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  1. Artificial intelligence and games
    Published: [2018]; ©2018
    Publisher:  Springer, Cham, Switzerland

    Universitätsbibliothek Kassel, Standort Wilhelmshöher Allee
    55 ST 324 Y24
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    Universität Mainz, Bereichsbibliothek Mathematik, Informatik, Naturwissenschaften und Technik
    ST 3000 YAN1
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 3319635182; 9783319635187
    Other identifier:
    9783319635187
    RVK Categories: ST 300 ; ST 324
    DDC Categories: 004
    Subjects: Computerspiel; Künstliche Intelligenz
    Scope: XXII, 337 Seiten, Illustrationen, Diagramme, 23.5 cm x 15.5 cm
    Notes:

    Literaturverzeichnis Seite 293 - 329

  2. Emotion in games
    theory and praxis
    Contributor: Karpouzis, Kostas (Publisher); Yannakakis, Georgios N. (Publisher)
    Published: 2016; © 2016
    Publisher:  Springer International Publishing, Cham

    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    No loan of volumes, only paper copies will be sent
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    Source: Union catalogues
    Contributor: Karpouzis, Kostas (Publisher); Yannakakis, Georgios N. (Publisher)
    Language: English
    Media type: Book
    ISBN: 9783319413143
    RVK Categories: ST 324
    Series: Socio-Affective Computing ; volume 4
    Subjects: Education; Gefühl; Computerspiel; Mensch-Maschine-Kommunikation
    Scope: xv,338 Seiten, Illustrationen, Diagramme
    Notes:

    Description based on publisher supplied metadata and other sources

  3. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham, Switzerland

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Universitätsbibliothek Augsburg
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    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Universitätsbibliothek Würzburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783319635187
    Other identifier:
    9783319635187
    RVK Categories: ST 300 ; ST 324
    DDC Categories: 004
    Subjects: Computerspiel; Künstliche Intelligenz
    Other subjects: UYQ; UMK; UYQ; Machine learning; Games; Digital games; Content generation; Game worlds; UYQ
    Scope: xxii, 337 Seiten, Illustrationen, 23.5 cm x 15.5 cm
  4. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham

    Technische Hochschule Augsburg
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    Universitätsbibliothek Bamberg
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    Universitätsbibliothek Bayreuth
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    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Hochschulbibliothek Ingolstadt
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    Hochschule Kempten, Hochschulbibliothek
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    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
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    Hochschule München, Bibliothek
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    Technische Universität München, Universitätsbibliothek
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    Universitätsbibliothek der LMU München
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    Universität der Bundeswehr München, Universitätsbibliothek
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    Universitätsbibliothek Passau
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    Universitätsbibliothek Regensburg
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    Technische Hochschulbibliothek Rosenheim
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    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Universitätsbibliothek Würzburg
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  5. Emotion in games
    theory and praxis
    Contributor: Karpouzis, Kostas (Publisher); Yannakakis, Georgios N. (Publisher)
    Published: 2016
    Publisher:  Springer International Publishing, Cham ; Imprint: Springer

    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Contributor: Karpouzis, Kostas (Publisher); Yannakakis, Georgios N. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319413167
    Other identifier:
    RVK Categories: ST 324
    Series: Socio-Affective Computing ; 4
    Subjects: Neurosciences; User Interfaces and Human Computer Interaction; Educational Technology; Artificial Intelligence; Computer Appl. in Social and Behavioral Sciences; Computers and Education; Neurosciences; Computer science; Education; Artificial intelligence; Social sciences / Data processing; Gefühl; Mensch-Maschine-Kommunikation; Computerspiel
    Scope: 1 Online-Ressource (XV, 338 Seiten), Illustrationen
  6. Emotion in games
    theory and praxis
    Contributor: Karpouzis, Kostas (Publisher); Yannakakis, Georgios N. (Publisher)
    Published: 2016
    Publisher:  Springer International Publishing, Cham ; Imprint: Springer

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Source: Union catalogues
    Contributor: Karpouzis, Kostas (Publisher); Yannakakis, Georgios N. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319413167
    Other identifier:
    RVK Categories: ST 324
    Series: Socio-Affective Computing ; 4
    Subjects: Neurosciences; User Interfaces and Human Computer Interaction; Educational Technology; Artificial Intelligence; Computer Appl. in Social and Behavioral Sciences; Computers and Education; Neurosciences; Computer science; Education; Artificial intelligence; Social sciences / Data processing; Gefühl; Mensch-Maschine-Kommunikation; Computerspiel
    Scope: 1 Online-Ressource (XV, 338 Seiten), Illustrationen
  7. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Max-Planck-Institut für Bildungsforschung, Bibliothek und wissenschaftliche Information
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    TU Berlin, Universitätsbibliothek
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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  8. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham, Switzerland

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783319635187
    Other identifier:
    9783319635187
    RVK Categories: ST 300 ; ST 324
    DDC Categories: 004
    Subjects: Computerspiel; Künstliche Intelligenz
    Other subjects: UYQ; UMK; UYQ; Machine learning; Games; Digital games; Content generation; Game worlds; UYQ
    Scope: xxii, 337 Seiten, Illustrationen, 23.5 cm x 15.5 cm
  9. Emotion in games
    theory and praxis
    Contributor: Karpouzis, Kostas (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn)
    Published: [2016]
    Publisher:  Springer, Cham

