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Intelligent technologies for interactive entertainment

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  • 342pages
  • 12 heures de lecture

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The book explores a diverse range of topics related to technology, interaction, and gaming. It includes discussions on multimodal and multilingual interactions for mobile tourist guides, educational web games that highlight European heritage, and innovative game design through large-scale motion capture. The text delves into ambient behaviors in computer RPGs, telepresence techniques for avatar motion, and user studies on heterogeneous groups. It examines AI-mediated interactions in virtual reality art and the recognition of humor by machines. The book also presents concepts like ambient intelligence in edutainment, tangible interactions with exhibit guides, and the use of drawings as input for handheld games. Additional themes include social navigation behaviors of virtual and real humans, emotional grounding in conversational systems, and mixed reality installations using environmental sensing. It introduces geogames for designing location-based games, multiplayer gaming enhancements with public screens, and augmented reality applications for teaching. The work emphasizes entertainment personalization through user modeling, progress evaluation of conversational agents, and playful interactions in public spaces. Further, it discusses intelligent tutoring systems, narrative control in games, and transforming web content into engaging dialogue. The book also features demonstrations of various technologies, including a web-bas

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Intelligent technologies for interactive entertainment, Mark T. Maybury

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Année de publication
2005
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