Advances in Computer Entertainment Technology [[electronic resource] ] : 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings / / edited by Adrian David Cheok, Masahiko Inami, Teresa Romão |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XVI, 895 p. 374 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Application software
User interfaces (Computer systems) Optical data processing Computer organization Artificial intelligence Information Systems Applications (incl. Internet) User Interfaces and Human Computer Interaction Computer Imaging, Vision, Pattern Recognition and Graphics Computer Systems Organization and Communication Networks Artificial Intelligence |
ISBN | 3-319-76270-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Can Robots and Humans Make Babies Together? (Keynote Speech) -- Contents -- Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies -- Abstract -- 1 Introduction -- 2 Related Research -- 3 Accurate Real-Object Representations -- 3.1 Photogrammetry -- 3.2 3D Scanning -- 4 MR World Materialization -- 4.1 Real Object Registration to the MR World -- 4.2 Real-Time Hand Representation -- 4.3 Object Tracking Accuracy Issues -- 5 Conclusion and Future Work -- Acknowledgment -- References -- Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting -- 1 Introduction -- 2 Related Work -- 3 Our Concept of Supporting Motion Capture Acting -- 4 Prototype Description -- 5 User Tests -- 5.1 Procedure -- 5.2 Description of Acting Scenes -- 6 Evaluation Results -- 6.1 Card Sorting -- 6.2 Interviews -- 6.3 Technology and Usability Evaluation -- 6.4 Observation -- 7 Discussion and Conclusion -- 8 Future Work -- References -- Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience -- Abstract -- 1 Introduction -- 2 Related Work -- 3 MR Experience: "The Old Pharmacy" -- 4 Study: Navigation Styles in a MR Experience -- 4.1 Experimental Design -- 4.2 Demographics -- 4.3 Procedure and Measures -- 4.4 Data Analysis -- 4.5 Quantitative Data Results -- 4.6 Qualitative Data Results -- 5 Discussion -- 6 Conclusion and Future Work -- Acknowledgments -- References -- Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation -- 1 Introduction -- 2 Passive Haptics -- 2.1 Mixed Reality -- 2.2 Controls in Mixed Reality -- 3 Development of a Mixed Reality Application -- 3.1 Setting -- 3.2 Task -- 4 Evaluation -- 4.1 Participants -- 4.2 Results -- 5 Discussion -- References.
An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices -- Abstract -- 1 Introduction -- 2 Using Emotions in Video Games -- 3 Detecting Players Poses -- 4 Results and Discussion -- 5 Conclusion -- References -- Development and Evaluation of an Interactive Therapy Robot -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Internet Survey -- 3.1 Participants -- 3.2 Survey Items -- 3.3 Survey Results -- 4 Implementation -- 4.1 Interactive Functions -- 4.2 Design -- 4.3 System Configuration -- 5 Interview Evaluations of the Interactive Therapy Robot -- 5.1 Interview Style -- 5.2 Participants -- 5.3 Survey Procedure -- 5.4 Interview Results -- 6 Discussion -- 6.1 Target of the Interactive Therapy Robot -- 6.2 The Appearance of the Interactive Therapy Robot -- 6.3 Motions of the Interactive Therapy Robot While Listening and During Conversations -- 7 Conclusions -- 8 Future Work -- Acknowledgement -- Appendix -- References -- Lost Puppy: Towards a Playful Intervention for Wandering Dementia Patients -- 1 Introduction -- 2 Related Work -- 3 Addressing the Senses of People with Dementia -- 4 Context of the Exit -- 4.1 Interviews -- 5 Design of the Proposed Puppy Prototype -- 5.1 A Stuffed Animal -- 5.2 Location -- 5.3 Technical Implementation -- 6 Pilot Evaluation -- 7 Discussion -- 7.1 Improve the Setting, Sensors, Sounds, and Stimuli of the Puppy -- 7.2 Design for Dementia Insights: Towards Guidelines -- 8 Conclusion -- References -- A Dynamic Scenario by Remote Supervision: A Serious Game in the Museum with a Nao Robot -- 1 Introduction -- 2 Robots in Everyday Life -- 3 Playing with Nao in the Museum -- 3.1 First Approach: The Linear Programming of Nao -- 3.2 Modeling and Dynamic Supervision of the Game -- 4 A Dynamic Supervision Approach -- 4.1 Two-Layers Model -- 4.2 Example of the Model for the Robot in Museums. 