標題: Titlebook: HCI in Games; 5th International Co Xiaowen Fang Conference proceedings 2023 The Editor(s) (if applicable) and The Author(s), under exclusiv [打印本頁] 作者: bankrupt 時間: 2025-3-21 16:23
書目名稱HCI in Games影響因子(影響力)
書目名稱HCI in Games影響因子(影響力)學科排名
書目名稱HCI in Games網(wǎng)絡(luò)公開度
書目名稱HCI in Games網(wǎng)絡(luò)公開度學科排名
書目名稱HCI in Games被引頻次
書目名稱HCI in Games被引頻次學科排名
書目名稱HCI in Games年度引用
書目名稱HCI in Games年度引用學科排名
書目名稱HCI in Games讀者反饋
書目名稱HCI in Games讀者反饋學科排名
作者: 昆蟲 時間: 2025-3-21 20:53 作者: angina-pectoris 時間: 2025-3-22 02:02
978-3-031-35929-3The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl作者: 舔食 時間: 2025-3-22 06:25
HCI in Games978-3-031-35930-9Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 忘川河 時間: 2025-3-22 11:11
Visual Guidance in Game Level Design guidance in game level design, with the focus on how players should follow the path envisioned by the level designer when they enter the actual game map. We will also study the method and flow when designing game levels.作者: 幼稚 時間: 2025-3-22 12:57 作者: pessimism 時間: 2025-3-22 18:14 作者: Choreography 時間: 2025-3-22 23:47
https://doi.org/10.1057/9781137444080uation study showed that the game was perceived as controllable, had produced sufficient levels of exertion, and was perceived as fun. The immersive experience of the game was low and the participants commented on several ways in which this aspect could be improved, such as adding more incentives and variation in the game.作者: Dedication 時間: 2025-3-23 01:31
Level Flow Patterns in Game Design on how the player experiences the challenges within the game. We analyzed a large variety of games, and found 5 common level flow patterns within games. Using these flows, it will be easier for developers to construct compelling levels in games.作者: CLEFT 時間: 2025-3-23 07:59 作者: lymphoma 時間: 2025-3-23 10:18
Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary Liuation study showed that the game was perceived as controllable, had produced sufficient levels of exertion, and was perceived as fun. The immersive experience of the game was low and the participants commented on several ways in which this aspect could be improved, such as adding more incentives and variation in the game.作者: 關(guān)節(jié)炎 時間: 2025-3-23 15:35 作者: 脆弱帶來 時間: 2025-3-23 19:30 作者: 領(lǐng)帶 時間: 2025-3-24 01:34
Stocks Investment Decision-Making: A Theoretical Modely (TCE) and the concept of perceived value. The study model argues that as long as the users’ perceptions of benefits are higher than the endured costs, users will perceive stocks investment as a valuable endeavor, forming positive intentions towards investment. The model is presented, and hypotheses are proposed.作者: Inscrutable 時間: 2025-3-24 02:58 作者: PRO 時間: 2025-3-24 09:56
Conference proceedings 2023help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games..作者: 該得 時間: 2025-3-24 14:31 作者: catagen 時間: 2025-3-24 16:24 作者: 我正派 時間: 2025-3-24 20:58
The British General Election of 1964s “video game logic” and patterns of film narration on video games. Finally, the discussion of “l(fā)udonarrative dissonance” is addressed, associated with a set of hypotheses for further development, proposing a taxonomy of game/players types and spectatorial/ludic practices in relation to cinematic modes.作者: 煩人 時間: 2025-3-25 00:07 作者: ONYM 時間: 2025-3-25 06:55
Games as Cinematic Experiences: Discussing Filmic Modes and Ludic Elements in Video-Game Storytellins “video game logic” and patterns of film narration on video games. Finally, the discussion of “l(fā)udonarrative dissonance” is addressed, associated with a set of hypotheses for further development, proposing a taxonomy of game/players types and spectatorial/ludic practices in relation to cinematic modes.作者: grovel 時間: 2025-3-25 08:50
