LEADER 01971nam 22005173 450 001 996691910803316 005 20250912084522.0 010 $a1-04-079973-6 010 $a1-003-70515-4 010 $a1-04-077383-4 035 $a(CKB)38787647100041 035 $a(MiAaPQ)EBC32154194 035 $a(Au-PeEL)EBL32154194 035 $a(OCoLC)1520583246 035 $a(NjHacI)9938787647100041 035 $a(EXLCZ)9938787647100041 100 $a20250912d2025 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 14$aThe Animist Imagination in East Asian Cinema 205 $a1st ed. 210 1$aAmsterdam :$cAmsterdam University Press,$d2025. 210 4$dİ2025. 215 $a1 online resource (279 pages) 225 1 $aCritical Asian Cinemas Series ;$vv.8 311 08$a90-485-6399-2 311 08$a90-485-6400-X 327 $aAcknowledgements Introduction: Cinematic Animism and Its Shamans Chapter One: The Child and the Balloon Chapter Two: The Child and the Train Chapter Three: Spectrum Animality Chapter Four: In the Snow Chapter Five: A Tale of the Evil Wind Coda Bibliography List of Illustrations Index. 330 $aWhispering winds, speeding trains, wandering balloons, and swirling snowflakes--these are the living entities that humans find themselves enmeshed with in their ecological co-flourishing in contemporary East Asian cinema. 410 0$aCritical Asian Cinemas Series 606 $aMotion pictures$xHistory 606 $aMotion pictures$xEconomic aspects 615 0$aMotion pictures$xHistory. 615 0$aMotion pictures$xEconomic aspects. 676 $a791.43095 700 $aTang$b Pao-chen$01819596 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996691910803316 996 $aThe Animist Imagination in East Asian Cinema$94432785 997 $aUNISA LEADER 08457nam 22008415 450 001 9910349313103321 005 20251113192119.0 010 $a3-030-23712-5 024 7 $a10.1007/978-3-030-23712-7 035 $a(CKB)4100000008707580 035 $a(DE-He213)978-3-030-23712-7 035 $a(MiAaPQ)EBC5927404 035 $a(PPN)238488365 035 $a(EXLCZ)994100000008707580 100 $a20190716d2019 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aE-Learning and Games $e12th International Conference, Edutainment 2018, Xi'an, China, June 28?30, 2018, Proceedings /$fedited by Abdennour El Rhalibi, Zhigeng Pan, Haiyan Jin, Dandan Ding, Andres A. Navarro-Newball, Yinghui Wang 205 $a1st ed. 2019. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2019. 215 $a1 online resource (XV, 417 p. 195 illus., 163 illus. in color.) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v11462 311 08$a3-030-23711-7 320 $aIncludes bibliographical references and index. 327 $aVirtual Reality and Augmented Reality in Edutainment -- Barycentric shift model based VR application for detection and classification on body balance disorders -- Simulating Waiting Hall with Mass Passengers -- Geospatial Data Holographic Rendering Using Windows Mixed Reality -- Developing an Augmented Reality Multiplayer Learning Game: Lessons Learned -- Mixed reality-based simulator for training on imageless navigation skills in total hip replacement procedures -- Naturally Interact With Mobile Virtual Reality by CAT -- Avebury Portal ? A Location-Based Augmented Reality Treasure Hunt for Archaeological Sites -- Gamification for Serious Game and Training -- An Analysis of Gamification Effect of Frequent-Flyer Program -- A Serious Game for Learning the Conversation Method with Autism for Typically Developing -- User Experience Research and Practice of Gamification for Driving Training -- Affective Interaction Technology of Companion Robots for the Elderly: A Review -- Gamification Strategies for an Introductory Algorithms and Programming Course -- Graphics, Imaging and Applications -- Structure Reconstruction of Indoor Scene from Terrestrial Laser Scanner -- A Fast and Layered Real Rendering Method for Human Face Model?D-BRDF -- A Queue-based Bandwidth Allocation Method for Streaming Media Servers in M-Learning VoD Systems -- A Hole Repairing Method based on Edge-Preserving Projection -- A Hole Repairing Method based on Slicing -- An improved total variation denoising model -- Spectral Dictionary Learning based Multispectral Image Compression -- Intrinsic Co-decomposition for Stereoscopic Images -- A Terrain Classification Method for POLSAR Images based on Modified Scattering Parameters -- PolSAR Data Classification via Combined Similarity Based Immune Clonal Spectral Clustering -- Game Rendering and Animation -- Modeling