LEADER 06856nam 22007575 450 001 996465725503316 005 20200701074010.0 010 $a3-540-31651-5 010 $a3-540-30509-2 024 7 $a10.1007/11590323 035 $a(CKB)1000000000213536 035 $a(SSID)ssj0000318400 035 $a(PQKBManifestationID)11266639 035 $a(PQKBTitleCode)TC0000318400 035 $a(PQKBWorkID)10308468 035 $a(PQKB)11106677 035 $a(DE-He213)978-3-540-31651-0 035 $a(MiAaPQ)EBC3068357 035 $a(PPN)123098726 035 $a(EXLCZ)991000000000213536 100 $a20101222d2005 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aIntelligent Technologies for Interactive Entertainment$b[electronic resource] $eFirst International Conference, INTETAIN 2005, Madonna di Campaglio, Italy, November 30 - December 2, 2005, Proceedings /$fedited by Mark Maybury, Oliviero Stock, Wolfgang Wahlster 205 $a1st ed. 2005. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2005. 215 $a1 online resource (XVI, 344 p.) 225 1 $aLecture Notes in Artificial Intelligence ;$v3814 300 $aBibliographic Level Mode of Issuance: Monograph 311 08$aPrinted edition: 9783540305095 320 $aIncludes bibliographical references and index. 327 $aLong Papers -- COMPASS2008: Multimodal, Multilingual and Crosslingual Interaction for Mobile Tourist Guide Applications -- Discovering the European Heritage Through the ChiKho Educational Web Game -- Squidball: An Experiment in Large-Scale Motion Capture and Game Design -- Generating Ambient Behaviors in Computer Role-Playing Games -- Telepresence Techniques for Controlling Avatar Motion in First Person Games -- Parallel Presentations for Heterogenous User Groups ? An Initial User Study -- Performing Physical Object References with Migrating Virtual Characters -- AI-Mediated Interaction in Virtual Reality Art -- Laughter Abounds in the Mouths of Computers: Investigations in Automatic Humor Recognition -- AmbientBrowser: Web Browser for Everyday Enrichment -- Ambient Intelligence in Edutainment: Tangible Interaction with Life-Like Exhibit Guides -- Drawings as Input for Handheld Game Computers -- Let?s Come Together ? Social Navigation Behaviors of Virtual and Real Humans -- Interacting with a Virtual Rap Dancer -- Grounding Emotions in Human-Machine Conversational Systems -- Water, Temperature and Proximity Sensing for a Mixed Reality Art Installation -- Geogames: A Conceptual Framework and Tool for the Design of Location-Based Games from Classic Board Games -- Disjunctor Selection for One-Line Jokes -- Multiplayer Gaming with Mobile Phones ? Enhancing User Experience with a Public Screen -- Learning Using Augmented Reality Technology: Multiple Means of Interaction for Teaching Children the Theory of Colours -- Presenting in Virtual Worlds: Towards an Architecture for a 3D Presenter Explaining 2D-Presented Information -- Short Papers -- Entertainment Personalization Mechanism Through Cross-Domain User Modeling -- User Interview-Based Progress Evaluation of Two Successive Conversational Agent Prototypes -- Adding Playful Interaction to Public Spaces -- Report on a Museum Tour Report -- A Ubiquitous and Interactive Zoo Guide System -- Styling and Real-Time Simulation of Human Hair -- Motivational Strategies for an Intelligent Chess Tutoring System -- Balancing Narrative Control and Autonomy for Virtual Characters in a Game Scenario -- Web Content Transformed into Humorous Dialogue-Based TV-Program-Like Content -- Content Adaptation for Gradual Web Rendering -- Getting the Story Right: Making Computer-Generated Stories More Entertaining -- Omnipresent Collaborative Virtual Environments for Open Inventor Applications -- SpatiuMedia: Interacting with Locations -- Singing with Your Mobile: From DSP Arrays to Low-Cost Low-Power Chip Sets -- Bringing Hollywood to the Driving School: Dynamic Scenario Generation in Simulations and Games -- Demos -- Webcrow: A Web-Based Crosswords Solver -- COMPASS2008: The Smart Dining Service -- DaFEx: Database of Facial Expressions -- PeaceMaker: A Video Game to Teach Peace -- A Demonstration of the ScriptEase Approach to Ambient and Perceptive NPC Behaviors in Computer Role-Playing Games -- Multi-user Multi-touch Games on DiamondTouch with the DTFlash Toolkit -- Enhancing Social Communication Through Story-Telling Among High-Functioning Children with Autism -- Tagsocratic: Learning Shared Concepts on the Blogosphere -- Delegation Based Multimedia Mobile Guide -- Personalized Multimedia Information System for Museums and Exhibitions -- Lets Come Together ? Social Navigation Behaviors of Virtual and Real Humans -- Automatic Creation of Humorous Acronyms. 