LEADER 01266nam a2200277 i 4500 001 991001692559707536 008 120427s2012 it b 001 0 ita d 020 $a9788831196093 035 $ab14054498-39ule_inst 040 $aDip.to Filologia Class. e Scienze Filosofiche$bita 041 1 $aita$alat$hlat 100 1 $aTertullianus, Quintus Septimius Florens$0153105 245 10$aOpere montaniste :$bIl velo delle vergini - Le uniche nozze - Il digiuno, contro gli psichici - La pudicizia - Il pallio / Tertulliano ; a cura di A. Capone...[et al.] 260 $aRoma :$bCittà Nuova,$c2012 300 $a456 p. ;$c24 cm 440 0$aScrittori cristiani dell'Africa Romana ;$v4/2 504 $aContiene riferimenti bibliografici. 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resource (18 pages) 225 1 $aReport / 115th Congress, 1st session, Senate ;$v115-148 300 $a"September 7, 2017." 517 $aBrownfields Utilization, Investment, and Local Development Act of 2017 606 $aBrownfields$xLaw and legislation$zUnited States 606 $aHazardous waste site remediation$xLaw and legislation$zUnited States 606 $aGrants-in-aid$xLaw and legislation$zUnited States$xStates 606 $aLiability for environmental damages$zUnited States$xStates 608 $aLegislative materials.$2lcgft 615 0$aBrownfields$xLaw and legislation 615 0$aHazardous waste site remediation$xLaw and legislation 615 0$aGrants-in-aid$xLaw and legislation$xStates. 615 0$aLiability for environmental damages$xStates. 801 0$bGPO 801 1$bGPO 801 2$bGPO 801 2$bMERUC 801 2$bGPO 906 $aBOOK 912 $a9910706129603321 996 $aBrownfields Utilization, Investment, and Local Development Act of 2017$93462731 997 $aUNINA LEADER 13105nam 22008535 450 001 9910556899303321 005 20251113182025.0 010 $a3-030-99188-1 024 7 $a10.1007/978-3-030-99188-3 035 $a(MiAaPQ)EBC6939823 035 $a(Au-PeEL)EBL6939823 035 $a(CKB)21420357300041 035 $a(PPN)26151976X 035 $a(OCoLC)1306024035 035 $a(DE-He213)978-3-030-99188-3 035 $a(EXLCZ)9921420357300041 100 $a20220324d2022 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aIntelligent Technologies for Interactive Entertainment $e13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings /$fedited by Zhihan Lv, Houbing Song 205 $a1st ed. 2022. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2022. 215 $a1 online resource (422 pages) 225 1 $aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-822X ;$v429 311 08$aPrint version: Lv, Zhihan Intelligent Technologies for Interactive Entertainment Cham : Springer International Publishing AG,c2022 9783030991876 320 $aIncludes bibliographical references and index. 327 $aIntro -- Preface -- Organization -- Contents -- Emerging Applications -- Some Questions Regarding the Nature of Experience and Interaction in Media -- 1 Introduction -- 2 Question 1: What is the Difference Between Interaction and Experience? -- 3 Question 2: What is the Relationship of Experience to Knowledge? -- 4 Question 3: Should We Be Treating Our Experiences with Media as a Being-With-Otherness? -- 5 Conclusion -- References -- Exploring the User Interaction with a Multimodal Web-Based Video Annotator -- 1 Introduction -- 2 Related Work -- 3 MotionNotes -- 3.1 MotionNotes Implementation Overview -- 3.2 MotionNotes Interaction Example -- 4 User Study -- 4.1 Design and Participants -- 4.2 Results and Discussion -- 5 Future Work -- 6 Conclusion -- References -- A Fast Region Segmentation Algorithm for Water Meter Image Based on Adaptive Seed Point Selection -- 1 The Introduction -- 2 Disadvantages of Binary Image Segmentation Algorithms -- 3 Improved Region Segmentation Algorithm -- 4 Experiment and Analysis of Result -- 4.1 Experiment Preparation -- 4.2 Preprocessing of Water Meter Images -- 4.3 Segmentation of Water Meter Images -- 5 Conclusion -- References -- Enterprise Economic Forecasting Method Based on ARIMA-LSTM Model -- 1 Introduction -- 1.1 Research Significance -- 1.2 Research Background -- 2 Correlative Knowledge -- 2.1 The Relationship Between IOT and Economic Development -- 2.2 Application of Time Series Model in IOT Data Prediction -- 3 Enterprise Economic Forecasting Method Based on ARIMA-LSTM Model -- 3.1 Enterprise Development Environment -- 3.2 Model Principle -- 3.3 Model Process -- 4 Experiment and Analysis -- 4.1 Experimental Environment -- 4.2 Data Set Selection -- 4.3 Experimental Process -- 4.4 Results and Analysis -- 5 Conclusion -- References. 