4.3 Dynamic Supervision -- 5 Conclusion and Future Work -- References -- Hugvie as a Therapeutic Agent in the Improvement of Interaction Skills in Children with Developmenta ... -- Abstract -- 1 Introduction -- 2 The Study -- 3 Participants -- 4 Methodology -- 4.1 RQ1: How Would the Children Respond to Hugvie? -- 4.2 How Would Children Respond to Technology Embedded in Hugvie? -- 4.3 Is It just a Novelty Effect? -- 5 Observational Notes -- 6 Discussion -- 7 Future Work -- Acknowledgments -- References -- A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Design Process -- 4 Description of the Projects -- 5 Public Presentation and Preliminary Evaluation -- 6 Conclusions -- References -- A Tentative Assumption of Electroacoustic Music as an Enjoyable Music for Diverse People -- Abstract -- 1 Introduction -- 1.1 Workshop -- 1.2 Research on Emotions Evoked by Music -- 1.3 Moving Toward Integration -- 2 Workshop Methods -- 3 Scientifically and Academically Relevant Workshops -- 3.1 Activity 1: Measuring the Effects of the Workshop -- 3.2 Activity 2: Electroacoustic Listening Experiment -- 3.3 Activity 3: Music and Emotion (Symmetric Cognitive Bias) -- 3.4 Activity 4: Music and Its Complexity -- 4 Strategies Toward Funology -- 4.1 Activity Example 4 - Music and Its Complexity -- 4.2 Extension of Awareness and Recognition -- 4.3 Deconstruction of Belief -- 5 Conclusion -- Acknowledgments -- References -- Voice Animator: Automatic Lip-Synching in Limited Animation by Audio -- 1 Introduction -- 2 Related Work -- 2.1 Lip-Sync Animation -- 2.2 Stylized Cartoon Animation -- 2.3 Lip Motion Capture and Estimation -- 3 System Overview -- 3.1 Lip Motion Estimation -- 3.2 Animation Filtering -- 4 Results and Discussion -- 4.1 User Study A: Naturalness. 4.2 User Study B: Our Method Vs. Previous Methods -- 5 Implementation -- 6 Conclusions and Future Work -- References -- Polymorphic Cataloguing and Interactive 3D Visualization for Multiple Context of Digital Content: MoSaIC -- Abstract -- 1 Introduction -- 2 Polymorphic Cataloguing -- 2.1 Modeling of Relationships -- 2.2 Cataloguing Objects with Properties -- 3 Visualization of Catalogue -- 3.1 Polymorphic Topology View -- 3.2 Layer View -- 4 Experiments -- 4.1 Experiment System: MoSaIC -- 4.2 Experiments -- 4.3 Discussion -- 5 Conclusion -- Acknowledgments -- References -- Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games -- Abstract -- 1 Introduction -- 2 Background -- 2.1 Voice Communication in Games -- 2.2 Icebreakers to Facilitate Social Interaction -- 3 RET: A System to Study Icebreaking Tasks in Games -- 3.1 Gameplay -- 3.2 Integration of Icebreaking Tasks -- 4 Study: Exploring the Effects of Icebreaking Tasks in Multiplayer Games -- 4.1 Research Questions -- 4.2 Measures -- 4.3 Participants and Procedure -- 4.4 Quantitative Results -- 4.5 Data Analysis -- 4.6 Qualitative Results -- 5 Discussion -- 5.1 The Effects of Icebreaking Tasks on Player Experience -- 5.2 Adapting Icebreaking Tasks to Games -- 6 Limitations and Future Directions -- 7 Conclusion -- References -- Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research -- 1 Introduction -- 2 Background -- 3 The Game -- 3.1 Iterations and User Testing -- 4 Experiment Design -- 4.1 Measurements -- 4.2 Procedure -- 4.3 Data Processing -- 5 Results -- 6 Discussion -- 7 Conclusion -- References -- Player Adaptivity and Safety in Location-Based Games -- Abstract -- 1 Introduction -- 1.1 Location-Based Games -- 1.2 Adaptivity -- 1.3 Pervasive Exergames -- 2 Gathering Geo-Information -- 2.1 GeoStream. 