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Hci in Games: Second International Conference, Hci-Games 2020, Held as Part of the 22nd Hci International Conference, Hcii 2020, Cop, Fang Xiaowen


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Автор: Fang Xiaowen
Название:  Hci in Games: Second International Conference, Hci-Games 2020, Held as Part of the 22nd Hci International Conference, Hcii 2020, Cop
ISBN: 9783030501631
Издательство: Springer
Классификация:





ISBN-10: 3030501639
Обложка/Формат: Paperback
Страницы: 534
Вес: 0.77 кг.
Дата издания: 13.06.2020
Серия: Information systems and applications, incl. internet/web, and hci
Язык: English
Издание: 1st ed. 2020
Иллюстрации: 132 illustrations, color; 147 illustrations, black and white; xx, 534 p. 279 illus., 132 illus. in color.
Размер: 23.39 x 15.60 x 2.87 cm
Читательская аудитория: Professional & vocational
Подзаголовок: Second international conference, hci-games 2020, held as part of the 22nd hci international conference, hcii 2020, copenhagen, denmark, july 19-24, 2020, proceedings
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Германии
Описание:

Designing Games and Gamified Interactions.- Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing.- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming.- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis.- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes?.- Pixel Perfect: Fashion Styling in Virtual Character Design Process.- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games.- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games.- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games.- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health.- Applying Social Gamification in a Gamified Point System.- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games.- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment.- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study.- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place.- Wizard of Oz and the Design of a Multi-player Mixed Reality Game.- Gender and Genre Differences in Multiplayer Gaming Motivations.- User Engagement and Game Impact.- Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games.- A Warning: Potential Damages Induced by Playing XR Games.- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students.- The Role of Parenting Styles and Parents Involvement in Young Childrens Videogames Use.- The Relation between Video Game Experience and Childrens Attentional Networks.- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial.- Relationship between Young Childrens Problematic Behaviors, Videogaming Status, and Parenting Styles.- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play.- Brain-Controlled Drone Racing Game: A Qualitative Analysis.- An Analysis of Engagement Levels While Playing Brain-Controlled Games.- Serious Games.- A Cooperative Storytelling Card Game for Conflict Resolution and Empathy.- A Self-Adaptive Serious Game for Eye-Hand Coordination Training.- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games.- Games for Cybersecurity Decision-making.- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation.- WeRehab: Assisting Cannabis Rehabilitation Via Mobile Application.- Learning Programming in Virtual Reality Environments.- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation.- Adaptive Puzzle Generation for Computational Thinking.- A Systematic Review of Game Learning Research in China.- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept.- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games.




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