Listing 1 - 10 of 20 | << page >> |
Sort by
|
Choose an application
Mensch & Computer ist die jährliche Tagung des Fachbereichs Mensch-Computer-Interaktion der Gesellschaft für Informatik (GI) und die führende Veranstaltung zu diesem Thema im deutschsprachigen Raum. Hier treffen sich Personen aus Wissenschaft und Praxis, um neueste Forschungsergebnisse zu diskutieren, Erfahrungen auszutauschen und neue Produkte und Methoden kennen zu lernen. Die Tagung bietet Einblicke in die Entwicklungen in den Bereichen Usability, User Experience, Mensch-Computer-Interaktion und Gestaltung interaktiver Medien. Die Fachtagung Mensch & Computer 2013 in Bremen steht unter dem Motto "Interaktive Vielfalt" und richtet das Augenmerk auf die Diversität der Nutzerinnen und Nutzer, die Unterschiedlichkeit ihrer Lebenslagen und Nutzungskontexte sowie der technischen Ausstattung, die sie verwenden. Der Band enthält wissenschaftliche Beiträge zu den auf der Tagung präsentierten Fachvorträgen, Postern und Systemdemonstrationen.
Choose an application
Mensch & Computer ist die jährliche Tagung des Fachbereichs Mensch-Computer-Interaktion der Gesellschaft für Informatik (GI) und die führende Veranstaltung zu diesem Thema im deutschsprachigen Raum. Hier treffen sich Personen aus Wissenschaft und Praxis, um neueste Forschungsergebnisse zu diskutieren, Erfahrungen auszutauschen und neue Produkte und Methoden kennen zu lernen. Die Tagung bietet Einblicke in die Entwicklungen in den Bereichen Usability, User Experience, Mensch-Computer-Interaktion und Gestaltung interaktiver Medien. Die Fachtagung Mensch & Computer 2013 in Bremen steht unter dem Motto "Interaktive Vielfalt" und richtet das Augenmerk auf die Diversität der Nutzerinnen und Nutzer, die Unterschiedlichkeit ihrer Lebenslagen und Nutzungskontexte sowie der technischen Ausstattungen, die sie verwenden. Der Band versammelt die Beiträge zu den Workshops und die Kurzbeschreibungen der interaktiven Demos.
Choose an application
Human sciences (algemeen) --- Journalism --- Computer assisted instruction --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- grafische vormgeving --- informatica --- media --- sociale wetenschappen --- computerondersteund onderwijs --- KI (kunstmatige intelligentie) --- PC (personal computer) --- AI (artificiële intelligentie)
Choose an application
This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.
Entertainment computing --- Engineering & Applied Sciences --- Computer Science --- Computer games --- Computer science. --- User interfaces (Computer systems). --- Computer graphics. --- Application software. --- Education --- Personal computers. --- Multimedia systems. --- Computer Science. --- Personal Computing. --- Computers and Education. --- Media Design. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Computer Appl. in Arts and Humanities. --- Data processing. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Digital techniques --- Application software --- Electronic games --- Amusements --- Education. --- Information systems. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Education—Data processing. --- Multimedia systems .
Choose an application
This book constitutes the refereed conference proceedings of the 12th International Conference on Multi-disciplinary Trends in Artificial Intelligence, MIWAI 2018, held in Hanoi, Vietnam, in November 2018. The 16 full papers presented together with 9 short papers were carefully reviewed and selected from 65 submissions. They are organized in the following topical sections: control, planning and scheduling, pattern recognition, knowledge mining, software applications, strategy games and others.
Artificial intelligence. --- Computer Communication Networks. --- Software engineering. --- Computer vision. --- Computer software. --- Information systems. --- Artificial Intelligence. --- Special Purpose and Application-Based Systems. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Algorithm Analysis and Problem Complexity. --- Information Systems and Communication Service. --- Software, Computer --- Computer systems --- Machine vision --- Vision, Computer --- Artificial intelligence --- Image processing --- Pattern recognition systems --- Computer software engineering --- Engineering --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Computer communication systems. --- Special purpose computers. --- Optical data processing. --- Algorithms. --- Computers. --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Cybernetics --- Calculators --- Cyberspace --- Algorism --- Algebra --- Arithmetic --- Optical computing --- Visual data processing --- Integrated optics --- Photonics --- Computers --- Special purpose computers --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Foundations --- Optical equipment --- Distributed processing
Choose an application
This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life - interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.
Human sciences (algemeen) --- Journalism --- Computer assisted instruction --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- grafische vormgeving --- informatica --- media --- sociale wetenschappen --- computerondersteund onderwijs --- KI (kunstmatige intelligentie) --- PC (personal computer)
Choose an application
The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to leisure, education, culture and work. Entertainment computing at its core has a strong focus on computer games. However, it is not only about computer games. The last ICEC c- ferences have shown that entertainment computing is a much wider field. For instance in games, technology developed for games can be used for a wide range of appli- tions such as therapy or education. Moreover, entertainment does not necessarily have to be understood as games. Entertainment computing finds its way to stage perfo- ances and all sorts of new interactive installations.
Programming --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- Theatrical science --- beeldverwerking --- performances (kunst) --- theater --- grafische vormgeving --- informatica --- computernetwerken --- interfaces
Choose an application
This book constitutes the refereed proceedings of the 4th European Immersive Education Summit, EiED 2014, held in Vienna, Austria, in November 2014. The 11 revised full papers presented were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on innovation and technological advancements in e-learning; immersive and emerging technologies for cultural and digital heritage.
Computer Science. --- User Interfaces and Human Computer Interaction. --- Computers and Education. --- Media Design. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Computer science. --- Computer vision. --- Education. --- Informatique --- Vision par ordinateur --- Education --- Computer Science --- Engineering & Applied Sciences --- User interfaces (Computer systems). --- Computer graphics. --- Multimedia systems. --- Data processing. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Digital techniques --- Machine vision --- Vision, Computer --- Artificial intelligence --- Pattern recognition systems --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Data processing --- Education—Data processing. --- Multimedia systems . --- Optical data processing. --- Optical computing --- Visual data processing --- Bionics --- Integrated optics --- Photonics --- Computers --- Optical equipment
Choose an application
This book constitutes the refereed proceedings of the 15th International Conference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.
Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Personal computers. --- Multimedia systems. --- Computer Science. --- Personal Computing. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Media Design. --- Artificial Intelligence (incl. Robotics). --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Interfaces, User (Computer systems) --- Informatics --- Information storage and retrieval systems --- Minicomputers --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Human-machine systems --- Human-computer interaction --- Science --- Digital techniques --- Artificial Intelligence. --- Entertainment computing --- Amusements --- Multimedia systems .
Choose an application
This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.
Computer Science --- Engineering & Applied Sciences --- Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Computer graphics. --- Personal computers. --- Multimedia systems. --- Computer Science. --- Personal Computing. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Media Design. --- Artificial Intelligence (incl. Robotics). --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- Minicomputers --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Digital techniques --- Artificial Intelligence. --- Entertainment computing --- Multimedia systems . --- Microcomputers. --- User interfaces (Computer systems)
Listing 1 - 10 of 20 | << page >> |
Sort by
|