3 Grappher - A Node-Based Editor for Pervasive Games -- 4 GhostChase - A Case Study -- 5 Adaptivity in GhostChase -- 6 Discussion -- 7 Conclusions and Future Work -- Acknowledgements -- References -- Dreadful Virtualities: A Comparative Case Study of Player Responsespg to a Horror Game in Virtualpg Reality and Flat Screen -- 1 Introduction -- 2 Theoretical Foundation -- 2.1 Horror -- 2.2 Embodied Emotions -- 2.3 Spatial Presence and Immersion -- 3 The Game -- 3.1 Design and Implementation -- 4 Pilot Test -- 5 Experiment Design -- 5.1 Equipment -- 5.2 Questionnaire and Interview Data -- 5.3 Game Metrics and Psycho-Physiological Measures -- 6 Procedure -- 7 Data Analysis and Results -- 7.1 Questionnaire -- 7.2 Interview -- 7.3 Sensor Measures and Game Metrics -- 8 Discussion -- 9 Conclusion -- References -- HapPull: Enhancement of Self-motion by Pulling Clothes -- Abstract -- 1 Introduction -- 2 Related Work -- 3 System -- 3.1 System Configuration -- 3.2 Sensation -- 4 Experiment -- 4.1 Methods -- 4.2 Results and Discussion -- 5 Conclusion -- Acknowledgements -- References -- Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation -- 1 Introduction -- 2 Productivity in Digital Exertion Games -- 3 Music Composition Through Physical Exercise -- 4 Design -- 4.1 Drawing Through Physical Exercise -- 5 Discussion -- 6 Future Work -- 7 Conclusion -- References -- Towards Player Adaptivity in Mobile Exergames -- Abstract -- 1 Introduction -- 2 Player Adaptivity -- 3 User Profiling -- 4 Exergames and Serious Games -- 5 Context-Aware Exergames -- 6 Estimating Player Effort -- 7 Grappher - A Node-Based Editor for Pervasive Games -- 8 User Study -- 8.1 GhostStand - A Mobile Virtual Reality Exergame -- 9 Experimental Setup -- 10 Conclusion -- Acknowledgements -- References. A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness. |
Record Nr. | UNISA-996465500703316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Advances in Computer Entertainment Technology [[electronic resource] ] : 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings / / edited by Adrian David Cheok, Masahiko Inami, Teresa Romão |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XVI, 895 p. 374 illus.) |
Disciplina | 790.20285 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Application software
User interfaces (Computer systems) Optical data processing Computer organization Artificial intelligence Information Systems Applications (incl. Internet) User Interfaces and Human Computer Interaction Computer Imaging, Vision, Pattern Recognition and Graphics Computer Systems Organization and Communication Networks Artificial Intelligence |
ISBN | 3-319-76270-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Can Robots and Humans Make Babies Together? (Keynote Speech) -- Contents -- Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies -- Abstract -- 1 Introduction -- 2 Related Research -- 3 Accurate Real-Object Representations -- 3.1 Photogrammetry -- 3.2 3D Scanning -- 4 MR World Materialization -- 4.1 Real Object Registration to the MR World -- 4.2 Real-Time Hand Representation -- 4.3 Object Tracking Accuracy Issues -- 5 Conclusion and Future Work -- Acknowledgment -- References -- Evaluation of a Mixed Reality Head-Mounted Projection Display to Support Motion Capture Acting -- 1 Introduction -- 2 Related Work -- 3 Our Concept of Supporting Motion Capture Acting -- 4 Prototype Description -- 5 User Tests -- 5.1 Procedure -- 5.2 Description of Acting Scenes -- 6 Evaluation Results -- 6.1 Card Sorting -- 6.2 Interviews -- 6.3 Technology and Usability Evaluation -- 6.4 Observation -- 7 Discussion and Conclusion -- 8 Future Work -- References -- Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience -- Abstract -- 1 Introduction -- 2 Related Work -- 3 MR Experience: "The Old Pharmacy" -- 4 Study: Navigation Styles in a MR Experience -- 4.1 Experimental Design -- 4.2 Demographics -- 4.3 Procedure and Measures -- 4.4 Data Analysis -- 4.5 Quantitative Data Results -- 4.6 Qualitative Data Results -- 5 Discussion -- 6 Conclusion and Future Work -- Acknowledgments -- References -- Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation -- 1 Introduction -- 2 Passive Haptics -- 2.1 Mixed Reality -- 2.2 Controls in Mixed Reality -- 3 Development of a Mixed Reality Application -- 3.1 Setting -- 3.2 Task -- 4 Evaluation -- 4.1 Participants -- 4.2 Results -- 5 Discussion -- References.
