godspeed机器人_李克特与否?如何使用Likert而不是Biposlar评级使用Godspeed量表显示个人差异分数...

We examined how a revised presentation method of The Godspeed Scales affected results accruing from such tests which concern user judgments of anthropomorphism, animacy, likability, perceived intelligence, and perceived safety of robots. Through the use of Likert-type scales, rather than the original semantic- or bipolar-scale structure, we correlated results in order to determine which word pairs in the original scales were truly opposite in their meanings, where true opposites were anticipated to possess a strongly negative correlation. Results showed that individual differences in each participant’s baseline tendency to choose a rating exerted the strongest relationship with their overall scores. When those differences were accounted for the majority of the word-pairs used in the Godspeed Scale had negative correlations. These findings indicate that individual differences, rather than features of the robot per se, played the largest part in predicting how people will perceive any particular robot.

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VhdManager.exe VhdManager.ini ; Generated (13.09.2015 18:44:54) by Simple Vhd Manager v1.0 ; www.sordum.org [Main] Language=Auto WinSetOnTop=0 GridLines=1 NewVhdSize=2,5 NewVhdOpt=0 [VirtualDiskFiles] 1=C:\20180619_034757.vhd [Language_English] 01="BlueLife" 02="Attach marked and detach unmarked files" 03="Add file to list" 04="Remove file from list" 05="Refresh list" 06="Disk Management" 07="Action\n Location\n Attached\n Boot Menu\n Virtual Size" 08="&File;\n &Edit;\n &Options;\n Tools \n &Help;" 09="&Add; File" 10="&Create; and Attach VHD" 11="&Attach; Marked Files" 12="&Detach; All Files" 13="&Remove; Entries In Boot Menu" 14="&Exit;" 15="&Attach;" 16="&Detach;" 17="&Read;-Only" 18="&Add; to Boot Menu" 19="&Remove; From Boot Menu" 20="&Paste; File" 21="&Remove;" 22="&Remove; All" 23="&Check; - Uncheck" 24="&Check; All" 25="&Uncheck; All" 26="&Open; Location" 27="&File; Properties" 28="&Disk;" 29="&Cd;-Rom" 30="&Refresh;" 31="&Open; With Explorer" 32="&Change; Drive Letter" 33="&Remove; Letter" 34="&Drive; Properties" 35="&Attach; Marked To System Startup" 36="&Disable; Autorun" 37="&Always; On Top" 38="&Show; Grid Lines" 39="&Add; to Context Menu" 40="&Show; Hidden Files" 41="&Show; File Extensions" 42="Disk &Management;" 43="Diskpart &Command; Prompt" 44="&Msconfig;" 45="&Restart; Windows Explorer" 46="&Donate;" 47="&HomePage;" 48="&Contact;" 49="&About;" 50="Please Wait ..." 51="Select Virtual Disk File\n Virtual Disk Files\n All Files" 52="Enter boot menu name\nOk\nCancel" 53="Added" 54="Unable to write file!" 55="File not found!" 56="The file path must not contain any spaces. Please correct it and try again." 57="Virtual hard disk size \nVirtual hard disk format \n Virtual hard disk type \nDynamically expanding \n Fixed" 58="%drive% not enough free space!\n Do you wish to continue?" 59="An error occurred. Check your settings and try again! \nError Code:%error%" 60="Mount &Options;\n &Mount; \n &Unmount; \n &Open; With Simple VHD Manager\n VHD Mount \n V
Key Features Level up your game programming skills with insightful recipes on building games in C++ Analyze the less commonly discussed problems with C++ applications to develop the best games Improve the performance of your games with the new multi-threading and networking features of C++11 Book Description C++ is one of the preferred languages for game development as it supports a variety of coding styles that provides low-level access to the system. C++ is still used as a preferred game programming language by many as it gives game programmers control of the entire architecture, including memory patterns and usage. However, there is little information available on how to harness the advanced features of C++ to build robust games. This book will teach you techniques to develop logic and game code using C++. The primary goal of this book is to teach you to create high-quality games using C++ game programming scripts and techniques, regardless of the library or game engine you use. It will show you how to make use of the object-oriented capabilities of C++ so you can write well-structured and powerful games of any genre. The book also explores important areas such as physics programming and audio programming, and gives you other useful tips and tricks to improve your code. By the end of this book, you will be competent in game programming using C++, and will be able to develop your own games in C++. What you will learn Explore the basics of game development to build great and effective features for your game Develop your first text-based game using the various concepts of object-oriented programming Use algorithms when developing games with various sorting and searching techniques Exploit data structures in a game's development for data storage Create your first 2D game using GDI library and sprite sheet. Build your first advanced 2D game of space invaders using patterns such as observer, fly-weight, abstract factory, command, state, and more About the Author Druhin Mukherjee is currently the co-founder and technical Director at GodSpeed Games. He has, over the years, worked with clients such as Lightning Fish Games, Chromativity, Rockstar North, Tag Games, BBC, Dynamo Games, and Codemasters. Druhin has been balancing making games and teaching video game programming to enthusiastic students. He spent 3 years in Auckland, New Zealand as a Senior Lecturer in the Games department at Media Design School. As a passionate games developer, Druhin has been sharing his knowledge on the Internet as blogs and websites. His recently started website for solving game development puzzles has over thousand subscribers. Druhin has collaborated with other writers and published many journals and papers; however, this is his first official effort to write a book. Table of Contents Chapter 1. Game Development Basics Chapter 2. Object-Oriented Approach and Design in Games Chapter 3. Data Structures in Game Development Chapter 4. Algorithms for Game Development Chapter 5. Event-Driven Programming – Making Your First 2D Game Chapter 6. Design Patterns for Game Development Chapter 7. Organizing and Backing Up Chapter 8. AI in Game Development Chapter 9. Physics in Game Development Chapter 10. Multithreading in Game Development Chapter 11. Networking in Game Development Chapter 12. Audio in Game Development Chapter 13. Tips and Tricks

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