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Dance evolution : interactively evolving neural networks to control dancing three-dimensional modelsDubbin, Greg A. 01 January 2009 (has links)
The impulse shared by all humans to express ourselves through dance represents a unique opportunity to artificially capture human creative expression. 1hls ambition aligns with the aim of artificial intelligence (AI) to study and emulate those aspects of human intelligence that are not readily reproduced in existing computer algorithms. As a first step toward addressing this challenge, this thesis describes Dance Evolution, which focuses on movements that are tied to a specific beat of music. Furthermore, Dance Evolution harnesses the users own taste to ex pl ore the new and interesting dances, allowing ta novel form of self-expression mediated by the computer, following the trend started by music and rhythm games. By implementing an algorithm that identifies the most prominent sounds within a song, Dance Evolution in effect allows artificial neural networks (ANNs) to listen to any song and exploit its rhythmic structure. Interactive evolution provides a tool for users to search increasingly intricate movement sequences by breeding their ANN controllers, in the same way that a gardener might explore interesting plants by breeding hybrids. The underlying idea in Dance Evolution is thus to create a novel mapping between sound and movement that evokes the spirit of casually dancing to the beat of a song.
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Создание и продвижение нового продукта в индустрии интерактивных развлечений на виртуальном рынке : магистерская диссертация / Creation and promotion a new product in the interactive entertainment industry on the virtual marketМирончук, А. М., Mironchuk, A. M. January 2018 (has links)
Индустрия интерактивных развлечений – относительно новый сложный рынок. Однако, согласно оценке ряда экспертов в области информационных технологий во втором десятилетии 21 века она добилась необходимого уровня, для того, чтобы числиться полноценным сектором всемирной экономики. В данной диссертации рассмотрены основные аспекты целесообразности развития данной отросли в мировой экономике.
Виртуальные компьютерные игры - сравнительно новая зона исследований и практики в Российской федерации. Начиная с 80-х годов двадцатого столетия были предприняты первоначальные усилия осмысления виртуальных компьютерных игр. Не взирая на большую скорость распространения, это явление было изучено недостаточно глубоко.
Из-за недоступности в Российской федерации настолько развитой индустрии медиа-развлечений, как на Западе, изучение компьютерных игр по масштабам проведённой работы сейчас не столь велико, как странах западного мира. Большая часть трудов, сделанных на тему компьютерных игр в Российской федерации, анализирует их с точки зрения производственных либо гуманитарных нюансов, а никак не с экономических и тем более маркетинговых. / The interactive entertainment industry is a relatively new and complex market. However, according to a number of experts in information technology in the second decade of the 21st century, it has achieved the necessary level, in order to be considered a full-fledged sector of the global economy. In this dissertation, the main aspects of the expediency of development of this branch in the world economy.
Virtual computer games are a relatively new area of research and practice in the Russian Federation. Since the 80s of the twentieth century, initial efforts have been made to comprehend virtual computer games. Despite the high rate of propagation, this phenomenon has not been studied in depth.
Due to the inaccessibility in the Russian Federation of a well-developed media entertainment industry, as in the West, the study of computer games in terms of the scope of the work carried out is not so great as the countries of the Western world. Most of the work done on the topic of computer games in the Russian Federation, analyzes them from the point of view of production or humanitarian nuances, and in no way from economic or even more marketing ones.
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Relating Cognitive Models of Computer Games to User Evaluations of EntertainmentPiselli, Paolo M 21 March 2006 (has links)
As the interactive entertainment industry matures, we need a better understanding of what makes software entertaining. A natural starting point is the application of traditional Human-Computer Interaction (HCI) tools to interactive entertainment software. Cognitive models are tools that HCI researchers have used to model users' thought processes and evaluate interface design. With this research we investigate the relationship between the complexity of an interaction and the entertainment experienced by the user. We designed a simple computer game, created a normative model for how a user plays this game, built several variations of this game such that normative models of these variants differed across two factors: pace and complexity. User studies were conducted on these variations, and we compared these factors to user performance and self-reported user enjoyment.
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App de Entretenimiento Interactivo - LOUDCharpentier Fajardo, Vivian Isabel, Diaz Encalada, Valeria Eloisa, Muñoz Alen, Andrea Lucia, Shinzato Higa, Diana Alexandra, Torres Cruz, Gabriel Omar 30 November 2020 (has links)
El presente trabajo de investigación muestra un modelo de negocio innovador y escalable, el cual consiste en una aplicación móvil de entretenimiento interactivo a través de videollamadas denominada LOUD App. Esta app posee funcionalidades diferentes a las aplicaciones convencionales que existen en el mercado, ya que cuenta con opciones como karaoke, música compartida, juegos en línea y conciertos en vivo que buscan entretener al público objetivo. El segmento de clientes al que se dirige está compuesto por personas pertenecientes al NSE A, B y C, entre los 20 y 39 años que residan en Lima y posean celulares con conexión a internet. Esta idea de negocio nació en la época de pandemia por la COVID-19 debido a que se detectó un problema referido a las limitadas opciones de entretenimiento interactivo online.
Este modelo de negocio ha sido validado en el mercado gracias a experimentos como Mockups, entrevistas, concierge de todas las funcionalidades de la app, entre otros. Asimismo, se ha elaborado la planificación y desarrollo de diversos aspectos como ventas, recursos humanos, operaciones, marketing, financiero y responsabilidad social empresarial que son requeridos para poner en marcha un negocio. En este sentido, a través de la elaboración de este proyecto, se ha podido comprobar que LOUD es un modelo de negocio rentable y que posee una ventaja competitiva diferenciadora en el mercado. / This research work shows an innovative and scalable business model, which consists of a mobile application for interactive entertainment through video calls called LOUD App. This app has different functionalities than conventional applications that exist in the market, since it has with options such as karaoke, shared music, online games and live concerts that seek to entertain the target audience. The customer segment it is aimed at is made up of people belonging to NSE A, B and C, between 20 and 39 years old who reside in Lima and have cell phones with internet connection.
This business idea was born at the time of the COVID-19 pandemic because a problem was detected regarding the limited options for interactive online entertainment. This business model has been validated in the market thanks to experiments such as mockups, interviews, concierge of all the functionalities of the app, among others. Likewise, the planning and development of various aspects such as sales, human resources, operations, marketing, financial and corporate social responsibility that are required to start a business have been prepared. In this sense, through the elaboration of this project, it has been possible to verify that LOUD is a profitable business model and that it has a differentiating competitive advantage in the market. / Trabajo de investigación
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