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                             175 gevonden resultaten
nr titel auteur tijdschrift jaar jaarg. afl. pagina('s) type
1 A comparative analysis of game experience in treadmill running applications Martin, Micaela Y.

52 C p.
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2 A concise review of intelligent game agent Li, Hui

52 C p.
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3 A constructive approach to strategy game map generation Önal, Emre

52 C p.
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4 Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load Xiang, Mengtong

52 C p.
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5 Adaptive mixed reality robotic games for personalized consumer robot entertainment Kiran, Ajmeera

52 C p.
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6 Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots Aoudni, Yassine

52 C p.
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7 Alice Dalí augmented reality: Evaluating a cultural outdoors game for intergenerational play Haahr, Mads

52 C p.
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8 A mixed-initiative design framework for procedural content generation using reinforcement learning Dutra, Paulo Vinícius Moreira

52 C p.
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9 A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field Liu, Guibo

52 C p.
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10 An AI-powered approach to the semiotic reconstruction of narratives de Lima, Edirlei Soares

52 C p.
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11 Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching Chen, Lu

52 C p.
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12 An interchangeable editor to create generic and adaptable decision trees for versatile applications and game development scenarios Barbosa, Rafael Garcia

52 C p.
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13 A novel framework for entertainment robots in personalized elderly care using adaptive emotional resonance technologies Aggarwal, Kapil

52 C p.
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14 Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition Liu, Yuefang

52 C p.
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15 Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system Geng, Shuai

52 C p.
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16 Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching Wang, Jun

52 C p.
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17 Application of E-Learning entertainment learning based on intelligent interactive experience in English reading assistance mode Chen, Hua

52 C p.
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18 Application of entertainment and fitness robots based on game interaction in sports training data analysis Liu, Jian

52 C p.
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19 Application of entertainment e-learning mode based on genetic algorithm and facial emotion recognition in environmental art and design courses Li, Shanshan

52 C p.
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20 Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback Xue, Yuanyuan

52 C p.
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21 Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions Xiaolong, Li

52 C p.
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22 Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process Wang, Wenling

52 C p.
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23 Application of gaming robot based on gait recognition algorithm in sports training and assistance system Hu, Liangnan

52 C p.
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24 Application of social entertainment robots based on machine learning algorithms and the Internet of Things in collaborative art performances Zhenhua, Zhao

52 C p.
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25 Application of speech recognition algorithm based on interactive artificial intelligence system in English video teaching system Fu, Min

52 C p.
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26 Artificial intelligence based social robots in the process of student mental health diagnosis Zhang, Jinyi

52 C p.
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27 Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture Li, Zhengli

52 C p.
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28 Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms Fang, Jian

52 C p.
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29 A scoping literature review on influencing factors in live-streaming spectatorship experience Pagáč, Tomáš

52 C p.
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30 BI in simulation analysis with gaming for decision making and development of knowledge management Liu, Jie

52 C p.
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31 Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement Barbosa, Rafael Garcia

52 C p.
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32 Building imagination in 3D: The design by children with architecture and 3D printing Sultan Qurraie, Bahar

52 C p.
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33 Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis Kumar, Kailash

52 C p.
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34 Children’s sensory interaction music enlightenment system based on sensory interaction and game elements Sun, Lian

52 C p.
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35 Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement Quayyum, Farzana

52 C p.
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36 Cognitive effect of product-based animation on interface aesthetics of web-based stores Sertaç Ari, Emin

52 C p.
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37 Construction of teaching game evaluation model based on ISSA-BPNN Feng, Bibo

52 C p.
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38 Corrigendum to “Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model” [Entertain. Comput. 51 (2024) 100715] Li, Ni

52 C p.
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39 CyberFamily: A collaborative family game to increase children’s cybersecurity awareness Quayyum, Farzana

52 C p.
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40 Data mining based on computer game search algorithm in Japanese E-learning and multi context translation Jia, He

52 C p.
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41 Design and development of a gamified cognitive training program targeting executive functions for older adults Nguyen, Lan

52 C p.
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42 Design and evaluation of an English speaking recommender system using word networks and context-aware techniques Ding, Zhenyue

52 C p.
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43 Design and implementation of a survival game towards achieving user’s satisfaction by providing balanced difficulty Pal, Tamal

52 C p.
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44 Design of political classroom interaction system in social virtual reality entertainment environment based on convolutional neural network Dang, Jingwen

52 C p.
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45 Design of virtual interactive educational games based on human perception Zhao, Lin

52 C p.
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46 Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis Liu, Jia

