This book constitutes the proceedings of the 27th RoboCup International Symposium which was held in Eindhoven, The Netherlands, during July 15-22, 2024.The 34 regular papers included in these proceedings were carefull...
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ISBN:
(数字)9783031858598
ISBN:
(纸本)9783031858581
This book constitutes the proceedings of the 27th RoboCup International Symposium which was held in Eindhoven, The Netherlands, during July 15-22, 2024.
The 34 regular papers included in these proceedings were carefully reviewed and selected from 58 submissions.
The technical challenges brought on by the RoboCup initiative motivate novel scienti c and engineering strategies for developing complete, advanced robotic systems. The RoboCup Symposium fosters the sharing of these approaches and advances the science of robotics by enabling building upon the progress of others. This book also presents contributed technical papers from the champions of the 2024 competition's constituent leagues. These papers describe the key approaches necessary for winning the respective competition.
This book describes novel ways of using deep learning to solve real-world problems. It covers advanced deep learning topics like neural architecture search, ensemble deep learning, transfer learning techniques, lightw...
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ISBN:
(数字)9789819634989
ISBN:
(纸本)9789819634972;9789819635009
This book describes novel ways of using deep learning to solve real-world problems. It covers advanced deep learning topics like neural architecture search, ensemble deep learning, transfer learning techniques, lightweight architectures, hybrid deep learning approaches, and generative adversarial networks. The book discusses the use of these advanced topics in selected applications like image classification, object detection, image steganography, protein secondary structure prediction, and gene expression data classification. Various challenges and future research directions falling under the scope of these topics are discussed.
This LNCS conference set constitutes the proceedings of the First International Conference on Extended Reality, ICXR 2024, Xiamen, China, held during November 14–17, 2024.
ISBN:
(数字)9789819636792
ISBN:
(纸本)9789819636785
This LNCS conference set constitutes the proceedings of the First International Conference on Extended Reality, ICXR 2024, Xiamen, China, held during November 14–17, 2024.
This two part-volume LNCS constitutes the refereed post proceedings of 16th International Conference, ICAART 2024, in Rome, Italy in February 2024.The 24 full papers and 13 short papers included in this book were care...
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ISBN:
(数字)9783031873270
ISBN:
(纸本)9783031873263
This two part-volume LNCS constitutes the refereed post proceedings of 16th International Conference, ICAART 2024, in Rome, Italy in February 2024.
The 24 full papers and 13 short papers included in this book were carefully reviewed and selected from 375 submissions. They cover all aspects of formal methods, with a strong emphasis on promoting their industrial applications and integrating them with practical engineering practices.
This book constitutes the refereed proceedings of the 6th International Conference onInternational Conference on Applied Technologies, ICAT 2024, held in Samborondón, Ecuador, during November 20–22, 2024.The 25 ...
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ISBN:
(数字)9783031897573
ISBN:
(纸本)9783031897566
This book constitutes the refereed proceedings of the 6th International Conference on
International Conference on Applied Technologies
, ICAT 2024, held in Samborondón, Ecuador, during November 20–22, 2024.
The 25 full papers included in this book were carefully reviewed and selected from 95 submissions. They were organized in topical sections as follows: C
omputing;
E-learning; E
lectronics; T
echnology Trends; I
ntelligent Systems; M
achine vision; and
AT for Engineering Applications.
Wie weit kann ein Spiel gehen, um uns in seine Welt eintauchen zu lassen? Das theoretische Modell des Kreativen Volumens betrachtet dazu alle narrativen und ludischen Elemente in ihrer Gesamtheit. Dieses Konzept l...
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ISBN:
(数字)9783658472528
ISBN:
(纸本)9783658472511
Wie weit kann ein Spiel gehen, um uns in seine Welt eintauchen zu lassen? Das theoretische Modell des Kreativen Volumens betrachtet dazu alle narrativen und ludischen Elemente in ihrer Gesamtheit. Dieses Konzept lässt sich auf das Entwickeln und Erleben von Videospielen anwenden, indem es nicht nur Immersion und Einfühlung, sondern auch die subtile Kunst des Weglassens betont.
