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Titlebook: Artificial Intelligence in HCI; 4th International Co Helmut Degen,Stavroula Ntoa Conference proceedings 2023 The Editor(s) (if applicable)

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樓主: Indigent
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發(fā)表于 2025-3-23 12:22:08 | 只看該作者
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發(fā)表于 2025-3-23 21:12:38 | 只看該作者
Is It Possible to Measure Real-Time VR Motion Sickness with EDA Wavelet Features?ca E4) in a VR environment and were asked to respond to SSQ, VRSQ, and FMS questionnaires. For all items of FMS and SSQ (nausea, oculomotor, disorientation, and total) and Total of VRSQ, the coefficient of determination was high in the order of 1. trial?>?2. trial?>?Rest. Overall, the motion sicknes
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發(fā)表于 2025-3-24 01:37:00 | 只看該作者
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發(fā)表于 2025-3-24 04:49:42 | 只看該作者
How to?Explain It to?a?Model Manager?research concludes four findings: F1) A mental model for explanations is an effective way to identify uncertainty addressing explanation content that addresses target user group specific needs. F2) “AI domain” and “application domain” explanations are identified as new explanation categories. F3) “s
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發(fā)表于 2025-3-24 09:16:01 | 只看該作者
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發(fā)表于 2025-3-24 12:57:53 | 只看該作者
Emotional Internet of?Behaviors: A QoE-QoS Adjustment Mechanism This paper shows how emotions and behaviors could impact the quality of software systems. We propose interactive control loops that supervise application and architecture adaptations toward enhancing the system quality of service (QoS) and human quality of experience (QoE). Under the IoB conceptual
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發(fā)表于 2025-3-24 15:24:17 | 只看該作者
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發(fā)表于 2025-3-24 20:37:45 | 只看該作者
Integrated Solution for Evaluating Emotional Expressions in Learning Management Systemss (LMS). Modern LMS use formal languages in the assessment process, such as questions and answers, readings, among others, however, they are not able to consider the emotional reactions expressed by the student during the assessment process. In this context, we propose a software architecture and so
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發(fā)表于 2025-3-25 00:05:02 | 只看該作者
A Dynamic Fitness Game Content Generation System Based on Machine Learningto further examine the feasibility of using artificial intelligence systems to enhance player engagement. In the experimental phase, we used three AI systems to drive the dynamic progress of the game and enrich the changing and challenging elements of the game content. Benefiting from the guidable a
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