This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence.
The readers will discover the following key novelties:
1) development of a bio-medical lexicon: WME expansion and WME enrichment with additional features.;
2) ensemble of machine learning and computational creativity;
3) development of microtext analysis techniques to overcome the inconsistency in social communication.It will be of interest to researchers in the fields of socially-intelligent human-machine interaction and biomedical text mining
Textual sentiment analysis framework as discussed in this book contains a novel way of doing sentiment analysis by merging linguistics with machine learning. Fusing textual information with audio and visual cues is found to be extremely useful which improves text, audio and visual based unimodal sentiment analyzer.
This volume covers the three main topics of: textual preprocessing and sentiment analysis methods; frameworks to process audio and visual data; and methods of textual, audio and visual features fusion.
The inclusion of key visualization and case studies will enable readers to understand better these approaches.Aimed at the Natural Language Processing, Affective Computing and Artificial Intelligence audiences, this comprehensive volume will appeal to a wide readership and will help readers to understand key details on multimodal sentiment analysis.
The 27 revised regular papers presented together with 14 poster papers were carefully reviewed and selected from 55 submissions. The papers cover topics such as games and sustainability; games for math and programming; games and health; games and soft skills; games and management; games and learning; game development and assessment; and mobile games.
The 19 papers presented in the 14th issue were organized in topical sections named: 3D modeling and visualization; image; e-learning and games; and miscellaneous.
Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further.
You’ll discover that:Games play into our innate ability to seek patterns and solve puzzlesMost successful games are built upon the same elementsSlightly more females than males now play gamesMany games still teach primitive survival skillsFictional dressing for modern games is more developed than the conceptual elementsTruly creative designers seldom use other games for inspirationGames are beginning to evolve beyond their prehistoric origins