410 0$aLecture Notes in Artificial Intelligence ;$v3814 606 $aArtificial intelligence 606 $aApplication software 606 $aMultimedia information systems 606 $aUser interfaces (Computer systems) 606 $aComputer graphics 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aInformation Systems Applications (incl. Internet)$3https://scigraph.springernature.com/ontologies/product-market-codes/I18040 606 $aMultimedia Information Systems$3https://scigraph.springernature.com/ontologies/product-market-codes/I18059 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 606 $aComputer Appl. in Arts and Humanities$3https://scigraph.springernature.com/ontologies/product-market-codes/I23036 615 0$aArtificial intelligence. 615 0$aApplication software. 615 0$aMultimedia information systems. 615 0$aUser interfaces (Computer systems). 615 0$aComputer graphics. 615 14$aArtificial Intelligence. 615 24$aInformation Systems Applications (incl. Internet). 615 24$aMultimedia Information Systems. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Graphics. 615 24$aComputer Appl. in Arts and Humanities. 676 $a006.3 702 $aMaybury$b Mark$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aStock$b Oliviero$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aWahlster$b Wolfgang$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a996465725503316 996 $aIntelligent Technologies for Interactive Entertainment$92084186 997 $aUNISA LEADER 03171nam 2200661Ia 450 001 9910830059803321 005 20230617003511.0 010 $a0-470-71310-0 010 $a1-118-48141-0 010 $a1-280-27134-5 010 $a9786610271344 010 $a0-470-86160-6 035 $a(CKB)1000000000356063 035 $a(EBL)232709 035 $a(OCoLC)299571060 035 $a(SSID)ssj0000230010 035 $a(PQKBManifestationID)12032452 035 $a(PQKBTitleCode)TC0000230010 035 $a(PQKBWorkID)10172893 035 $a(PQKB)10165204 035 $a(SSID)ssj0000354698 035 $a(PQKBManifestationID)11272627 035 $a(PQKBTitleCode)TC0000354698 035 $a(PQKBWorkID)10315828 035 $a(PQKB)10932199 035 $a(MiAaPQ)EBC232709 035 $a(EXLCZ)991000000000356063 100 $a20040809d2005 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aPsychological assessment in the workplace$b[electronic resource] $ea manager's guide /$fMark Cook and Barry Cripps 210 $aChichester, England ;$aHoboken, NJ $cWiley$dc2005 215 $a1 online resource (370 p.) 300 $aDescription based upon print version of record. 311 $a0-470-86159-2 311 $a0-470-86163-0 320 $aIncludes bibliographical references (p. [341]-348) and index. 327 $aPsychological Assessment in the Workplace; Contents; About the Authors; Preface; Chapter 1 Assessment in the Workplace; Chapter 2 Using Psychometric Tests; Chapter 3 Tests of Mental Ability; Chapter 4 Personality Tests; Chapter 5 Sifting and Screening; Chapter 6 References and Ratings; Chapter 7 Competence Analysis; Chapter 8 Assessment and Development Centres; Chapter 9 The Interview; Chapter 10 Structured Interviews; Chapter 11 Other Special Assessment Methods; Chapter 12 Using Assessment to Arrive at a Decision; Chapter 13 Workplace Counselling; Chapter 14 Performance Appraisal 327 $aChapter 15 Training for Testing and AssessmentChapter 16 Professional and Ethical Issues; Chapter 17 The Future of Assessment; References; Index 330 $aThis book covers the assessment of people within the workplace. Written in jargon free language, it offers a guide to psychological assessment that can be used by managers in their everyday work. Each chapter will specifically cover an assessment practice and then explore the issues surrounding it, following this discussion with a case study. Ideas for test selection, guidance on assessment centre practice and illustrations of successfully worked exercises are also included. 606 $aEmployees$xPsychological testing 606 $aPsychology 615 0$aEmployees$xPsychological testing. 615 0$aPsychology. 676 $a658.3/001/9 676 $a658.30019 700 $aCook$b Mark$f1942-$0161018 701 $aCripps$b Barry$f1938-$01719283 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910830059803321 996 $aPsychological assessment in the workplace$94116978 997 $aUNINA