327 $aeXtended Reality (XR) Experiences in Museums for Cultural Heritage: A Systematic Review -- 1 Introduction -- 2 Reality-Virtuality Continuum -- 3 Research Methodology -- 3.1 Data Sources and Search Strategies -- 4 XR Experiences in Museums Case Studies -- 5 XR Case Studies Tables Analysis -- 6 Discussion and Future Directions -- References -- Mesh2Measure: A Novel Body Dimensions Measurement Based on 3D Human Model -- 1 Introduction -- 2 Our Mesh2Measure Model -- 2.1 MeshNet -- 2.2 Measure -- 3 Results and Discussion -- 3.1 Datasets -- 3.2 Experimental Results -- 4 Conclusions -- References -- Charting Science Fiction in Computer Science Literature -- 1 Introduction -- 2 Background -- 3 Method -- 3.1 Coding the Type of Research Paper-PubType -- 3.2 Coding the Contextual SF Referral-SFCont -- 3.3 Contextual SF Particulars-SFCont -- 4 Results -- 4.1 Type of Research Paper -- 4.2 Contextual SF Referral -- 4.3 Type of Research Paper/Contextual SF Referral -- 4.4 SF Authors -- 4.5 SF Writings -- 4.6 SF Movies and Shows -- 4.7 SF Characters -- 5 Discussion -- 5.1 SF Movies, Shows and Characters -- 6 Limitations -- 7 Conclusions -- 7.1 Future Work -- References -- Deep Learning Based Video Compression -- 1 Motivation -- 2 Related Work -- 3 Implementation -- 4 Design and Approach -- 5 Theoretical Background -- 6 Result Evaluation and Discussion -- 6.1 File Size Comparison -- 6.2 Quality Measurement -- 6.3 Quantization -- 6.4 Limitations -- 6.5 Discussion and Future Work -- 7 Conclusion -- References -- Validating the Proposed Framework for Visualising Music Mood Using Visual Texture -- 1 Introduction -- 2 Research Methodology -- 2.1 Phase 1: Awareness of the Problem -- 2.2 Phase 2: Suggestion -- 2.3 Phase 3: Development -- 2.4 Phase 4: Evaluation -- 3 Conclusion and Future Work -- References -- Interactive Art Therapy for Mental Health Using Microsoft Kinect. 327 $a1 Introduction -- 2 Literature Review -- 3 Development of Interactive Art Therapy -- 4 Results and Discussion -- 5 Conclusion -- References -- Impact of Games on People: A Comprehensive Review -- 1 Introduction -- 2 Background -- 3 Related Studies on the Impact of Video Games on People -- 3.1 Games and People -- 3.2 Virtual Reality -- 3.3 Mental Health -- 3.4 Alternatives Ways to Video Games -- 3.5 Devices and Software -- 4 Conclusion -- References -- Review of Gamified MOOC's Impact Toward Learner's Motivation in Learning Effectiveness Context -- 1 Introduction -- 1.1 Research Background -- 2 Theoretical Basis -- 2.1 Malone's Intrinsic Motivation Theory -- 2.2 ARCS Motivation Theory -- 2.3 Flow Theory -- 3 Massive Open Online Class (MOOC) -- 3.1 Classification of MOOC -- 3.2 cMOOCs -- 3.3 xMOOCs -- 4 MOOC Gamification Design -- 4.1 Gamification -- 4.2 MOOC Gamification -- 4.3 Overview of Competition and Collaboration -- 4.4 Perceive Challenge and Attention -- 4.5 Gamification Design Conditions -- 4.6 The Moderating Role of Gamification Design -- 5 Conclusion -- References -- On-Device Image Labelling Photo Management System Using Flutter and ML Kit -- 1 Introduction -- 2 Literature Review and Related Work -- 2.1 Google Cloud Vision -- 2.2 Flutter -- 2.3 Widget Lifecycle Events -- 2.4 Widget Lifecycle Events -- 2.5 Object Detection and Image Labelling -- 2.6 Comparison of Image Recognition Tool in the Market -- 3 Proposed Method -- 4 Result and Discussion -- 4.1 List of Categories -- 4.2 Strength and Uniqueness -- 5 Conclusion -- References -- The Dynamic Scattering Coefficient on Image Dehazing Method with Different Haze Conditions -- 1 Introduction -- 2 Atmospheric Scattering Model -- 3 Methodology -- 4 Haze Simulation Algorithm -- 5 Image Dehazing Algorithm -- 5.1 Depth Estimation -- 5.2 Dynamic Scattering Coefficient -- 6 Image Dehazing Result. 327 $a7 Benchmark for Comparative Analysis -- 8 Conclusion -- References -- Adaptive Gamification: User/Player Type and Game Elements Mapping -- 1 Introduction -- 2 Related Works -- 2.1 Player/User Type -- 2.2 HEXAD Gamification User Type -- 2.3 Adaptive Gamification -- 3 Methodology -- 3.1 Respondents Profile -- 3.2 Process -- 4 Result -- 4.1 HEXAD User Type -- 4.2 User Type and Game Element - Matrix -- 4.3 Correlation Between HEXAD User Types -- 4.4 Relationship Between Game Elements and HEXAD User Types -- 5 Discussion -- 5.1 Designing a Gamification Application -- 5.2 Adaptive Gamification (User Type and Game Elements Mapping) -- 6 Conclusion -- References -- Federated Parking Flow Prediction Method Based on Blockchain and IPFS -- 1 Introduction -- 2 Correlative Knowledge -- 2.1 LSTM Neural Network -- 2.2 Federated Learning -- 2.3 Blockchain -- 2.4 IPFS -- 3 Federated Parking Flow Prediction