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Titlebook: Intelligent Technologies for Interactive Entertainment; 6th International Co Dennis Reidsma,Insook Choi,Robin Bargar Conference proceedings

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51#
發(fā)表于 2025-3-30 09:58:19 | 只看該作者
Choreographing Digital Water for Interactive Water Performancey the emotions that musical messages are intended to convey. The created imagery is typically abstract and generated according to some predefined rules. In this project, we explore the possibility of using virtual dancers for synesthesia and the piano as an interface for choreographing and performin
52#
發(fā)表于 2025-3-30 14:12:29 | 只看該作者
Collaborative Choreography: A Critical Inquiry into Designing Creative Interactive Systems propose that techniques such as modality shifts and abstraction are useful design strategies for provoking creative compositional choices. Modality shifts are the translation of movement data from one representation to another. Abstraction refers to the resolution and aesthetics of movement data re
53#
發(fā)表于 2025-3-30 17:38:51 | 只看該作者
Perception and Manipulation of Game Control the amount of control they have, and how much control do they need? We describe an experiment where we manipulated the control users had in a keyboard-controlled browser game. The data of 211 runs from 87 individuals indicates a significant linear correlation between users’ sense of control and the
54#
發(fā)表于 2025-3-31 00:44:16 | 只看該作者
Head Pose Estimation by Perspective-n-Point Solution Based on 2D Markerless Face Tracking compute the different rotation angles of the head with a non-invasive and continuous tracking. Our method is based on 2D features tracking of the face with a low cost webcam. This information is associated to a set of points from a 3D head model by perspective-n-point solution to obtain pitch, roll
55#
發(fā)表于 2025-3-31 04:23:29 | 只看該作者
Towards Environments That Have a Sense of Humoreality and physical environments that sense our activities and that can adapt appearance and properties due to our activities. There are other inhabitants in these environments, not only human, but also virtual agents and social robots with which we interact and who decide about their participation
56#
發(fā)表于 2025-3-31 07:30:45 | 只看該作者
Fools, Tricksters and Jokers: Categorization of Humor in Gameplayer reviews and categorizes humor in the videogame space, suggesting that humor can be described through game-to-player, player-to-player, and player-to-game trajectories. Scripted humor (game-to-player) is contrasted with spontaneous humor (player-to-player) and emergent humor (player-to-game). The
57#
發(fā)表于 2025-3-31 11:50:57 | 只看該作者
58#
發(fā)表于 2025-3-31 15:06:57 | 只看該作者
59#
發(fā)表于 2025-3-31 19:20:59 | 只看該作者
STEM Education: Creating Meaningful Experiences with Interaction Design Over the past two decades interactive technological tools have become increasingly more accessible and easy to use. From simple websites to immersive simulations, a wide range of experiences have been crafted to better educate students and the public about science. What are some of the lessons lear
60#
發(fā)表于 2025-3-31 23:53:18 | 只看該作者
Immersive, Interactive, Real and Imagined Sonic Environments: Encountering the Aural Muse in Imagined in the transformative effect that it has had upon auditory space and performative practice. Of course, there is nothing new in the importance of complex listening spaces for the muse to unfold, our history provides many examples - from Stonehenge in England, to St. Mark’s in Venice Italy. However,
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