LEADER 06067nam 22007575 450 001 9910254845403321 005 20200706042145.0 010 $a3-319-49616-6 024 7 $a10.1007/978-3-319-49616-0 035 $a(CKB)3710000001006551 035 $a(DE-He213)978-3-319-49616-0 035 $a(MiAaPQ)EBC5596138 035 $a(PPN)197138365 035 $a(EXLCZ)993710000001006551 100 $a20161114d2017 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aIntelligent Technologies for Interactive Entertainment $e8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28?30, 2016, Revised Selected Papers /$fedited by Ronald Poppe, John-Jules Meyer, Remco Veltkamp, Mehdi Dastani 205 $a1st ed. 2017. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2017. 215 $a1 online resource (XI, 300 p. 87 illus.) 225 1 $aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-8211 ;$v178 300 $aIncludes index. 311 $a3-319-49615-8 327 $aDesigning collaborative games for children education on sustainable development -- Towards Serious Gaming for Communication Training ? A Pilot Study with Police Academy Students -- A Serious Game for Learning Social Networking Literacy by Flaming Experiences -- Game@School. Teaching through Gaming and Mobile-based Tutoring Systems Interaction technologies -- Exploring User-Defined Gestures and Voice Commands to Control an Unmanned Aerial Vehicle -- Monitoring Interactions -- Hold me Tight: A Tangible Interface for Mediating Closeness to Overcome Physical Separation -- Analyzing Fear Using a Single-Sensor EEG Device Persuasion and motivation -- Design of an Adaptive Persuasive Mobile Application for Stimulating the Medication Adherence -- Interactive Advertisements in an IoT Era Exertion games -- Cooperative Tetris: the Influence of Social Exertion Gaming on Game Experience and Social Presence -- Distributed Embodied Team Play, a Distributed Interactive Pong Playground -- A Throw Training System Utilizing Visual and Sound Effects -- Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games -- Deep learning for classifying Battlefield 4 players -- Do Warriors, Villagers and Scientists Decide Differently? -- The Impact of Role on Message Framing -- The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations -- Measuring Affective, Physiological and Behavioural Differences in Solo, Competitive and Collaborative Games -- The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display -- WWoW: World Without Walls. Immersive Mixed Reality with Virtual Co-location, Natural Interactions, and Remote Collaboration -- My Drama: Story-based Game for Understanding Emotions in Context -- Building game scripting DSL?s with the Metacasanova metacompiler -- Interaction Design Tools for Autism -- Poème Numérique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs. . 330 $aThis book constitutes the refereed proceedings of the 8th International Conference on Intelligent technologies for Interactive Entertainment, INTETAIN 2016, held in Utrecht, The Netherlands, in June 2016. The 19 full papers, 5 short and 6 workshop papers were selected from 49 submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six thematic sessions: serious games, novel applications and tools, exertion games, persuasion and motivation, interaction technologies and game studies. 410 0$aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-8211 ;$v178 606 $aMultimedia systems  606 $aUser interfaces (Computer systems) 606 $aArtificial intelligence 606 $aApplication software 606 $aEducation?Data processing 606 $aOptical data processing 606 $aMedia Design$3https://scigraph.springernature.com/ontologies/product-market-codes/I25004 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aComputer Applications$3https://scigraph.springernature.com/ontologies/product-market-codes/I23001 606 $aComputers and Education$3https://scigraph.springernature.com/ontologies/product-market-codes/I24032 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22005 615 0$aMultimedia systems . 615 0$aUser interfaces (Computer systems). 615 0$aArtificial intelligence. 615 0$aApplication software. 615 0$aEducation?Data processing. 615 0$aOptical data processing. 615 14$aMedia Design. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aArtificial Intelligence. 615 24$aComputer Applications. 615 24$aComputers and Education. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 676 $a006.7 702 $aPoppe$b Ronald$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMeyer$b John-Jules$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aVeltkamp$b Remco$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aDastani$b Mehdi$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910254845403321 996 $aIntelligent Technologies for Interactive Entertainment$92084186 997 $aUNINA