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Intelligent Technologies for Interactive Entertainment, 1st ed. 2024 14th EAI International Conference, INTETAIN 2023, Lucca, Italy, November 27, 2023, Proceedings Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering Series, Vol. 560

Langue : Anglais

Coordonnateurs : Clayton Martin, Passacantando Mauro, Sanguineti Marcello

Couverture de l’ouvrage Intelligent Technologies for Interactive Entertainment
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.

Date de parution :

Ouvrage de 235 p.

15.5x23.5 cm

Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).

68,56 €

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