An Approach to Basic Emotion Recognition Through Players Body Pose Using Virtual Reality Devices -- Abstract -- 1 Introduction -- 2 Using Emotions in Video Games -- 3 Detecting Players Poses -- 4 Results and Discussion -- 5 Conclusion -- References -- Development and Evaluation of an Interactive Therapy Robot -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Internet Survey -- 3.1 Participants -- 3.2 Survey Items -- 3.3 Survey Results -- 4 Implementation -- 4.1 Interactive Functions -- 4.2 Design -- 4.3 System Configuration -- 5 Interview Evaluations of the Interactive Therapy Robot -- 5.1 Interview Style -- 5.2 Participants -- 5.3 Survey Procedure -- 5.4 Interview Results -- 6 Discussion -- 6.1 Target of the Interactive Therapy Robot -- 6.2 The Appearance of the Interactive Therapy Robot -- 6.3 Motions of the Interactive Therapy Robot While Listening and During Conversations -- 7 Conclusions -- 8 Future Work -- Acknowledgement -- Appendix -- References -- Lost Puppy: Towards a Playful Intervention for Wandering Dementia Patients -- 1 Introduction -- 2 Related Work -- 3 Addressing the Senses of People with Dementia -- 4 Context of the Exit -- 4.1 Interviews -- 5 Design of the Proposed Puppy Prototype -- 5.1 A Stuffed Animal -- 5.2 Location -- 5.3 Technical Implementation -- 6 Pilot Evaluation -- 7 Discussion -- 7.1 Improve the Setting, Sensors, Sounds, and Stimuli of the Puppy -- 7.2 Design for Dementia Insights: Towards Guidelines -- 8 Conclusion -- References -- A Dynamic Scenario by Remote Supervision: A Serious Game in the Museum with a Nao Robot -- 1 Introduction -- 2 Robots in Everyday Life -- 3 Playing with Nao in the Museum -- 3.1 First Approach: The Linear Programming of Nao -- 3.2 Modeling and Dynamic Supervision of the Game -- 4 A Dynamic Supervision Approach -- 4.1 Two-Layers Model -- 4.2 Example of the Model for the Robot in Museums. 4.3 Dynamic Supervision -- 5 Conclusion and Future Work -- References -- Hugvie as a Therapeutic Agent in the Improvement of Interaction Skills in Children with Developmenta ... -- Abstract -- 1 Introduction -- 2 The Study -- 3 Participants -- 4 Methodology -- 4.1 RQ1: How Would the Children Respond to Hugvie? -- 4.2 How Would Children Respond to Technology Embedded in Hugvie? -- 4.3 Is It just a Novelty Effect? -- 5 Observational Notes -- 6 Discussion -- 7 Future Work -- Acknowledgments -- References -- A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness -- Abstract -- 1 Introduction -- 2 Related Work -- 3 Design Process -- 4 Description of the Projects -- 5 Public Presentation and Preliminary Evaluation -- 6 Conclusions -- References -- A Tentative Assumption of Electroacoustic Music as an Enjoyable Music for Diverse People -- Abstract -- 1 Introduction -- 1.1 Workshop -- 1.2 Research on Emotions Evoked by Music -- 1.3 Moving Toward Integration -- 2 Workshop Methods -- 3 Scientifically and Academically Relevant Workshops -- 3.1 Activity 1: Measuring the Effects of the Workshop -- 3.2 Activity 2: Electroacoustic Listening Experiment -- 3.3 Activity 3: Music and Emotion (Symmetric Cognitive Bias) -- 3.4 Activity 4: Music and Its Complexity -- 4 Strategies Toward Funology -- 4.1 Activity Example 4 - Music and Its Complexity -- 4.2 Extension of Awareness and Recognition -- 4.3 Deconstruction of Belief -- 5 Conclusion -- Acknowledgments -- References -- Voice Animator: Automatic Lip-Synching in Limited Animation by Audio -- 1 Introduction -- 2 Related Work -- 2.1 Lip-Sync Animation -- 2.2 Stylized Cartoon Animation -- 2.3 Lip Motion Capture and Estimation -- 3 System Overview -- 3.1 Lip Motion Estimation -- 3.2 Animation Filtering -- 4 Results and Discussion -- 4.1 User Study A: Naturalness. 