Intelligent Technologies for Interactive Entertainment 12th EAI International Conference, INTETAIN 2020, Virtual Event, December 12-14, 2020, Proceedings /
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 innova...
Corporate Author: | |
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Other Authors: | , , , , |
Language: | English |
Published: |
Cham :
Springer International Publishing : Imprint: Springer,
2021.
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Edition: | 1st ed. 2021. |
Series: | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering,
377 |
Subjects: | |
Online Access: | https://doi.org/10.1007/978-3-030-76426-5 |
Table of Contents:
- 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.