Search Results - (( pen game ) OR ( pen same ))
Suggested Topics within your search.
Suggested Topics within your search.
- Artificial Intelligence 2
- Artificial intelligence 2
- Computational Intelligence 2
- Computational intelligence 2
- Big Data 1
- Big data 1
- Biomedical Engineering and Bioengineering 1
- Biomedical engineering 1
- Data Analysis and Big Data 1
- Data Mining and Knowledge Discovery 1
- Data mining 1
- Digital Education and Educational Technology 1
- Digital Humanities 1
- Digital and New Media 1
- Digital humanities 1
- Digital media 1
- Educational technology 1
- Human-computer interaction 1
- Quantitative research 1
- User Interfaces and Human Computer Interaction 1
- User interfaces (Computer systems) 1
Search alternatives:
- same »
-
1
Advances in Human Factors in Wearable Technologies and Game Design Proceedings of the AHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies, Jul...
Published Springer International Publishing : Imprint: Springer, 2018.Table of Contents: “…A wearable flexible sensor network platform for the analysis of different sport movements -- Emotion recognition using physiological signals: Laboratory vs. wearable sensors -- A wearable device supporting multiple touch- and gesture-based languages for the deaf-blind -- A step in the right direction - privacy concerns and perceived sensitivity of fitness trackers -- Development of customized orthotics based on lower-leg anthropometric data and task -- An intelligent pen to assess anxiety levels through pressure sensors and fuzzy logic -- Real-time eye-interaction system developed with eye tracking glasses and motion capture -- Accuracy and efficiency validation of a helmet mounted vibrotactile feedback system for aerodynamic head position during cycling -- The pressure comfort sensation of female's body parts caused by compression garment -- Wearability and user experience through user engagement: The case study of a wearable plurisensorial device -- The implementation of acoustic in the game design-insight from the recently "onmyoji" phenomenon in China -- Game design for students: Teaching as a whole context -- Gaming as a driver for social behavior change for sustainability. .…”
Full-text access
e-Book -
2
Intelligent Methods and Big Data in Industrial Applications
Published Springer International Publishing : Imprint: Springer, 2019.Table of Contents: “…- Modelling OpenStreepMap data for determination of the fastest route under varying driving conditions -- Evolution algorithm for community detection in social networks using node centrality -- High Performance Computing By The Crowd -- Zero-overhead monitoring of remote terminal devices -- Asynchronous Specication of Production Cell Benchmark in Integrated Model of Distributed Systems -- Implementing the Bus Protocol of a Microprocessor in a Software-Dened Computer -- ISMIS 2017 Data Mining Competition: TradingBased on Recommendations - XGBoost approach with feature engineering -- Fast Discovery of Generalized Sequential Patterns -- Seismic attributes similarity in facies classication -- Ecient Discovery of Sequential Patterns from Event-Based Spatio-Temporal Data by Applying Microclustering Approach -- Unsupervised machine learning in classication of neurobiological data -- Incorporating Fuzzy Logic in Object-Relational Mapping Layer for Flexible Medical Screenings -- Multimodal learning determines rules of disease development in longitudinal course with Parkinson's patients -- Comparison of Methods for Real and Imaginary Motion Classication from EEG Signals -- Procedural Generation of Multilevel Dungeons for Application in Computer Games using Schematic Maps and L-system -- An HMM-Based Framework for Supporting Accurate Classication of Music Datasets -- Classication of musical genres by means of listening tests and decision algorithms -- Handwritten signature verication system employing wireless biometric pen -- Towards Entity Timeline Analysis in Polish Political News -- Automatic Legal Document Analysis: Improving the Results of Information Extraction Processes using an Ontology -- To improve, or not to improve; how changes in corpora inuence the results of machine learning tasks on the example of datasets used for paraphrase identication -- Context Sensitive Sentiment Analysis of Financial Tweets: A New Dictionary.…”
Full-text access
e-Book -
3
Digital Humanities and New Ways of Teaching
Published Springer Nature Singapore : Imprint: Springer, 2019.Table of Contents: “…Part 1: Digital Archiving and Cultural Heritage Preservation -- Chapter 1: "Digital Humanities in the German speaking world" by Monika Gänßbauer -- Chapter 2:"Digital Humanities Projects on Chinese Canadian Studies" by Jack Hang-tat Leong -- Chapter 3: "The Philippine Performance Archive on Cultural Performances: Archive as Performative Cultural Memory and Pedagogy" by Sir Anril Pineda Tiatco, Bryan Levina Viray, and Jem Roque Javier -- Part 2: Current Research on Digital Humanities -- Chapter 4: "Digitalization and Literature: The Approach of a Poet-Critic to Digital Influences on Poetry and Fiction with Special Reference to My Own Experience as a Writer" by Andrew Parkin -- Chapter 5: "Initiatives of Digital Humanities in Cantonese Studies: A Corpus of Mid-20th Century Hong Kong Cantonese" by Andy Chi-on Chin -- Chapter 6: "Building Cantonese Dictionaries Using Crowd-sourcing Strategies: The words.hk Project" by Chaak-ming Lau -- Part 3: Teaching on Digital Humanities -- Chapter 7: "An Exploration of Design Principles to Enhance Students' L2 Acquisition in a Flipped Class" by Helena Hing-wa Sit and Sijia Guo -- Chapter 8: "Gaming Literacy and Its Pedagogical Implications" by Noble Po-kan Lo and Billy Cheuk-yuen Mok -- Chapter 9: "Locating Digital Humanities: Teaching E-Literature in the Pacific" by John Paolo Sarce -- Part 4: Future Directions in Digital Humanities -- Chapter 10: "Visitors' Perception of a Multimodal Exhibition: A Case Study at the Hong Kong Heritage Museum" by Anna Wing-bo Tso and Janet Man-ying Lau -- Chapter 11: "Digital Storytelling Using Both Keyboard and Pen" by Dora Wong -- Chapter 12: "Adult Learners' Digital Literacies on an Online Social Networking Site - Facebook" by Winnie Siu-yee Ho.…”
Full-text access
e-Book