry. Southeast Asia market has grown steadily over the years for online content providers, becoming one of the strategic areas of investment. In this paper, we identify that cultural barrier is the key obstacle to s
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Training bei Dyskalkulie und Rechenstörungen players (e.g. the opponents players face). These agents have an essential role in the players’ experience, and, as such, their creation needs to carefully considered. In this paper we propose a taxonomy of social roles that agents can play in games as a step towards the formalization of the problem
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Training emotionaler Kompetenzenferred concepts and practices from performance studies to create a dynamic VR environment, in which design elements are interconnected and changing with the character’s movement. Our focus was on space and light as two essential elements of both dance performances and virtual environments. We employ
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https://doi.org/10.1007/978-3-642-05230-9/medical informatics. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent publications in the virtual reality context. This work proposes a novel experimental analysis u
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