380 results on '"Brom, Cyril"'
Search Results
52. Internet in the mind of children: Mental maps of beginner and advanced 5th and 9th graders
53. Preconceptions and attitudes of pre-service primary school teachers: towards teaching the principles of the Internet
54. Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study
55. Emohawk: Learning Virtual Characters by Doing
56. Personalized messages in a brewery educational simulation: Is the personalization principle less robust than previously thought?
57. Pogamut 3 Can Assist Developers in Building AI (Not Only) for Their Videogame Agents
58. Emohawk: Searching for a 'Good' Emergent Narrative
59. How Do Place and Objects Combine? 'What-Where' Memory for Human-Like Agents
60. Designing an Educational Game: Case Study of ’Europe 2045’
61. 3D Immersion in Virtual Agents Education
62. Agent-Based Simulation of Business Processes in a Virtual World
63. What Does Your Actor Remember? Towards Characters with a Full Episodic Memory
64. Story Manager in ‘Europe 2045‘ Uses Petri Nets
65. Simulation Level of Detail for Virtual Humans
66. Where Did I Put My Glasses? Determining Trustfulness of Records in Episodic Memory by Means of an Associative Network
67. Level-of-Detail in Behaviour of Virtual Humans
68. Are Educational Computer Micro-Games Engaging and Effective for Knowledge Acquisition at High-Schools? A Quasi-Experimental Study
69. Formation and disruption of tonotopy in a large-scale model of the auditory cortex
70. A computational model of the allocentric and egocentric spatial memory by means of virtual agents, or how simple virtual agents can help to build complex computational models
71. To Quiz or to Shoot When Practicing Grammar? Catching and Holding the Interest of Child Learners: A Field Study
72. Internet očima neaprobovaných učitelů informatiky
73. Learning about the internet: work in progress
74. Video Games and Attitude Change: A Meta-analysis
75. Amulab - Advanced multimedia learning laboratory
76. Generating Side Quests from Building Blocks
77. Extrinsically Integrated Instructional Quizzes in Learning Games: An Educational Disaster or Not?
78. Contribution of Schools to Covid-19 Pandemic: Evidence from Czechia
79. Hierarchical Petri Nets for Story Plots Featuring Virtual Humans
80. It’s Better to Enjoy Learning than Playing: Motivational Effects of an Educational Live Action Role-playing Game
81. Rotation-based schedules in elementary schools to prevent COVID-19 spread: A simulation study
82. Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
83. Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction
84. An AI System for Large Open Virtual World
85. Prekoncepce o internetu u dětí 5. a 9. třídy
86. Implementing digital game-based learning in schools: augmented learning environment of ‘Europe 2045’
87. Creating 3D Virtual Characters for Games and Storytelling Applications in a Few Easy Steps
88. Extensions and Applications of Pogamut 3 Platform
89. Towards More Human-Like Episodic Memory for More Human-Like Agents
90. Towards Fast Prototyping of IVAs Behavior: Pogamut 2
91. Towards Characters with a Full Episodic Memory
92. Does High-Level Behavior Specification Tool Make Production of Virtual Agent Behaviors Better?
93. HLA Proxy: Towards Connecting Agents to Virtual Environments by Means of High Level Architecture (HLA)
94. Generating Corpora of Activities of Daily Living and towards Measuring the Corpora’s Complexity
95. DyBaNeM: Bayesian Episodic Memory Framework for Intelligent Virtual Agents
96. Towards Automatic Story Clustering for Interactive Narrative Authoring
97. SimDate3D – Level Two
98. Controlling Three Agents in a Quarrel: Lessons Learnt
99. Turning High-Schools into Laboratories? Lessons Learnt from Studies of Instructional Effectiveness of Digital Games in the Curricular Schooling System
100. How to Compare Usability of Techniques for the Specification of Virtual Agents’ Behavior? An Experimental Pilot Study with Human Subjects
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