52 C p.
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47 Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players Luis Casado Rico, Jose

52 C p.
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48 Digital media entertainment technology based on artificial intelligence robot in art teaching simulation Liao, Xiayan

52 C p.
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49 Educational computer games for burn prevention and first aid awareness Paiva, Henrique Mohallem

52 C p.
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50 Eight types of video game experience Vahlo, Jukka

52 C p.
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51 E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network Wang, Xinyi

52 C p.
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52 Emotional competences and the interaction with digital games in childhood: Scoping review Ramos, Daniela Karine

52 C p.
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53 Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms Song, Xiaohuan

52 C p.
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54 Engaging youth in gender-based violence education through gamification: A user experience evaluation of different game modalities Gini, Federica

52 C p.
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55 Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration Huang, Ya

52 C p.
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56 Enhancing deep reinforcement learning for scale flexibility in real-time strategy games Lemos, Marcelo Luiz Harry Diniz

52 C p.
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57 Entertainment analysis in gaming model for business management with decision making and Machine learning model Karthiga, M.

52 C p.
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58 Entertainment gesture robot based on wireless sensor network for singing learning perception and interactive experience simulation Huo, Meiji

52 C p.
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59 Entertainment performance robots application in music network classroom based on speech sensor recognition and artificial intelligence Zhou, Xiaoshan

52 C p.
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60 Entertainment robot based on IoT and VR interaction for motion training posture monitoring Tong, Shutao

52 C p.
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61 Entertainment robots based on digital new media application in real-time error correction mode for Chinese English translation Geng, Yanmei

52 C p.
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62 Entertainment robots based on internet of things and artificial intelligence in the process of student stress and emotion recognition Lu, Zhao

52 C p.
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63 Entertainment robots based on smartphone terminals for mobile network music E-learning mode Jie, Yin

52 C p.
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64 Entertainment robots based on swarm intelligence algorithm applied in remote dance performances Chen, Nan

52 C p.
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65 Entertainment robots for automatic detection and mitigation of cognitive impairment in elderly populations Kalpana Chowdary, M.

52 C p.
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66 Entertainment robot simulation in interactive art process based on deep learning algorithms and gesture recognition Lyu, Hanlu

52 C p.
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67 Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system Chen, Cheng

52 C p.
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68 Entertainment type robots based on machine learning and game teaching mode applied in dance action planning of art teaching Chao, Jiang

52 C p.
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69 Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality Ying, Zhong

52 C p.
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70 Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum Liu, Dong

52 C p.
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71 Exploring music-based attachment to video games through affect expressions in written memories Tuuri, Kai

52 C p.
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72 Exploring player agency in educational video games Joshi, Amogh

52 C p.
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73 Exploring the impact of smartphone dependency on real-life recreational activities: A theory of planned behaviour study Nawaz, Saqib

52 C p.
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74 Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games Souza, Carlos Henrique R.

52 C p.
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75 Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software Kumar, Kailash

52 C p.
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76 Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks Melo, Sidney

52 C p.
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77 Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students Shulian, Li

52 C p.
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78 Gamified learning experience based on digital media and the application of virtual teaching robots in dance teaching Zhenyu, Shen

52 C p.
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79 Green landscape 3D reconstruction and VR interactive art design experience using digital entertainment technology and entertainment gesture robots Weng, Jiankai

52 C p.
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80 How do different game genres impact adolescent players’ problematic game use? Jo, Hyeon

52 C p.
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81 How does live streaming impact media content consumption? The effect of game live streaming on game players Lee, Soyeon

52 C p.
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82 How do fandom types differ? A taxonomy of K-pop fandom with network embedding Jin, Soyeon

52 C p.
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83 How technology augments Dance Movement Therapy for Autism Spectrum Disorder: A systematic review for 2017–2022 Quintar, Nicolás Araya

52 C p.
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84 Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education Wang, Mengyao

52 C p.
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85 Hybrid Generation: Perceptions of social networks among Generation X in Portugal Fernandes, Andreia

52 C p.
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86 Immersive artificial intelligence technology based on entertainment game experience in simulation of psychological health testing for university students Chen, Lu

52 C p.
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87 Immersive e-learning application in intelligent teaching of English composition based on neural network algorithm Zhao, Bing

52 C p.
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88 Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm Ren, Chunjiao

52 C p.
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89 Immersive human–computer interaction and digital entertainment new media application in English e-learning mode Yuan, Jing

52 C p.
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90 Immersive VR experience based on virtual robots in decorative material environment design simulation Dongdong, Zheng

