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This book constitutes the proceedings of the 6th International
Conference on Intelligent Technologies for Interactive
Entertainment, INTETAIN 2014. The 8 full papers presented together
with 4 special session papers, 4 panels and 6 extended abstracts
were carefully selected from 26 submissions. The papers present
interdisciplinary research, covering topics such as creativity
applied to technology, AI, cognition and models of engagement and
play. The special session papers address the topic of humor in
intelligent environments.
This book constitutes the refereed conference proceedings of the
10th International Conference on Advances in Computer
Entertainment, ACE 2013, held in Boekelo, The Netherlands, in
November 2013. The 19 full paper and 16 short papers presented
together 42 extended abstracts were carefully reviewed and selected
from a total of 133 submissions in all categories. The papers cover
topics across a wide spectrum of disciplines including new devices;
evaluation and user studies; games as interface to serious
applications; creating immersion; interfaces; new experiences;
procedural approaches and AI; and theory. Focusing on all areas
related to interactive entertainment they aim at stimulating
discussion in the development of new and compelling entertainment
computing and interactive art concepts and applications.
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Advances in Computer Entertainment - 9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012, Proceedings (Paperback, 2012)
Anton Nijholt, Teresa Romao, Dennis Reidsma
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R1,661
Discovery Miles 16 610
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Ships in 10 - 15 working days
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This book constitutes the refereed conference proceedings of the
9th International Conference on Advances in Computer Entertainment,
ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full
paper and 19 short papers presented together with 5 papers from the
special track Arts and Culture and 35 extended abstracts were
carefully reviewed and selected from a total of 140 submissions in
all categories. The papers cover topics across a wide spectrum of
disciplines including computer science, design, arts, sociology,
anthropology, psychology, and marketing. Focusing on all areas
related to interactive entertainment they aim at stimulating
discussion in the development of new and compelling entertainment
computing and interactive art concepts and applications.
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Intelligent Technologies for Interactive Entertainment - Third International Conference, INTETAIN 2009, Amsterdam, The Netherlands, June 22-24, 2009, Proceedings (Paperback, 2009 ed.)
Anton Nijholt, Dennis Reidsma, Hendri Hondorp
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R1,553
Discovery Miles 15 530
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Ships in 10 - 15 working days
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These are the proceedings of the 3rd International Conference on
Intelligent Technologies for Interactive Entertainment (INTETAIN
09). The ?rst edition of this conference, organised in Madonna di
Campiglio, saw the gathering of a diverse audience with broad and
varied interests. With presentations on topics ranging from
underlying technology to intelligent interaction and entertainment
applications, several inspiring invited lectures, a demonstration
session and a hands-on design garage, that ?rst edition of INTETAIN
generated a lot of - teraction between participants in a lively
atmosphere. We hope that we have managed to continue this direction
with the third edition, which will take place in
Amsterdam,following the secondedition heldin Cancun. ' The
submissions for short and long papers this year show a certain
focus on topics such as emergent games, exertion interfaces and
embodied interaction, but also cover important
topicsofthepreviouseditions,suchas,a?ectiveuserinterfaces,storytelling,s-
sors, tele-presence in entertainment, animation, edutainment, and
(interactive) art. The presentationof the accepted papers,together
with the manyinteractive demonstrations of entertainment and art
installations, and other participative activities to be held during
the conference, should go some way towards recre- ing the open and
interactive atmosphere that has been the goal of INTETAIN since its
beginning. In addition to the aforementioned papers and
demonstrations, we are happy to presentcontributionsfrom
threeexcellent invitedspeakersfor INTETAIN 09.
This monograph introduces a new, systematic taxonomy of Sports
Interaction Technology (Sports ITech) that defines a design space
of existing and future work in this domain. The authors put the
taxonomy in a context of sport science and practice, target
outcomes of sports, the underlying factors that influence them, and
the role that sports technology plays in supporting sports science
and practice. They build on the existing taxonomies and a vast body
of literature from multiple domains of HCI, technology, sports
science, and related work in Sports ITech, and complement it with
identified gaps in the literature. This taxonomy is meant to be
used by designers of Sports ITech. It will help better highlight
and position existing work as well as provide input and inspiration
for the design and deployment of such technology. It offers a
description of a design space suitable to support designers,
technologists, and sports people with a mindset to design, deploy,
and adapt Sports ITech. The authors present this work as a call to
action to bring HCI and the sports sciences closer together in the
new field of Sports Interaction Technology, and aim to set a shared
agenda for future developments. A Design Space of Sports
Interaction Technology is a complete guide to navigate the
literature from the many underlying disciplines of Sports ITech.
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