top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
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
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
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
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
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
DIMEA 2007 : second International Conference on Digital Interactive Media in Entertainment and Arts : Perth, Western Australia,19th-21st September 2007
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  
[Place of publication not identified], : ACM, 2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Emerging technologies for next generation learning spaces / / Bosede Iyiade Edwards, Nurbiha A. Shukor, Adrian David Cheok, editors
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]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Entertaining the Whole World [[electronic resource] /] / edited by Adrian David Cheok, Anton Nijholt, Teresa Romão
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
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
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
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
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
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
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui