Muutke küpsiste eelistusi

E-raamat: Intelligent Technologies for Interactive Entertainment: 14th EAI International Conference, INTETAIN 2023, Lucca, Italy, November 27, 2023, Proceedings

  • Formaat - EPUB+DRM
  • Hind: 67,91 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

This book constitutes the refereed proceedings of the 14th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2023 which was held in Lucca, Italy, during November 27, 2023.

The 15 full papers presented in this book were selected from 56 submissions. They present novel and innovative work in areas of methods (machine learning, movement), computer-based systems (architectures, software, algorithms), and devices (digital cameras, smartphones).
The papers are grouped in sessions of thematic issues on Games and Game-Based learning; Motion Capture; Sports and Competitions; and Interfaces and Applications.

Games and Game-Based Learning.- Toward a better measurement of strategic
skills: the multiple choice Strategic Quotient (mcSQ).- Exploring the
Effectiveness of Game-Based Learning in Teaching the 2030 Agenda to Middle
School Students.- Introducing a Videogame Project in a Mobile Software
Development Academic Course.- Artificial Intelligence in Video Games 101: an
easy introduction.- A somaesthetic based approach to the design of
multisensory interactive systems.- GFTLSTM: Dynamic Graph Neural Network
Model Based on Graph Framelets Transform.- Advancing Multi-Actor Graph
Convolutions for Skeleton-Based Action Recognition.-  Improving output
visualization of an algorithm for the automated detection of the perceived
origin of movement.- Biases in Micro-level Probabilistic Reasoning and Ist
Impact on the Spectators Enjoyment of Tennis Games.- A PLS-SEM approach for
composite indicators: an original application on the Expected Goal Model.- A
comparison of hosting techniques for onlinecybersecurity competitions.-
Increasing accessibility of online board games to visually impaired people
via machine learning and textual/audio feedback: the case of Quantik.- A
novel approach to 3D storyboarding.- The WebCrow French Crossword Solver.-
Evaluating Touchless Haptics for Interaction with Virtual Objects.