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Titlebook: Handbook of Digital Games and Entertainment Technologies; Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Living reference work 20200th

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https://doi.org/10.1007/978-3-642-59545-5 intelligence. The other unique AIs are “Navigation AI” which analyzes and recognizes the environment of game world and “Meta AI” which dynamically controls and changes the progress, situation, and drama of the game. These three AIs, namely, Character AI, Navigation AI, and Meta AI, cooperate with e
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Unterstützung in der Nachbarschafteration of telepresence technology that increases the possibility of ongoing connectedness, self-disclosure, and empathy through stochastic detection of the user’s mood state and regenerating it in the remote location. Intimate telepresence has been also explored from the design point of view. In th
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Dokumentation der Befundergebnisse, TV and serious games are both used. Existing evidence confirms weak to strong effects on health-related knowledge, attitude, and behavior..In general, the review shows the great potential of TV and serious games in the fields of sport and health. On the other hand, there are still numerous open que
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https://doi.org/10.1007/978-3-663-04973-9h interactions and adaptations..Responding to the emergent nature of the game-like environment of the ancient ., the ., and the related work of John Cage serves as base for the conceptual framework of the project. Similar to Cage’s ideas of chance and indeterminacy, this work looks to the ancient Ea
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A Tangible Serious Game Approach to Science, Technology, Engineering, and Mathematics (STEM) Educatvironment consisting of physical objects enhanced with sensing, computing, and communicating capabilities in order to support advanced and multimodal/multisensory interaction. An important aspect is that the environment supports the definition of game rules, so that users are stimulated and invited
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Action Games, Motor Imagery, and Control Strategies: Toward a Multi-button Controller,llenges for BCGI. Preliminary results from a proof-of-concept study of a BCGI multi-button controller referred to as the “CircleTime” controller are presented. The CircleTime controller offers the user the option of selecting between six separate buttons using just two motor imagery tasks. Results i
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