語系
Brooks, Anthony Lewis.
概要
| 作品: | 1 作品在 6 項出版品 1 種語言 | |
|---|---|---|
書目資訊
Creating digitally = shifting boundaries : arts and technologies--contemporary applications and concepts /
by:
Brooks, Anthony Lewis.; SpringerLink (Online service)
(書目-電子資源)
Arts and technology = Fourth International Conference, ArtsIT 2014, Istanbul, Turkey, November 10-12, 2014 : revised selected papers /
by:
Brooks, Anthony Lewis.; Ayiter, Elif.; Yazicigil, Onur.; SpringerLink (Online service)
(書目-電子資源)
Recent advances in technologies for inclusive well-being = from worn to off-body sensing, virtual worlds, and games for serious applications /
by:
Brooks, Anthony Lewis.; SpringerLink (Online service)
(書目-電子資源)
Technologies of inclusive well-being = serious games, alternative realities, and play therapy /
by:
Brooks, Anthony Lewis.; Brahnam, Sheryl.; Jain, Lakhmi C.; SpringerLink (Online service)
(書目-電子資源)
ArtsIT, interactivity and game creation = 12th EAI International Conference, ArtsIT 2023, São Paulo, Brazil, November 27-29, 2023 : proceedings.. Part II /
by:
Brooks, Anthony Lewis.; SpringerLink (Online service); EAI International Conference on ArtsIT, Interactivity and Game Creation (2023 :)
(書目-電子資源)
Recent advances in technologies for inclusive well-being = virtual patients, gamification and simulation /
by:
Brooks, Anthony Lewis.; SpringerLink (Online service)
(書目-電子資源)
主題
Digital media.
Art and technology
Digital Humanities.
Educational innovations
Communications Engineering, Networks.
Signal, Speech and Image Processing.
Computational intelligence.
Biomedical Engineering.
Rehabilitation- Technological innovations.
Rehabilitation.
Biomedical Engineering and Bioengineering.
Nursing Education.
Digital storytelling
Computer and Information Systems Applications.
Artificial Intelligence (incl. Robotics)
Computer vision
Multimedia systems
Education.
Virtual reality.
Creation (Literary, artistic, etc.)- Technological innovations.
Creation (Literary, artistic, etc.)- Data processing.
Computer Application in Social and Behavioral Sciences.
Computational Intelligence.
Augmented reality.
Nursing- Study and teaching.
Biomedical engineering.
Gamification.
Medical education.
Artificial Intelligence.
Engineering.
Computer Science.
Computer Appl. in Arts and Humanities.
Well-being- Technological innovations.
Technology and the arts
Computer Communication Networks.
Computer graphics
Artificial intelligence.
Medical Education.