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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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楼主: Wilder
发表于 2025-3-30 09:36:17 | 显示全部楼层
Addiction and Entertainment Products,reports about excessive use of entertainment technology and potentially addictive use (e.g., to video games, mobile phones, the Internet, etc.). The present chapter briefly overviews addiction to these entertainment products (i.e., “technological addictions”) by defining addiction and arguing that t
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Applied Entertainment: Positive Uses of Entertainment Media,ntertainment can be seen as a public health issue. When freely chosen, entertainment can produce desired states such as relaxation or arousal and can induce the range of human emotions that enrich daily life. The emotional and social satisfactions provided by entertainment are supplemented by their
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Brain-Computer Interface Games: Towards a Framework, BCI as a game controller. However, there is a discrepancy between the BCI games developed by the two communities. This not only adds to the workload of developers but also damages the reputation of BCI games. As a response to this issue, in this chapter, a BCI game framework is presented that was c
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Challenges for Robots Acting on a Stage, understanding how an audience may perceive the robots. To this aim, we first survey available literature about cognitive human–robot interaction, with an emphasis on direct perception of robots and the observation of other humans interacting with robots. Then we discuss state-of-the-art approaches
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Commodity Video Game Technology in Teletherapy,ements in order to exercise the affected limbs. Incorporating these movements into games is of interest as the exercises can take place in the domestic environment without continual medial oversight, and the use of a gaming context encourages engagement with the exercise regime, leading to increased
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Computer Music Languages and Systems: The Synergy Between Technology and Creativity,ty (hence, less focus is put on those commercial computer music software such as digital audio workstation (DAW) software or sound editor software). As is often seen in other surveys of computer music history, the historical development of computer music languages and systems is divided into several
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Current Status of Applying Artificial Intelligence in Digital Games,al games evolved independently and differently from the academic AI research of science and engineering which require functionality in the real world. Digital games have complex and large-scale virtual 2D/3D worlds where game characters live in, recognize, make decisions, and design their motions to
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