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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.
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.
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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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
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R2,232
Discovery Miles 22 320
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Ships in 10 - 15 working days
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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.
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.
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