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Intelligent Technologies for Interactive Entertainment

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Cover of 'Intelligent Technologies for Interactive Entertainment'

Table of Contents

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    Book Overview
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    Chapter 1 A Research on Value Chain Structure of the Performing Arts Consumers’ Social Media Usage - Application of Means-End Chain Theory and Involvement
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    Chapter 2 Predicting Shot Success for Table Tennis Using Video Analysis and Machine Learning
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    Chapter 3 Interactive Assessment Tools for Computational Thinking in High School STEM Classrooms
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    Chapter 4 Affect and Semantic Interpretation of Virtual Drama
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    Chapter 5 Choreographing Digital Water for Interactive Water Performance
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    Chapter 6 Collaborative Choreography: A Critical Inquiry into Designing Creative Interactive Systems
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    Chapter 7 Perception and Manipulation of Game Control
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    Chapter 8 Head Pose Estimation by Perspective-n-Point Solution Based on 2D Markerless Face Tracking
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    Chapter 9 Towards Environments That Have a Sense of Humor
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    Chapter 10 Fools, Tricksters and Jokers: Categorization of Humor in Gameplay
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    Chapter 11 Lost Voice Guy: Transcending Barriers of Disability through Technology in Live Comedy Performance
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    Chapter 12 Understanding the Foundations and Devices in Humour to Determine Practical Design Methods for Systems That Create and/or Detect Humour in Video Games, Robots and other Forms of Artificial Intelligence
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    Chapter 13 STEM Education: Creating Meaningful Experiences with Interaction Design
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    Chapter 14 Immersive, Interactive, Real and Imagined Sonic Environments: Encountering the Aural Muse in Imagined, Implied Spaces-
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    Chapter 15 RPGs as Knowledge Creating Chronotopes
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    Chapter 16 Radical Publishing: The Organization and Distribution of Art, Literature and Information in the 21st Century
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    Chapter 17 The Nostalgia Project
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    Chapter 18 Bass Impact DJ Studio – A Music Mixing Software with Gesture Controls
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    Chapter 19 Creativity in the CPND
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    Chapter 20 Interactive Network Installation
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    Chapter 21 Using Drones for Virtual Tourism
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    Chapter 22 A Mathematical Model of Game Refinement
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Mentioned by

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1 X user
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1 Wikipedia page

Citations

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1 Dimensions

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18 Mendeley
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Title
Intelligent Technologies for Interactive Entertainment
Published by
Springer International Publishing, January 2014
DOI 10.1007/978-3-319-08189-2
ISBNs
978-3-31-908188-5, 978-3-31-908189-2
Editors

Dennis Reidsma, Insook Choi, Robin Bargar

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 18 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 18 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 5 28%
Student > Ph. D. Student 1 6%
Researcher 1 6%
Student > Master 1 6%
Unknown 10 56%
Readers by discipline Count As %
Medicine and Dentistry 4 22%
Computer Science 2 11%
Arts and Humanities 1 6%
Nursing and Health Professions 1 6%
Unknown 10 56%