Method Based on Blockchain and IPFS -- 3.1 Training of Federated Parking Flow Prediction Model -- 3.2 Incentive Mechanism -- 4 Experimental Results and Analysis -- 4.1 Experimental Parameter Settings -- 4.2 Experimental Data Processing -- 4.3 Experimental Result Analysis -- 5 Conclusion -- References -- Augmented Reality -- Investigating the Motivational Effect of Fantasy and Similarity Through Avatar Identification in AR Game-Based Learning -- 1 Introduction -- 2 Related Work -- 2.1 Motivation -- 2.2 Augmented Reality for Learning -- 2.3 Fantasy and Similarity -- 2.4 Avatar Identification -- 3 The Game Design -- 4 The Experiment Design -- 5 Results -- 5.1 Reliability -- 5.2 Descriptive Data and Controlled Factors -- 5.3 Two-Way Repeated Measures ANOVA -- 5.4 Partial Correlation -- 6 Discussion. 327 $a6.1 RQ1: Do Players Have Distinct Avatar Identifications (Similarity and Wishful Identification) for a Fantasy or a Real-Life Avatar Setting, for a Similar or a Dissimilar Avatar Setting? -- 6.2 RQ2: How Do Fantasy and Similarity Settings in Games Affect Their Motivation in GBL Through Player Identification? -- 6.3 Design with Similarity and Fantasy -- 7 Limitation -- 8 Conclusion -- References -- Research on the Application of Augmented Reality Technology in the Transformation and Development of Cultural and Creative Industries -- 1 Introduction -- 2 Present Situation and Existing Problems of Hainan Cultural and Creative Industry -- 3 Introduction of Augmented Reality and Its Application Advantages -- 3.1 Augmented Reality -- 3.2 Advantages and Characteristics of the Application of AR in Hainan's Cultural Entrepreneurship Industry -- 4 Research on Cultural and Creative Development of Hainan Based on AR -- 4.1 Li Brocade Display and Protection Using AR Techniques -- 4.2 Using AR to Create Brocade Interactive Experience -- 4.3 AR Was Used to Repair and Restore Li Brocade -- 4.4 Using AR to Develop Li Brocade's Innovative Products -- 5 Conclusion -- References -- The Heptagon of AUX Model: Development of a Synergising Model on Aesthetic Experience and User Experience through the Fuzzy Delphi Method Towards Augmented Reality Comics -- 1 Introduction -- 2 Literature Review -- 2.1 Aesthetic Experience (AX) -- 2.2 User Experience (UX) -- 2.3 Augmented Reality Comics (AR Comics) -- 3 Fuzzy Delphi Method (FDM) -- 3.1 FDM Initial Model Formulation -- 4 The Heptagon of Aesthetic User Experience (AUX) Model -- 4.1 Storytelling -- 4.2 Amusement -- 4.3 Harmony -- 4.4 Inspiration -- 4.5 Incentive -- 4.6 Mindfulness -- 4.7 Efficiency -- 5 Conclusion -- References. 327 $aAREDAPPS: Mobile Augmented Reality Development and Learning Framework Based on Augmented Reality Technology for Engineering Drawing Course. 330 $aThis book constitutes the refereed proceedings of the 13th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021. Due to the COVID-19 global pandemic, the conference was held virtually. This year's conference put an emphasis on the future of technologies for interactive entertainment. The 25 full papers presented at the conference and thus included in this book were selected from 50 submissions, and present novel and innovative work in areas including art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction, learning, or entertainment experiences. The papers are grouped in 2 sessions of thematic issues on emerging applications and augmented reality. 410 0$aLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,$x1867-822X ;$v429 606 $aInteractive multimedia 606 $aMultimedia systems 606 $aComputer vision 606 $aEducation$xData processing 606 $aComputer engineering 606 $aComputer networks 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aMedia Design 606 $aComputer Vision 606 $aComputers and Education 606 $aComputer Engineering and Networks 606 $aUser Interfaces and Human Computer Interaction 615 0$aInteractive multimedia. 615 0$aMultimedia systems. 615 0$aComputer vision. 615 0$aEducation$xData processing. 615 0$aComputer engineering. 615 0$aComputer networks. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 14$aMedia Design. 615 24$aComputer Vision. 615 24$aComputers and Education. 615 24$aComputer Engineering and Networks. 615 24$aUser Interfaces and Human Computer Interaction. 676 $a006.7 676 $a006.7 702 $aSong$b Houbing 702 $aLv$b Zhihan 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910556899303321 996 $aIntelligent Technologies for Interactive Entertainment$92084186 997 $aUNINA