4.2 User Study B: Our Method Vs. Previous Methods -- 5 Implementation -- 6 Conclusions and Future Work -- References -- Polymorphic Cataloguing and Interactive 3D Visualization for Multiple Context of Digital Content: MoSaIC -- Abstract -- 1 Introduction -- 2 Polymorphic Cataloguing -- 2.1 Modeling of Relationships -- 2.2 Cataloguing Objects with Properties -- 3 Visualization of Catalogue -- 3.1 Polymorphic Topology View -- 3.2 Layer View -- 4 Experiments -- 4.1 Experiment System: MoSaIC -- 4.2 Experiments -- 4.3 Discussion -- 5 Conclusion -- Acknowledgments -- References -- Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games -- Abstract -- 1 Introduction -- 2 Background -- 2.1 Voice Communication in Games -- 2.2 Icebreakers to Facilitate Social Interaction -- 3 RET: A System to Study Icebreaking Tasks in Games -- 3.1 Gameplay -- 3.2 Integration of Icebreaking Tasks -- 4 Study: Exploring the Effects of Icebreaking Tasks in Multiplayer Games -- 4.1 Research Questions -- 4.2 Measures -- 4.3 Participants and Procedure -- 4.4 Quantitative Results -- 4.5 Data Analysis -- 4.6 Qualitative Results -- 5 Discussion -- 5.1 The Effects of Icebreaking Tasks on Player Experience -- 5.2 Adapting Icebreaking Tasks to Games -- 6 Limitations and Future Directions -- 7 Conclusion -- References -- Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research -- 1 Introduction -- 2 Background -- 3 The Game -- 3.1 Iterations and User Testing -- 4 Experiment Design -- 4.1 Measurements -- 4.2 Procedure -- 4.3 Data Processing -- 5 Results -- 6 Discussion -- 7 Conclusion -- References -- Player Adaptivity and Safety in Location-Based Games -- Abstract -- 1 Introduction -- 1.1 Location-Based Games -- 1.2 Adaptivity -- 1.3 Pervasive Exergames -- 2 Gathering Geo-Information -- 2.1 GeoStream. 3 Grappher - A Node-Based Editor for Pervasive Games -- 4 GhostChase - A Case Study -- 5 Adaptivity in GhostChase -- 6 Discussion -- 7 Conclusions and Future Work -- Acknowledgements -- References -- Dreadful Virtualities: A Comparative Case Study of Player Responsespg to a Horror Game in Virtualpg Reality and Flat Screen -- 1 Introduction -- 2 Theoretical Foundation -- 2.1 Horror -- 2.2 Embodied Emotions -- 2.3 Spatial Presence and Immersion -- 3 The Game -- 3.1 Design and Implementation -- 4 Pilot Test -- 5 Experiment Design -- 5.1 Equipment -- 5.2 Questionnaire and Interview Data -- 5.3 Game Metrics and Psycho-Physiological Measures -- 6 Procedure -- 7 Data Analysis and Results -- 7.1 Questionnaire -- 7.2 Interview -- 7.3 Sensor Measures and Game Metrics -- 8 Discussion -- 9 Conclusion -- References -- HapPull: Enhancement of Self-motion by Pulling Clothes -- Abstract -- 1 Introduction -- 2 Related Work -- 3 System -- 3.1 System Configuration -- 3.2 Sensation -- 4 Experiment -- 4.1 Methods -- 4.2 Results and Discussion -- 5 Conclusion -- Acknowledgements -- References -- Promoting Short-Term Gains in Physical Exercise Through Digital Media Creation -- 1 Introduction -- 2 Productivity in Digital Exertion Games -- 3 Music Composition Through Physical Exercise -- 4 Design -- 4.1 Drawing Through Physical Exercise -- 5 Discussion -- 6 Future Work -- 7 Conclusion -- References -- Towards Player Adaptivity in Mobile Exergames -- Abstract -- 1 Introduction -- 2 Player Adaptivity -- 3 User Profiling -- 4 Exergames and Serious Games -- 5 Context-Aware Exergames -- 6 Estimating Player Effort -- 7 Grappher - A Node-Based Editor for Pervasive Games -- 8 User Study -- 8.1 GhostStand - A Mobile Virtual Reality Exergame -- 9 Experimental Setup -- 10 Conclusion -- Acknowledgements -- References. A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness. |
Record Nr. | UNINA-9910349459203321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Ambient Intelligence [[electronic resource] ] : Second International Joint Conference, AmI 2011, Amsterdam, The Netherlands, November 16-18, 2011, Proceedings / / edited by David Keyson, Mary Lou Maher, Norbert Streitz, Adrian David Cheok, Juan Carlos Augusto, Reiner Wichert, Gwenn Englebienne, Hamid Aghajan, Ben Kröse |
Edizione | [1st ed. 2011.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011 |
Descrizione fisica | 1 online resource (XVI, 383 p.) |
Disciplina | 006.3 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Artificial intelligence