52 C p.
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91 Improved Non-Player Character (NPC) behavior using evolutionary algorithm—A systematic review Armanto, Hendrawan

52 C p.
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92 Influence of social robots and digital media based on edge computing on dance performance entertainment environment Pei, Li

52 C p.
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93 Intelligent entertainment robots based on path navigation planning in tourism intelligent services and user entertainment experience analysis Rong, Ai

52 C p.
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94 Intelligent video recommendation and interactive e-learning mode for English teaching courses based on machine learning He, Yutao

52 C p.
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95 Interactive digital narratives for mental resilience: Understanding the player experience of betwixt Kitromili, Sofia

52 C p.
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96 Interactive experience of cross-cultural Japanese communication e-learning intelligent system based on computer information security Donglin, Zou

52 C p.
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97 Interactive experience of singing learning and perception using gesture robots based on artificial intelligence games Qi, Wen

52 C p.
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98 Interactive robots for personalised multimodal comedy experiments Ashok, K.

52 C p.
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99 Internet of Things for gaming: A review Laghari, Asif Ali

52 C p.
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100 Linguistic factors in digital entertainment success: How review readability affects movie outcomes on Chinese online platforms Fang, Xi

52 C p.
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101 Ludogenic innovation: How playing incentivizes technological innovation Khalid, Mohd Nor Akmal

52 C p.
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102 Mathematical analysis of human motion vision capture image processing based on artificial intelligence Zhao, Xinhui

52 C p.
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103 Micro and macro facial expressions by driven animations in realistic Virtual Humans Montanha, Rubens Halbig

52 C p.
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104 Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners Weisi, Hiwa

52 C p.
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105 Modernizing sports an intelligent strategy for entertainment through internet of things in sports Kedarnath Navandar, Rajesh

52 C p.
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106 Narrative alchemy: Co-creating a game-based extensive reading framework for adult language learners Govender, Terence

52 C p.
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107 Navigating user engagement and cultural transitions in entertainment technology and social media based on activity management Xia, Bao-Jun

52 C p.
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108 Optimization of image recognition and gamification training process for entertainment robots in basketball training games based on tracking technology Chen, Dewei

52 C p.
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109 Participatory design of augmented reality games for word learning in autistic children: the parental perspective El Shemy, Ibrahim

52 C p.
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110 Personalized recommendation based on improved speech recognition algorithm in music e-learning course simulation Wang, Bin

52 C p.
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111 Piano harmony automatic adaptation system based on deep reinforcement learning Guo, Hui

52 C p.
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112 Playing to learn: Game-based approach to financial literacy for generation Z Lisana, Lisana

52 C p.
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113 Play, watch, analyze, repeat: How do players develop competitive gaming skills? Wallner, Günter

52 C p.
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114 Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms Cai, Bin

52 C p.
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115 Production and dissemination path of new media film and television content based on 5G technology Zhang, Beibei

52 C p.
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116 Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners Arnedo-Moreno, Joan

52 C p.
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117 Proposal and generation of endgame puzzles for an imperfect information game Geister Hsueh, Chu-Hsuan

52 C p.
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118 Prov-DIFF: Play traces analysis through provenance differences Costa Kohwalter, Troy

52 C p.
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119 Purpose matters: Video gaming impacts on addiction symptoms and academic performance of students with disabilities Kuo, Hung Jen

52 C p.
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120 Research on digital entertainment media in English writing e-learning system based on interactive game learning method Tianyi, Li

52 C p.
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121 Research on digital entertainment technology and gaming methods based on hidden Markov models in English e-learning classroom mode Tang, Yiping

52 C p.
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122 Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience Han, Xiao

52 C p.
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123 Research on entertainment robots based on artificial intelligence interaction for human posture recognition and sports activity monitoring Xiaochun, Chen

52 C p.
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124 Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices Zhang, Ying

52 C p.
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125 Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method Song, Tingxin

52 C p.
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126 Research on the design of online gamified tourism education activities based on Moodle platform Gao, Teng

52 C p.
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127 Research on the E-learning platform for art teaching and immersive digital entertainment experience based on improved neural networks He, Lindong

52 C p.
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128 Research on the promotion of intelligent entertainment voice robots in personalized English learning based on data mining and gamified teaching experience Geng, Yanmei

52 C p.
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129 Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students Ma, Xiao

52 C p.
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130 Research on visualization of environmental landscape design based on digital entertainment platform and immersive VR experience Chen, Zhuo

52 C p.
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131 Revenue effects of Denuvo digital rights management on PC video games Volckmann II, William M.

