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Présentation Intelligent Technologies For Interactive Entertainment Format Broché
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Résumé :
This book constitutes the refereed proceedings of the 12th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2020. Due to COVID-19 pandemic the conference was held virtually. The 19 full papers were selected from 49 submissions and present novel, and innovative work in areas including in art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction or entertainment experience. The papers are grouped in sessions on thematical issues on Big Ideas and Ethics; Haptics, Audio, and Internet of Things (IoT); Industry and Government; Machine Learning (ML); and Extended Reality (XR) and Human Computer Interaction (HCI).
Sommaire:
Big Ideas and Ethics.- Designing serious games for the mitigation of the impact of massive shootings in a Mexican environment.- An ethical code for commercial VR/AR applications.- On Trusting a Cyber Librarian: How rethinking underlying data storage infrastructure can mitigate risks of automation.- ToDI: A Taxonomy of Derived Indices.- Haptics, IoT, and Audio.- Plug-and-Play Haptic Interaction for Tactile Internet based on WebRTC.- SwingBeats: An IoT Haptic Feedback Ankle Bracelets (HFAB) for Dance Education.- Mona Prisa: A Tool for Behaviour Change in Renewable Energy Communities.- GrainSynth: A Generative Synthesis Tool based on Spatial Interpretations of Sound Samples.- Modeling Audio Distortion Effects with Autoencoder Neural Networks.- Industry and Government.- Investors Embrace Gender Diversity, Not Female CEOs: The Role of Gender in Startup Fundraising.- A Tool for Narrowing the Second Chance Gap.- Machine Learning, Education and Training.- 12 Is Learning by Teaching an Effective Approach in Mixed-Reality Robotic Training Systems?.- Neuroevolution vs Reinforcement Learning for Training Non Player Characters in Games: The Case of a Self Driving Car.- Training Medical Communication Skills with Virtual.- Patients: Literature Review and Directions for Future Research.- Handheld vs. Head-Mounted AR Interaction Patterns for Museums or Guided Tours.- Design and analysis of a virtual reality game to address issues in introductory programming learning.- .Low-complexity Workflow for Digitizing Real-world Structures for Use in VR-based Personnel Training.- Acceleration of Therapeutic Use of Brain Computer Interfaces by Development for Gaming.- KeyLight: VR System for Stage Lighting.
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