Application software Computer communication systems User interfaces (Computer systems) Software engineering Computers and civilization Artificial Intelligence Information Systems Applications (incl. Internet) Computer Communication Networks User Interfaces and Human Computer Interaction Software Engineering Computers and Society |
ISBN | 3-642-25167-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996465701003316 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011 | ||
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Lo trovi qui: Univ. di Salerno | ||
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DIMEA 2007 : second International Conference on Digital Interactive Media in Entertainment and Arts : Perth, Western Australia,19th-21st September 2007 |
Autore | Wong Kevin Kok Wai |
Pubbl/distr/stampa | [Place of publication not identified], : ACM, 2007 |
Descrizione fisica | 1 online resource (212 pages) |
Collana | ACM Conferences |
Soggetto topico |
Electrical & Computer Engineering
Engineering & Applied Sciences Telecommunications |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Digital Interactive Media in Entertainment and Arts 2007
Proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts DIMEA '07 Second International Conference on Digital Interactive Media in Entertainment and Arts, Perth, Australia - September 19 - 21, 2007 |
Record Nr. | UNINA-9910376415103321 |
Wong Kevin Kok Wai
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[Place of publication not identified], : ACM, 2007 | ||
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Lo trovi qui: Univ. Federico II | ||
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Emerging technologies for next generation learning spaces / / Bosede Iyiade Edwards, Nurbiha A. Shukor, Adrian David Cheok, editors |
Pubbl/distr/stampa | Singapore : , : Springer, , [2021] |
Descrizione fisica | 1 online resource (74 pages) |
Disciplina | 371.334 |
Collana | Lecture Notes in Educational Technology Ser. |
Soggetto topico |
Education - Data processing
Educational technology Tecnologia educativa Aprenentatge |
Soggetto genere / forma | Llibres electrònics |
ISBN | 981-16-3521-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Contents -- 1 Emerging Learning Technologies in Next Generation Learning Spaces: Implications for Learning and Cognition -- 1.1 Introduction -- 1.2 Emerging Learning Technologies -- 1.3 Next-Generation Learning Spaces -- References -- 2 Emerging Trends in Education: Envisioning Future Learning Spaces and Classroom Interaction -- 2.1 Introduction -- 2.2 Envisioning Classroom Interaction in Future Learning Spaces -- 2.3 Progress in Robotics and Future Possibilities -- 2.3.1 Educational Robotics and Future Learning Spaces -- 2.3.2 Potential of AI and Machine Learning in Future Learning Spaces -- 2.3.3 Potential of New Media as Future Transparent Technologies -- 2.4 Implications for Theory and Practice -- 2.4.1 Solving the Problems of Hands-on Learning Through Virtual Labs -- 2.4.2 Presentation and Operation of Physical Schools and Classrooms -- 2.4.3 Telepresence, Transactional Distance and Social Presence -- 2.4.4 Teaching, Teachers' Roles, Teacher Training and Development -- 2.4.5 Evaluation and Assessment -- 2.5 Conclusion and Suggestions for Future Studies -- References -- 3 Future of eSpecial Education: Options for Equitable eLearning Opportunities for Learners with Special Education Needs -- 3.1 Introduction -- 3.2 Redefining Equitable Learning Environments -- 3.3 Challenges of eLearning for SEN Learners -- 3.3.1 Structure and Routines in the Education of SEN Learners -- 3.3.2 Demands of Individualized Education Plan (IEP) -- 3.3.3 Collaborating with Parents and Caregivers -- 3.4 Strategies for Remote Learning for SEN Learners -- 3.5 Instructing SEN Learners in Next-Generation Classrooms -- 3.6 Achieving SDG4 for SEN Learners -- 3.6.1 Inclusive and Equitable Quality ESpecial Education -- 3.6.2 eLearning Facilities that are Disability-Sensitive -- 3.6.3 Safe, Non-violent, Inclusive and Effective eLearning Environments.