    Foreword -- Preface -- Contents -- Contributors -- Part I Theory -- 1 The Aesthetic Motives of Play -- Introduction -- Cautions About Asking `Why' -- Uncertainty as the Foundation of Play -- General Motives -- The Social Motive -- The Thrill-Seeking... more

    Hochschulbibliothek Friedensau
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    Universitätsbibliothek der Eberhard Karls Universität
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    Universität Ulm, Kommunikations- und Informationszentrum, Bibliotheksservices
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    Foreword -- Preface -- Contents -- Contributors -- Part I Theory -- 1 The Aesthetic Motives of Play -- Introduction -- Cautions About Asking `Why' -- Uncertainty as the Foundation of Play -- General Motives -- The Social Motive -- The Thrill-Seeking Motive -- The Curiosity Motive -- Functional Motives -- The Victory Motive -- The Problem-Solving Motive -- The Luck Motive -- The Acquisition Motive -- Representational Motives -- The Narrative Motive -- The Horror Motive -- The Agency Motive -- Conclusion -- References -- 2 Affect Channel Model of Evaluation in the Context of Digital Games Introduction -- Background -- Model Details -- Building Blocks -- Organization -- Affect Channels -- The Model -- Pre-stimulus Level (L0) -- Reflexes (L1) -- Survival Evaluation (L2) -- Evaluation of Predicted Consequences (L3) -- Conceptual Evaluations and Further (L4+) -- Final Words -- References -- 3 Affective Involvement in Digital Games -- Introduction -- The Bottom-Up Experience Triangle -- The Player Involvement Model -- A Quantitative Perspective -- Experimental Design -- Experiment 1: Game Story -- Experiment 2: Social Setting -- Experiment 3: Game Controller -- Measures -- Results Impact of Manipulations on Player Involvement -- Experiment 1: Game Story -- Experiment 2: Social Setting -- Experiment 3: Game Controller -- Combining Affective Involvement -- Experiment 1: Game Story -- Narrative Involvement and Affective Involvement -- Ludic Involvement and Affective Involvement -- Experiment 2: Social Setting -- Shared Involvement and Affective Involvement -- Experiment 3: Game Controller -- Kinesthetic Involvement and Affective Involvement -- Spatial Involvement and Affective Involvement -- Conclusion -- References -- Part II Emotion Modelling and Affect-Driven Adaptation 4 Multimodal Sensing in Affective Gaming -- Introduction -- Affective Gaming -- Sources of Affect -- Vision-Based -- Facial Expressions -- Body Expressivity -- Haptics -- Wearable Games -- Affective Evaluation of Players -- Affective Interaction in Games -- Existing Commercial Games -- Affective Gaming Scenarios and Challenges -- Affective Gaming Scenarios -- Affective Gaming Challenges -- Applications of Affective Games -- Conclusions -- References -- 5 Emotion Modelling via Speech Content and Prosody: In Computer Games and Elsewhere -- Introduction -- Emotion Modelling -- Emotion and Games Speech Content -- Speech Recognition and Emotion -- Textual Features -- Tokenisation and Tagging -- Vector Space Modelling -- Zero-Resource Modelling -- Learning -- Prosodic and Acoustic Modelling -- Speaker Separation and Denoising -- Prosodic and Acoustic Features -- Zero-Resource Modelling -- Learning -- Integration and Embedding -- Fusion -- Available Tools -- Data and Benchmarks -- Distribution -- Confidence Measures -- Adaptation and Self-Training -- Encoding and Standards -- Summary and White Spots -- Summary -- White Spots -- References 6 Comparing Two Commercial Brain Computer Interfaces for Serious Games and Virtual Environments

     

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    Source: Union catalogues
    Contributor: Karpouzis, Kostas (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319413167
    RVK Categories: ST 324 ; ST 320
    Series: Socio-affective computing ; volume 4
    Socio-Affective Computing Ser. ; v.4
    Subjects: Education; Electronic books
    Scope: 1 Online-Ressource (xv, 338 Seiten)
  10. Emotion in games
    theory and praxis
    Contributor: Karpouzis, Kostas (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn)
    Published: [2016]; © 2016
    Publisher:  Springer, [Cham]

    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Hochschule Osnabrück, Bibliothek Campus Westerberg
    ALU-G 143
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    Universitätsbibliothek Rostock
    ST 324 K18
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    Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Bibliothek
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    cover (Cover)
    Source: Union catalogues
    Contributor: Karpouzis, Kostas (HerausgeberIn); Yannakakis, Georgios N. (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783319413143; 9783319823218
    RVK Categories: ST 324 ; ST 320
    Edition: Softcover reprint of the hardcover 1st edition 2016
    Series: Socio-affective computing ; volume 4
    Subjects: Education
    Scope: xv, 338 Seiten, Illustrationen, Diagramme (teilweise farbig), 161 x 241 x 27
  11. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham

    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783319635187
    RVK Categories: ST 300 ; ST 324
    Subjects: Künstliche Intelligenz; Computerspiel;
    Scope: xxii, 337 Seiten, Illustrationen
    Notes:

    Literaturverzeichnis: Seite 293-329