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| 008 | 161103s2016 gw | s |||| 0|eng d | ||
| 020 | _a9783319413167 | ||
| 024 | 7 |
_a10.1007/978-3-319-41316-7 _2doi |
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| 040 | _aES-MaUEC | ||
| 050 | 4 |
_aGV1469.3 _bE468 2016 EB |
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| 245 | 1 | 0 |
_aEmotion in Games : _bTheory and Praxis _cedited by Kostas Karpouzis, Georgios N. Yannakakis. |
| 260 |
_aCham, Switzerland _bSpringer _c2016 |
||
| 300 |
_a1 recurso en línea (XV, 338 p.) _b43 ilustraciones, 32 ilustraciones en color |
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| 336 |
_aTexto (visual) _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 490 | 1 |
_aSocio-Affective Computing _x2509-5706 _v4 |
|
| 505 | 0 | _aForeword -- Preface -- Part I Theory -- The Aesthetic Motives of Play -- Affect Channel Model of Evaluation in the context of digital games -- Affective Involvement in Digital Games -- PART II - Emotion Modelling and Affect-Driven Adaptation -- Multimodal sensing in affective gaming -- Emotion Modelling via Speech Content and Prosody � in Computer Games and Elsewhere -- Comparing two commercial brain computer interfaces for serious games and virtual environments -- Psychophysiology in Games -- Emotion and Attitude Modeling for Non-player Characters -- Emotion-driven Level Generation -- Emotion-Driven Narrative Generation -- Game Cinematography: from Camera Control to Player Emotions -- From Sinewaves to Physiologically-Adaptive Soundscapes: The Evolving Relationship between Sound and Emotion in Video Games -- Emotional Appraisal Engines for Games -- Part III Applications -- Emotion and Body-based Games: Overview and Opportunities -- Posttraumatic Stress Disorder (PTSD) and the role of computer games in treatment of PTSD -- Understanding and Designing for Conflict Learning Through Games -- Games robots play: once more, with feeling -- Lovotics: Love and Sex with Robots -- Index. | |
| 520 | _aThe core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the field of affective computing, and artificial intelligence. . | ||
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_aInterfaces de usuario _2embne _9149839 |
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_aSoftware de aplicación _2embne _9419596 |
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_aTecnología educativa _2embne _9140923 |
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_aInteligencia artificial _2embne _9413115 |
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_aMedicina _2embne _9405021 |
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_aNeurociencias _2embne _9158907 |
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_aEducación _2embne _9140351 |
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_aCiencias biomédicas _2embne _9143729 |
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_aKarpouzis, Kostas _eeditor literario _0Local _9101567 |
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_aYannakakis, Georgios N. _eeditor literario _9101568 _0Local |
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| 856 | 4 | 0 | _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://link.springer.com/book/10.1007/978-3-319-41316-7zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
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