52 C p.
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132 Revolutionizing learning − A journey into educational games with immersive and AI technologies Rapaka, Anuj

52 C p.
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133 Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue Hou, Yiming

52 C p.
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134 Simulation application of virtual robots and artificial intelligence based on deep learning in enterprise financial systems Wenjing, Chen

52 C p.
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135 Simulation of artificial intelligence robots in dance action recognition and interaction process based on machine vision Sumi, Ma

52 C p.
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136 Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm Li, Meiying

52 C p.
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137 Simulation of entertainment interactive robots based on intelligent algorithms in personalized fitness training systems Ke, Ni

52 C p.
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138 Simulation of interaction E-learning mode in political courses based on virtual reality and digital entertainment environment Zhang, Lei

52 C p.
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139 Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience Lin, Wang

52 C p.
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140 Social entertainment robot based on neural network algorithm in personalized music course simulation Gao, Bo

52 C p.
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141 Social robot assisted music course based on speech sensing and deep learning algorithms Dan, Xiao

52 C p.
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142 Special issue on “Entertainment for tomorrow: Sustaining AI and IoT in an eco-conscious world” Saravanan, K.

52 C p.
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143 Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design Zhang, Xiaojing

52 C p.
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144 Study of gender perspective in STEM degrees and its relationship with video games Lavalle, Ana

52 C p.
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145 SyDRA: An approach to understand game engine architecture Ullmann, Gabriel C.

52 C p.
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146 Temporality of online reactions to fictional characters’ death Beaunoyer, Elisabeth

52 C p.
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147 The application of artificial intelligence technology in the tactical training of football players Liu, Chengjie

52 C p.
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148 The application of effective tracking model in the design of student knowledge education games Liu, Xiandong

52 C p.
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149 The effect of gamified learning monitoring systems on Students’ learning behavior and Achievement: An empirical study Li, Deming

52 C p.
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150 The effect of in-game moral choices and NPCs’ identities on players’ intergroup attitudes Chen, Vivian Hsueh Hua

52 C p.
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151 The enduring appeal of Mahjong: Navigating the challenges of AI integration Sha, Ruicheng

52 C p.
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152 The evaluation of an educational game to promote pre-service teachers’ self-regulated learning Barz, Nathalie

52 C p.
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153 The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process Gao, Naying

52 C p.
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154 The influence of social distance perception among gamers on relationships between game motivation and interpersonal competency Choi, Jaehyuk

52 C p.
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155 Theme park greening VR design based on entertainment robots and genetic algorithm optimization: Digital entertainment design experience Huang, Yue

52 C p.
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156 The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT3 Antonio, Jerald C.

52 C p.
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157 The Proteus effect in Fallout: New Vegas: Investigating gender-conforming behaviours in videogames Szolin, Kim

52 C p.
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158 The relationship between technology trust and behavioral intention to use Metaverse in baby monitoring systems’ design: Stimulus-Organism-Response (SOR) theory Ali Abumalloh, Rabab

52 C p.
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159 The revised model for initial and continued involvement in fantasy football Wilkins, Luke

52 C p.
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160 Towards gamification for spatial digital learning environments Das, Sanghamitra

52 C p.
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161 Transformation of labor: Educational robotics coding in elementary schools for 21st century skills Yüksel, Akça Okan

52 C p.
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162 Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming Pasayat, Ajit Kumar

52 C p.
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163 Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors Choi, Elisa

52 C p.
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164 User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design Zhao, Jingjing

52 C p.
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165 Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study Zhang, Mengmeng

52 C p.
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166 Using provenance and replay for qualitative analysis of gameplay sessions Thurler, Leonardo

52 C p.
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167 Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM Singh, Yudhvir

52 C p.
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168 Virtual ecological landscape design of theme parks based on entertainment robots and VR devices Liu, Yang

52 C p.
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169 Virtual entertainment robot based on artificial intelligence image capture system for sports and fitness posture recognition Zhifeng, Xiong

52 C p.
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170 Virtual robots based on digital images and machine learning in green landscape design Ren, Sumei

52 C p.
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171 Virtual robots based on multi task scheduling algorithms in visual graphic design and digital art applications Wang, Mingrong

52 C p.
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172 What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games Ping Ting, Mao

52 C p.
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173 What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results Yasin, Affan

52 C p.
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174 WITHDRAWN: Sustainable practices in entertainment computing Saravanan, K.

52 C p.
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175 Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm Wu, Guosong

52 C p.
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                             175 gevonden resultaten
 
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