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This book offers a compendium of best practices in game dynamics.
It covers a wide range of dynamic game elements ranging from player
behavior over artificial intelligence to procedural content
generation. Such dynamics make virtual worlds more lively and
realistic and they also create the potential for moments of
amazement and surprise. In many cases, game dynamics are driven by
a combination of random seeds, player records and procedural
algorithms. Games can even incorporate the player's real-world
behavior to create dynamic responses. The best practices illustrate
how dynamic elements improve the user experience and increase the
replay value. The book draws upon interdisciplinary approaches;
researchers and practitioners from Game Studies, Computer Science,
Human-Computer Interaction, Psychology and other disciplines will
find this book to be an exceptional resource of both creative
inspiration and hands-on process knowledge.
Social robots not only work with humans in collaborative workspaces
- we meet them in shopping malls and even more personal settings
like health and care. Does this imply they should become more
human, able to interpret and adequately respond to human emotions?
Do we want them to help elderly people? Do we want them to support
us when we are old ourselves? Do we want them to just clean and
keep things orderly - or would we accept them helping us to go to
the toilet, or even feed us if we suffer from Parkinson's disease?
The answers to these questions differ from person to person. They
depend on cultural background, personal experiences - but probably
most of all on the robot in question. This book covers the
phenomenon of social robots from the historic roots to today's best
practices and future perspectives. To achieve this, we used a
hands-on, interdisciplinary approach, incorporating findings from
computer scientists, engineers, designers, psychologists, doctors,
nurses, historians and many more. The book also covers a vast
spectrum of applications, from collaborative industrial work over
education to sales. Especially for developments with a high
societal impact like robots in health and care settings, the
authors discuss not only technology, design and usage but also
ethical aspects. Thus this book creates both a compendium and a
guideline, helping to navigate the design space for future
developments in social robotics.
This book offers a compendium of best practices in game dynamics.
It covers a wide range of dynamic game elements ranging from player
behavior over artificial intelligence to procedural content
generation. Such dynamics make virtual worlds more lively and
realistic and they also create the potential for moments of
amazement and surprise. In many cases, game dynamics are driven by
a combination of random seeds, player records and procedural
algorithms. Games can even incorporate the player's real-world
behavior to create dynamic responses. The best practices illustrate
how dynamic elements improve the user experience and increase the
replay value. The book draws upon interdisciplinary approaches;
researchers and practitioners from Game Studies, Computer Science,
Human-Computer Interaction, Psychology and other disciplines will
find this book to be an exceptional resource of both creative
inspiration and hands-on process knowledge.
Social robots not only work with humans in collaborative workspaces
- we meet them in shopping malls and even more personal settings
like health and care. Does this imply they should become more
human, able to interpret and adequately respond to human emotions?
Do we want them to help elderly people? Do we want them to support
us when we are old ourselves? Do we want them to just clean and
keep things orderly - or would we accept them helping us to go to
the toilet, or even feed us if we suffer from Parkinson's disease?
The answers to these questions differ from person to person. They
depend on cultural background, personal experiences - but probably
most of all on the robot in question. This book covers the
phenomenon of social robots from the historic roots to today's best
practices and future perspectives. To achieve this, we used a
hands-on, interdisciplinary approach, incorporating findings from
computer scientists, engineers, designers, psychologists, doctors,
nurses, historians and many more. The book also covers a vast
spectrum of applications, from collaborative industrial work over
education to sales. Especially for developments with a high
societal impact like robots in health and care settings, the
authors discuss not only technology, design and usage but also
ethical aspects. Thus this book creates both a compendium and a
guideline, helping to navigate the design space for future
developments in social robotics.
Das Buch ist eine quellenorientierte Studie zur vergleichenden
Geschichte des Ausstellungswesens der Hansestadte Hamburg, Bremen
und Lubeck vom spaten 18. bis zum fruhen 19. Jahrhundert."
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