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Furthermore it describes the wearable-device-based and vision-based imitation learning method for robotic manipulation, making it a valuable... Læs mere
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This book establishes play as a mode of humanistic inquiry with a profound effect on art, culture and society. With examples from a range of disciplines including... Læs mere
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This edited book presents point of view and the work being undertaken by active researchers in the domain of IOT and its... Læs mere
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Focusing on the vision-based and sensor-based recognition and analysis of human activity and behavior, this book gathers extended versions of selected papers presented at... Læs mere
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This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018.
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This book aims to explore and discuss theories and technologies for the development of socially competent and culture-aware embodied conversational agents for elderly care.
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This book presents selected research and development on virtual reality (VR) and serious games (SG)... Læs mere
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Artificial Intelligence and Large Language Models: A Scientific Perspective will appeal to students and academics, people... Læs mere
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Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due... Læs mere