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Intelligent Virtual Agents
  • Language: en
  • Pages: 495

Intelligent Virtual Agents

This book constitutes the refereed proceedings of the 11th International Conference on Intelligent Virtual Agents, IVA 2011, held in Reykjavik, Island, in September 2011. The 18 revised full papers and 27 revised short papers presented together with 25 poster papers were carefully reviewed and selected from 91 submissions. The papers are organized in topical sections on social and dramatic interaction; guides and relational agents; nonverbal behavior; adaptation and coordination; listening and feedback; frameworks and tools; cooperation and copresence; emotion; poster abstracts.

Entertaining the Whole World
  • Language: en
  • Pages: 160

Entertaining the Whole World

  • Type: Book
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  • Published: 2014-09-12
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  • Publisher: Springer

‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to i...

Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom
  • Language: en
  • Pages: 212

Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom

This book is for language researchers, teachers, and practitioners who wish to embark on an educational journey to explore and deepen the understanding and potential of the digital medium. It is the first comprehensive text on Digital Storytelling (DST) as an instructional approach in the EFL university classroom and Digital Game-based Learning (DGBL) in the EFL school setting based on original, ex-Novo gamified experiences. Through specific teaching choices and the creation of context-based multimedia tools and workshops, the book offers a resource – empowered by a detailed description, personalisation, and application of methods – through which teachers and educators can embed these two educational approaches into the curriculum. It also provides productive and promising results on students’ language improvement and enhancement of the so-called 21st Century Skills as required by today’s European Regulations for Lifelong Learning.

Advances in Cross-Language Information Retrieval
  • Language: en
  • Pages: 832

Advances in Cross-Language Information Retrieval

This book presents the thoroughly refereed post-proceedings of a workshop by the Cross-Language Evaluation Forum Campaign, CLEF 2002, held in Rome, Italy in September 2002. The 43 revised full papers presented together with an introduction and run data in an appendix were carefully reviewed and revised upon presentation at the workshop. The papers are organized in topical sections on systems evaluation experiments, cross language and more, monolingual experiments, mainly domain-specific information retrieval, interactive issues, cross-language spoken document retrieval, and cross-language evaluation issues and initiatives.

Advances in Computer Entertainment Technology
  • Language: en
  • Pages: 911

Advances in Computer Entertainment Technology

  • Type: Book
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  • Published: 2018-03-02
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  • Publisher: Springer

This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017. The 59 full papers presented were selected from a total of 229 submissions. ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.

Playful User Interfaces
  • Language: en
  • Pages: 350

Playful User Interfaces

The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.

Innovative and Creative Developments in Multimodal Interaction Systems
  • Language: en
  • Pages: 237

Innovative and Creative Developments in Multimodal Interaction Systems

  • Type: Book
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  • Published: 2014-04-16
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  • Publisher: Springer

This book contains the outcome of the 9th IFIP WG 5.5 International Summer Workshop on Multimodal Interfaces, eNTERFACE 2013, held in Lisbon, Portugal, in July/August 2013. The 9 papers included in this book represent the results of a 4-week workshop, where senior and junior researchers worked together on projects tackling new trends in human-machine interaction (HMI). The papers are organized in two topical sections. The first one presents different proposals focused on some fundamental issues regarding multimodal interactions, i.e., telepresence, speech synthesis and interactive modeling. The second is a set of development examples in key areas of HMI applications, i.e., education, entertainment and assistive technologies.

Digital Da Vinci
  • Language: en
  • Pages: 277

Digital Da Vinci

The Digital Da Vinci book series opens with the interviews of music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper. A strong supporter of science, technology, engineering and mathematics programs in schools, The Black Eyed Peas founding member will.i.am announced in July 2013 his plan to study computer science. Leonardo da Vinci, the epitome of a Renaissance man, was an Italian polymath at the turn of the 16th century. Since the Industrial Revolution in the 18th century, the division of labor has brought forth specialization in the workforce and university curriculums. The endangered species of polymaths is fac...

Fundamentals of Verbal and Nonverbal Communication and the Biometric Issue
  • Language: en
  • Pages: 372

Fundamentals of Verbal and Nonverbal Communication and the Biometric Issue

  • Type: Book
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  • Published: 2007
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  • Publisher: IOS Press

Discusses the fundamental features of verbal and nonverbal communication. This book states that the problem of understanding human behaviour in terms of personal traits, and the possibility of an algorithmic implementation that exploits personal traits to identify a person unambiguously, are among the challenges of modern science and technology.

Image and Video Retrieval
  • Language: en
  • Pages: 694

Image and Video Retrieval

  • Type: Book
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  • Published: 2004-06-25
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  • Publisher: Springer

This book constitutes the refereed proceedings of the Third International Conference on Image and Video Retrieval, CIVR 2004, held in Dublin, Ireland in July 2004. The 31 revised full papers and 44 poster papers presented were carefully reviewed and selected from 125 submissions. The papers are organized in topical sections on image annotation and user searching, image and video retrieval algorithms, person and event identification for retrieval, content-based image and video retrieval, and user perspectives.