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1. Design of a playable spherical grip strength detection system based on a PVDF flexible sensor NSTL国家科技图书文献中心

Yang, Aichao |  Song, Rui... -  《Functional materials letters》 - 2025,18(2) - 1.1~1.8 - 共8页

摘要:, this work designs a playable spherical grip strength | Grip strength is a crucial indicator for |  assessing individual health and muscle function | , reflecting the level of upper limb strength development | . Current grip strength detection devices, while able to
关键词: Flexible sensor |  polyvinylidene fluoride (PVDF) |  playable |  grip strength testing |  RESEARCH PROGRESS |  NANOGENERATORS |  TECHNOLOGY |  MARKER

2. Emotional Believability of Non-playable Game Characters - Animations of Anger, Sadness and Happiness NSTL国家科技图书文献中心

Therese Johansson |  Mirjam Palosaari Ela... -  《Interactive Storytelling,Part II》 -  International Conference on Interactive Digital Storytelling - 2025, - 72~99 - 共28页

摘要:This study investigates the relationship |  between the perceived believability of NPC animations |  and their portrayal of three core emotional |  expressions: anger, sadness and happiness in well-known | , recently released, character-focused games. This study is
关键词: Animation |  Emotions |  Believability |  Games |  NPC

3. Game-Changer NPCs: Leveling-Up Technology Acceptance and Flow in a Digital Learning Quest NSTL国家科技图书文献中心

Tze Wei Liew |  Yahdi Siradj... -  《International journal of human-computer interaction》 - 2025,41(7) - 3994~4014 - 共21页

摘要:-Playable Characters (NPCs), integral to many video games | Digital Game-Based Learning (DGBL) combines |  gamification with educational content to create engaging |  learning experiences tailored to today's learners. Non | , are computer-generated characters controlled by game
关键词: Digital game-based learning |  non-playable characters |  presence |  social support |  storytelling |  flow |  technology acceptance model

4. A Virtual Reality-Based Game to Train Mining Workers NSTL国家科技图书文献中心

Shivam Jaiswal |  Mayank Mayookh... -  《Industry 4.0 and Advanced Manufacturing,Volume 2》 -  International Conference on Industry 4.0 and Advanced Manufacturing - 2025, - 241~252 - 共12页

摘要: game is playable, and areas for further improvement | To reduce accidents, increase safety and |  productivity in mines, training is necessary. There are |  multiple benefits of using gamification and virtual |  reality to impart training. The objective of this work
关键词: Coal mine |  Virtual reality |  Gamification |  Safety |  Prototyping

5. Creating informative experiences through a visual and interactive representation of health and social care data NSTL国家科技图书文献中心

Kean Lee Kang |  Adam Hastings... -  《Information visualization》 - 2025,24(2) - 150~164 - 共15页

摘要: support decision making through playable mechanics | Association rule mining is an established |  machine learning tool for finding patterns (rules) in |  big datasets. The algorithm can easily produce a |  large number of rules of how items in a dataset are
关键词: Data exploration |  dynamic visualization |  exploratory visualization |  force-directed layout |  graph visualization |  interactive visualization |  usability |  web visualization

6. Playful digital interventions in placemaking: Constructing a typology for playable digital interventions in public spaces (PDIPS) NSTL国家科技图书文献中心

Chen K. |  Guaralda M.... -  《Technological forecasting and social change》 - 2024,207(Oct.) - 1.1~1.12 - 共12页

摘要:, research on different types of playable digital |  examines current precedents of playable digital | -ended Playable Digital Interventions in Public Space |  (PDIPS). With a focus on the applicability of playable |  direction. The discussion on the applicability of playable
关键词: Interactive design |  Placemaking |  Playable digital intervention |  Public space |  Typology

7. Puzzles as Performance: Designing the Audience Experience for Playable Theatre Productions NSTL国家科技图书文献中心

Schultz, Amber Dewey... -  Theater.;Design.;The... -  M.F.A. -  - 2024, - 1~70 - 共70页

摘要: playable theatre by defining and intentionally sequencing |  attract new audiences by producing playable theatre |  Interaction Taxonomy for Playable Theatre, which defines and |  experience within a playable theatre context is the first | The goal of this research was to develop a
关键词: Playable theatre |  Audience experience |  Interactive theatre |  Immersive theatre |  Experience design |  Escape room

8. Conversational Interactions with NPCs in LLM-Driven Gaming: Guidelines from a Content Analysis of Player Feedback NSTL国家科技图书文献中心

Samuel Rhys Cox |  Wei Tsang Ooi -  《Chatbot Research and Design: 7th International Workshop, CONVERSATIONS 2023, Oslo, Norway, November 22-23, 2023, Revised Selected Papers》 -  International Workshop on Chatbot Research and Design - 2024, - 167~184 - 共18页

摘要: responses from non-playable characters (NPCs) that are | The growing capability and availability of |  large language models (LLMs) have led to their |  adoption in a number of domains. One application domain |  that could prove fruitful is to video games, where
关键词: Large language models |  Video games |  Non-playable characters

9. Visual Scripting in Unity: A Comparative Analysis of Existing Frameworks NSTL国家科技图书文献中心

Kathleen Strodick |  Tim Schattkowsky -  《2024 IEEE/ACM 8th International Workshop on Games and Software Engineering》 -  IEEE/ACM International Workshop on Games and Software Engineering - 2024, - 44~49 - 共6页

摘要: compared, including dialog, Non-Playable Character | This paper explores the use of visual |  scripting languages in game engines, particularly in Unity | , comparing different third-party frameworks. The typical |  applications of visual scripting in games are examined and
关键词: Visualization |  Games |  Programming |  User interfaces |  Fasteners |  Cameras |  Artificial intelligence

10. Exploring the Variables of Empathy in Gamers: A Comprehensive Survey NSTL国家科技图书文献中心

Tania Ribeiro |  Ana Isabel Veloso... -  《HCI in Games: 6th International Conference, HCI-Games 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29-July 4, 2024, Proceedings, Part I》 -  International Conference on Human-Computer Interaction - 2024, - 98~113 - 共16页

摘要: between gamers and playable characters in digital games |  for identifiable playable characters, adapting the | The aim of this paper is to present the design | , validation, and dissemination strategy of an inductively |  structured survey aimed at comprehending the factors
关键词: Survey |  Focus group |  Digital games |  Empathy
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