Buch, Englisch, Band 377, 297 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 476 g
12th EAI International Conference, INTETAIN 2020, Virtual Event, December 12-14, 2020, Proceedings
Buch, Englisch, Band 377, 297 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 476 g
ISBN: 978-3-030-76425-8
Verlag: Springer International Publishing
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).
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
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.