3.6.4 Lifelong Learning Opportunities -- 3.7 Conclusion -- References -- 4 The Future of Science Labs: Choosing Virtual Laboratory for Hands-on Instruction in Physics Education -- 4.1 Introduction -- 4.2 Technology Aided Instruction (TAI) and Hands-on Learning Through Laboratory -- 4.2.1 Virtual Laboratories -- 4.2.2 Categories of Virtual Laboratories (VLs) -- 4.2.3 Physics Education Technology (PhET) Virtual Laboratories -- 4.3 Conclusion -- References -- 5 ICT Masterplans in Education: Singapore's Reform Efforts to Engage in a Post-COVID World -- 5.1 Introduction -- 5.2 Singapore's First Three ICT Masterplans -- 5.3 Two Decades of Education Technology -- 5.4 The Student Learning Space -- 5.5 Impact of Covid-19 on Learning in Classrooms of the Future -- 5.6 Technology in Teaching and Learning Going Forward -- 5.7 Singapore as a Smart Nation -- 5.8 Conclusion -- References -- 6 Status of Equitable Digital Learning Opportunities in the Pandemic Era: The Nigerian Experience -- 6.1 Introduction and Background -- 6.2 Global Education During the COVID-19 Pandemic Lockdown -- 6.2.1 Education in Developing Nations During the Pandemic Lockdown -- 6.2.2 Hi-tech and Low-tech Lockdown Learning Solutions in Nigeria -- 6.3 Examples of Low-tech, eLearning Options During the Pandemic -- 6.3.1 Television Lessons -- 6.3.2 Radio Lessons -- 6.3.3 Social Media Lessons -- 6.4 Education in Next-Generation Classrooms and Schools -- 6.5 Conclusion -- References -- 7 Reducing Cognitive Load in Emerging Digital Learning Environments Through Peer Instruction -- 7.1 Introduction -- 7.2 CL Management Through CL Effects in Peer Instruction -- 7.3 Exploring PI for Promoting CL Management -- 7.4 Methodology and Procedure -- 7.4.1 Study Procedure -- 7.5 Findings and Discussion -- 7.6 Conclusion -- References. |
Record Nr. | UNINA-9910495227703321 |
Singapore : , : Springer, , [2021] | ||
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Lo trovi qui: Univ. Federico II | ||
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Entertaining the Whole World [[electronic resource] /] / edited by Adrian David Cheok, Anton Nijholt, Teresa Romão |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | London : , : Springer London : , : Imprint : Springer, , 2014 |
Descrizione fisica | 1 online resource (160 p.) |
Disciplina | 001.64 |
Collana | Human–Computer Interaction Series |
Soggetto topico |
User interfaces (Computer systems)
Education—Data processing Computers Educational technology User Interfaces and Human Computer Interaction Computers and Education Computing Milieux Educational Technology |
ISBN | 1-4471-6446-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Entertaining the Whole World -- The Kathmandu Kids Entertainment Workshop.- Digital Pop Kids.- Fostering Learning and Behaviour Change Through Computer Entertainment. Design of an Interactive Playground Based on Traditional Children’s Play.- Embedded Smart house Bathroom Entertainment: Systems for Improving Quality of Life.- Social Presence and Artificial Opponents.- Observations on Tinkering in Scientific Education -- Appendix: Enhancing Learning Experience Through Robotics in Nepal. |
Record Nr. | UNINA-9910298976503321 |
London : , : Springer London : , : Imprint : Springer, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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Love and Sex with Robots [[electronic resource] ] : Third International Conference, LSR 2017, London, UK, December 19-20, 2017, Revised Selected Papers / / edited by Adrian David Cheok, David Levy |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XIV, 169 p. 26 illus.) |
Disciplina | 629.8924019 |
Collana | Lecture Notes in Artificial Intelligence |
Soggetto topico |
Artificial intelligence
Computer communication systems Special purpose computers Application software Computers Artificial Intelligence Computer Communication Networks Special Purpose and Application-Based Systems Computer Applications Computing Milieux |
ISBN | 3-319-76369-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910349459103321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Love and Sex with Robots [[electronic resource] ] : Third International Conference, LSR 2017, London, UK, December 19-20, 2017, Revised Selected Papers / / edited by Adrian David Cheok, David Levy |
Edizione | [1st ed. 2018.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 |
Descrizione fisica | 1 online resource (XIV, 169 p. 26 illus.) |