Das Buch vereint disziplinübergreifende Ansätze, um kreative Prozesse sowohl auf Seiten der Entwickler:innen als auch der Spieler:innen zu fördern. Kern des Modells sind die drei Dimensionen: Kreatives Fundament (durch die Entwickler:innen gestaltete Elemente), Kreatives Potenzial (die schöpferische Interaktion der Spieler:innen) und Kreative Resonanz (Auswirkungen des Spiels über dessen Grenzen hinaus).Es bietet praxisorientierte Leitlinien, wie gestalterische Entscheidungen die emotionale, narrative und soziale Interaktion im Spiel formen können. Es zeigt auf, wie durch bewusste Gestaltung Freiräume für kreative Entfaltung geschaffen und reflektiert werden können und wir somit Spiele zu kulturellen Artefakten und Resonanzräumen entwickeln können. Mit Blick auf die zunehmende Komplexität interaktiver Produkte schafft das kreative Volumen ein Vokabular und einen Rahmen, um Spielentwicklung strategischer, wirkungsvoller und inspirierender zu gestalten.
Die Zielgruppe umfasst Game Designer:innen, Entwickler:innen, Künstler:innen und Forscher:innen, die ihr Verständnis von kreativer Interaktivität vertiefen und die gestalterische Praxis auf ein neues Level heben möchten.
Begleitmaterial unter https://***
Encyclopedia of computergraphics and Games (ECGG)is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers t...
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ISBN:
(数字)9783031231612
ISBN:
(纸本)9783031231599
Encyclopedia of computergraphics and Games (ECGG)
is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computergraphics and games.
Editor
Newton Lee
, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA
Academic Co-Chairs
Shlomo Dubnov
, Department of Music and computer Science and Engineering, University of California San Diego, San Diego, CA, USA
Patrick C. K. Hung
, University of Ontario Institute of Technology, Oshawa, ON, Canada
Jaci Lee Lederman
, Vincennes University, Vincennes, IN, USA
Industry Co-Chairs
Shuichi Kurabayashi
, Cygames, Inc. & Keio University, Kanagawa, Japan
Xiaomao Wu
, Gritworld GmbH, Frankfurt am Main, Hessen, Germany
Editorial Board Members
Leigh Achterbosch
, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia
Ramazan S. Aygun
, Department of computer Science, Kennesaw State University, Marietta, GA, USA
Barbaros Bostan
, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey
Anthony L. Brooks,
Aalborg University, Aalborg, Denmark
Guven Catak
, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey
Alvin
Kok Chuen
Chan
, Cambridge Corporate University, Lucerne, Switzerland
Anirban Chowdhury
, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India
Saverio Debernardis
, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy
Abdennour El Rhalibi
, Liverpool John Moores University, Liverpool, UK
Stefano Ferretti
, Department of computer Science and Engineering, University of Bologna, Bologna, Italy
Han Hu
,
School of Information and Electronics, Beijing Institute of Technology, Beijing, China
Ms. Susan Johnston
, Select Services Films Inc., Los Angeles, C
This two-volume set CCIS 2414 and CCIS 2415 constitutes the refereed proceedings of the 29th International Conference on Technologies and Applications of Artificial Intelligence, TAAI 2024 held in Hsinchu, Taiwan, dur...
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ISBN:
(数字)9789819645893
ISBN:
(纸本)9789819645886
This two-volume set CCIS 2414 and CCIS 2415 constitutes the refereed proceedings of the 29th International Conference on Technologies and Applications of Artificial Intelligence, TAAI 2024 held in Hsinchu, Taiwan, during December 6–7, 2024.
The 49 full papers presented in these two volumes were carefully reviewed and selected from 147 submissions.
The papers are organized in the following topical sections:
Part I: Data Robustness; Image Analysis; Knowledge Representation and Management; Games; Machine Learning and Applications; AI Studies; JSAI Special Session 1.
Part II: JSAI Special Session 2; Japan Special Session 3; International Track Special Session.
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