Emotional Contagion for Crowd in Emergencies -- A Semantic Parametric Model for 3D Human Body Reshaping -- Dynamic Load Balancing for Massively Multiplayer Online GamesUsing OPNET -- A slice-guided method of indoor scene structure retrieving -- A Deep Reinforcement Learning Approach for Autonomous Car Racing -- An Improved Bi-goal Algorithm for Many-Objective Optimization -- 3D human motion retrieval based on graph model -- Game Rendering and Animation & Computer Vision in Position-based simulation of skeleton-driven characters -- Parallel MOEA/D for Real-time Multi-objective Optimization Problems -- Bearing-only and Bearing-Doppler Target Tracking Based on EKF -- A motion-driven system for performing art -- Latent Topic Model based Multi-feature Learning for PolSAR Terrain Classi?cation -- E-Learning and Game -- TLogic: A tangible programming tool to help children solve problems -- School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education -- The Dilemma in University Internal Governance and Exploration for the Innovative Solution -- Interactive Web 3D Contents Development Framework Based on Linked Data for Japanese History Education -- Collecting Visual Effect Linked Data using GWAP -- School-Enterprise Cooperative Innovation and Entrepreneurship Courses and Case Library of Emerging Engineering Education -- E-learning Rhythm Design: case study using Fighting Games -- A Mobile Learning System with Multi-point Interaction -- Research on Mobile Learning System of Colleges and Universities -- A study of Negative Emotion Regulation of College Students by Social Games Design -- Analysis of College Students? Employment, Unemployment and Enrollment with Self-Organizing Maps -- Hands on work game: neuro-pedagogical method to improve math fraction teaching -- The Research on Serious Games in Social Skills Training for Children with Autism -- A WebRTC E-Learning System Based on Kurento Media Server -- A Plant Growing Game Based on Mobile Terminal and Embedded Technology -- Computer Vision in Edutainment -- Static 3D Hand Gesture Recognition Method -- A Combined Deep Learning and Semi-Supervised Classification Algorithm for LS Area -- A novel feature-based pose estimation method for 3D faces -- Humanoid Robot Control Based on Deep Learning -- Improved Modular Convolution Neural Network for Human Pose Estimation -- Using Face Recognition to Detect "Ghost Writer" Cheating in Examination -- Texture Image Segmentation Based on Stationary Directionlet Domain Probabilistic Graphical Model -- Hand Pose Estimation using Convolutional Neural Networks and Support Vector Regression. 330 $aThis book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi?an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI,$x2946-1642 ;$v11462 606 $aEducation$xData processing 606 $aComputer vision 606 $aArtificial intelligence 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aSocial sciences$xData processing 606 $aComputer engineering 606 $aComputer networks 606 $aComputers and Education 606 $aComputer Vision 606 $aArtificial Intelligence 606 $aUser Interfaces and Human Computer Interaction 606 $aComputer Application in Social and Behavioral Sciences 606 $aComputer Engineering and Networks 615 0$aEducation$xData processing. 615 0$aComputer vision. 615 0$aArtificial intelligence. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aSocial sciences$xData processing. 615 0$aComputer engineering. 615 0$aComputer networks. 615 14$aComputers and Education. 615 24$aComputer Vision. 615 24$aArtificial Intelligence. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Application in Social and Behavioral Sciences. 615 24$aComputer Engineering and Networks. 676 $a371.334 676 $a374.26 702 $aEl Rhalibi$b Abdennour$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aPan$b Zhigeng$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aJin$b Haiyan$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aDing$b Dandan$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aNavarro-Newball$b Andres A$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aWang$b Yinghui$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910349313103321 996 $aE-Learning and Games$92529948 997 $aUNINA