Disciplina | 629.8924019 |
Collana | Lecture Notes in Artificial Intelligence |
Soggetto topico |
Artificial intelligence
Computer communication systems Special purpose computers Application software Computers Artificial Intelligence Computer Communication Networks Special Purpose and Application-Based Systems Computer Applications Computing Milieux |
ISBN | 3-319-76369-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996465498903316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2018 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Love and Sex with Robots [[electronic resource] ] : Second International Conference, LSR 2016, London, UK, December 19-20, 2016, Revised Selected Papers / / edited by Adrian David Cheok, Kate Devlin, David Levy |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Descrizione fisica | 1 online resource (X, 149 p. 36 illus.) |
Disciplina | 629.8 |
Collana | Lecture Notes in Artificial Intelligence |
Soggetto topico |
Artificial intelligence
User interfaces (Computer systems) Special purpose computers Optical data processing Artificial Intelligence User Interfaces and Human Computer Interaction Special Purpose and Application-Based Systems Computer Imaging, Vision, Pattern Recognition and Graphics |
ISBN | 3-319-57738-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Sex Robots from the Perspective of Machine Ethics -- Affective Labor and Technologies of Gender in Wei Yahua’s “Conjugal Happiness in the Arms of Morpheus -- Teletongue: A Lollipop Device For Remote Oral Interaction -- ROMOT: a Robotic 3D-Movie Theater Allowing Interaction and Multimodal Experiences -- For the Love of Artifice 2: Attachment -- Influences on the Intention to buy a Sex Robot: An empirical study on influences of personality traits and personal characteristics on the intention to buy a sex robot -- The Cyborg Mermaid (or how technè can help the misfits fit in) -- Exploration of Relational Factors and the Likelihood of a Sexual Robotic Experience -- The Impact of a Humanlike Communication Medium on The Development of Intimate Human Relationship -- Kissenger – Development of a Real-Time Internet Kiss Communication Interface for Mobile Phones -- Sex with Robots for Love Free Encounters -- Robots, and Intimacies; A Preliminary Study of Perceptions of Robots and Intimacies with Robots. |
Record Nr. | UNINA-9910484681503321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Love and Sex with Robots [[electronic resource] ] : Second International Conference, LSR 2016, London, UK, December 19-20, 2016, Revised Selected Papers / / edited by Adrian David Cheok, Kate Devlin, David Levy |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Descrizione fisica | 1 online resource (X, 149 p. 36 illus.) |
Disciplina | 629.8 |
Collana | Lecture Notes in Artificial Intelligence |
Soggetto topico |
Artificial intelligence
User interfaces (Computer systems) Special purpose computers Optical data processing Artificial Intelligence User Interfaces and Human Computer Interaction Special Purpose and Application-Based Systems Computer Imaging, Vision, Pattern Recognition and Graphics |
ISBN | 3-319-57738-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Sex Robots from the Perspective of Machine Ethics -- Affective Labor and Technologies of Gender in Wei Yahua’s “Conjugal Happiness in the Arms of Morpheus -- Teletongue: A Lollipop Device For Remote Oral Interaction -- ROMOT: a Robotic 3D-Movie Theater Allowing Interaction and Multimodal Experiences -- For the Love of Artifice 2: Attachment -- Influences on the Intention to buy a Sex Robot: An empirical study on influences of personality traits and personal characteristics on the intention to buy a sex robot -- The Cyborg Mermaid (or how technè can help the misfits fit in) -- Exploration of Relational Factors and the Likelihood of a Sexual Robotic Experience -- The Impact of a Humanlike Communication Medium on The Development of Intimate Human Relationship -- Kissenger – Development of a Real-Time Internet Kiss Communication Interface for Mobile Phones -- Sex with Robots for Love Free Encounters -- Robots, and Intimacies; A Preliminary Study of Perceptions of Robots and Intimacies with Robots. |
Record Nr. | UNISA-996465805903316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
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Lo trovi qui: Univ. di Salerno | ||
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