publication . Article . 2016

Comparison between Famous Game Engines and Eminent Games

Martin Magdin; Milan Turcani; Lukas Hudec;
Open Access English
  • Published: 01 Sep 2016 Journal: International Journal of Interactive Multimedia and Artificial Intelligence (issn: 1989-1660, eissn: 1989-1660, Copyright policy)
  • Publisher: Universidad Internacional de La Rioja (UNIR)
In online learning is more difficult for teachers identify to see how individual students behave. Student’s emotions like self-esteem, motivation, commitment, and others that are believed to be determinant in student’s performance can not be ignored, as they are known (affective states and also learning styles) to greatly influence student’s learning. The ability of the computer to evaluate the emotional state of the user is getting bigger attention. By evaluating the emotional state, there is an attempt to overcome the barrier between man and non-emotional machine. Recognition of a real time emotion in e-learning by using webcams is research area in the last de...
free text keywords: Classification, Emotion recognition, Facial recognition, Technology, T, Energy, Hopfield, Neural Network, Programming, Congestion Control, Controller, Genetic Algorithms, Managemet Systems, PI, Cloud Computing, Games, Gamification, GPGPU, Software, Class, Java, Objects, Project Management

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in Information Technology. Has 14+ years teaching experience. Working in the area software engineering, web technology, Advanced databases etc.

Having 20+ years experience in teaching. Working in the area software engineering, mobile computing, wireless network, Advanced Databases etc. Guiding eight research scholars.

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