Intelligent Technologies for Interactive Entertainment : 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28-30, 2016, Revised Selected Papers /

Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Poppe, Ronald. (Editor), Meyer, John-Jules. (Editor), Veltkamp, Remco. (Editor), Dastani, Mehdi. (Editor)
Format: eBook
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2017.
Edition:1st ed. 2017.
Series:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 178
Subjects:
Table of Contents:
  • Designing collaborative games for children education on sustainable development
  • Towards Serious Gaming for Communication Training - A Pilot Study with Police Academy Students
  • A Serious Game for Learning Social Networking Literacy by Flaming Experiences
  • Game@School. Teaching through Gaming and Mobile-based Tutoring Systems Interaction technologies
  • Exploring User-Defined Gestures and Voice Commands to Control an Unmanned Aerial Vehicle
  • Monitoring Interactions
  • Hold me Tight: A Tangible Interface for Mediating Closeness to Overcome Physical Separation
  • Analyzing Fear Using a Single-Sensor EEG Device Persuasion and motivation
  • Design of an Adaptive Persuasive Mobile Application for Stimulating the Medication Adherence
  • Interactive Advertisements in an IoT Era Exertion games
  • Cooperative Tetris: the Influence of Social Exertion Gaming on Game Experience and Social Presence
  • Distributed Embodied Team Play, a Distributed Interactive Pong Playground
  • A Throw Training System Utilizing Visual and Sound Effects
  • Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games
  • Deep learning for classifying Battlefield 4 players
  • Do Warriors, Villagers and Scientists Decide Differently?
  • The Impact of Role on Message Framing
  • The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations
  • Measuring Affective, Physiological and Behavioural Differences in Solo, Competitive and Collaborative Games
  • The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display
  • WWoW: World Without Walls. Immersive Mixed Reality with Virtual Co-location, Natural Interactions, and Remote Collaboration
  • My Drama: Story-based Game for Understanding Emotions in Context
  • Building game scripting DSL's with the Metacasanova metacompiler
  • Interaction Design Tools for Autism
  • Poème Numérique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs. .