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Emotion in Games - Theory and Praxis (Hardcover, 1st ed. 2016): Kostas Karpouzis, Georgios N. Yannakakis Emotion in Games - Theory and Praxis (Hardcover, 1st ed. 2016)
Kostas Karpouzis, Georgios N. Yannakakis
R4,752 Discovery Miles 47 520 Ships in 10 - 15 working days

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

Games and Learning Alliance - 8th International Conference, GALA 2019, Athens, Greece, November 27-29, 2019, Proceedings... Games and Learning Alliance - 8th International Conference, GALA 2019, Athens, Greece, November 27-29, 2019, Proceedings (Paperback, 1st ed. 2019)
Antonios Liapis, Georgios N. Yannakakis, Manuel Gentile, Manuel Ninaus
R2,062 Discovery Miles 20 620 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

Artificial Intelligence and Games (Paperback, Softcover reprint of the original 1st ed. 2018): Georgios N. Yannakakis, Julian... Artificial Intelligence and Games (Paperback, Softcover reprint of the original 1st ed. 2018)
Georgios N. Yannakakis, Julian Togelius
R1,041 Discovery Miles 10 410 Ships in 18 - 22 working days

This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.

Emotion in Games - Theory and Praxis (Paperback, Softcover reprint of the original 1st ed. 2016): Kostas Karpouzis, Georgios N.... Emotion in Games - Theory and Praxis (Paperback, Softcover reprint of the original 1st ed. 2016)
Kostas Karpouzis, Georgios N. Yannakakis
R4,905 Discovery Miles 49 050 Ships in 18 - 22 working days

The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.

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