Critical Success Factors to Evaluate Startup Success the results show a positive successful status of DecorDash in Lifecycle Stage 1. Factors from Stage 2 and Stage 3 are also discussed. The paper concludes with some implications of startup success prediction.作者: 舊式步槍 時間: 2025-3-25 14:18 作者: 改進 時間: 2025-3-25 18:27 作者: Accolade 時間: 2025-3-25 20:06 作者: fibula 時間: 2025-3-26 01:38 作者: Chandelier 時間: 2025-3-26 05:01 作者: 脆弱吧 時間: 2025-3-26 09:29 作者: 樹木心 時間: 2025-3-26 15:43 作者: Host142 時間: 2025-3-26 16:54
Election Night and Its Aftermath,ed to custom infographics, that can be used to overlay the stream with visual summarisations of the action. The tools comprising our solution integrate with professional-grade broadcasting software, leveraging established workflows, and enabling complex management of multiple scenes and graphics fro作者: 笨拙處理 時間: 2025-3-26 21:18 作者: flamboyant 時間: 2025-3-27 02:52 作者: arousal 時間: 2025-3-27 05:42 作者: MIRE 時間: 2025-3-27 10:07
A Survey on Application of Game Design Element in Edutainmentd through gaming. The idea of game design elements is applied in marketing, entrepreneurship, and working in business development. In gaming design, video games are employed in marketing and secret codes to capture the user’s attention and transform them into devoted consumers. In the healthcare pro作者: TRUST 時間: 2025-3-27 17:12
Making the Digital Tangible Through Analog Games: Design Retrospective of Digital Literacy Games this paper asks how analog games can reflect digital issues and, in doing so, help players untangle their realities with their digitally mediated selves. Its findings point to key affordances of analog games for grounding digital issues and provides insights for designers in how they think about ga作者: 薄荷醇 時間: 2025-3-27 19:15
GPU Based Position Based Dynamics for Surgical Simulatorsble to speed up physics calculations by nearly 10x. For the size of 128 × 128, the CPU implementation carried out physics calculations in 7900 ms while our implementation carried out the same physics calculations in 820 ms.作者: 寒冷 時間: 2025-3-27 22:55
Innovative Thinking About Human-Computer Interaction in Interactive Narrative Gameseractive narrative games is summarized as five points: the compounding of interaction medium, the naturalization of interaction behavior, the receptive innovation of interactive aesthetics, the warning innovation of interaction ethics, and the development of dual-universe integration of interaction 作者: sinoatrial-node 時間: 2025-3-28 02:33 作者: laparoscopy 時間: 2025-3-28 06:50
Visual Summarisations for?Computer-Assisted Live Color Casting and?Direction in?ed to custom infographics, that can be used to overlay the stream with visual summarisations of the action. The tools comprising our solution integrate with professional-grade broadcasting software, leveraging established workflows, and enabling complex management of multiple scenes and graphics fro作者: Climate 時間: 2025-3-28 13:19
A More Reasonable Mecha Design Approach in AI – Mecha Characters with Tang Dynasty Elements as an Exd segment the model area. This approach allows the model to not stack assets and structures on top of each other, but to meet its design goals. By taking the Tang Dynasty pattern as the initial element, the research preliminarily shows the process of programmatic model generation assisted by AI. In 作者: 悅耳 時間: 2025-3-28 17:23 作者: 挑剔為人 時間: 2025-3-28 21:04 作者: Trabeculoplasty 時間: 2025-3-28 23:55
https://doi.org/10.1007/978-3-319-77727-6ndently. However, this decision-making process is mostly ignored by the HCI and IS literature. Therefore, this study seeks to address this gap by investigating individual users’ intention to invest in stocks by developing a Value-Cost model. The model is based on the Transaction Cost Economics Theor作者: 安心地散步 時間: 2025-3-29 05:18 作者: keloid 時間: 2025-3-29 08:22 作者: NICHE 時間: 2025-3-29 12:46 作者: garrulous 時間: 2025-3-29 15:51 作者: 其他 時間: 2025-3-29 20:11 作者: NOVA 時間: 2025-3-30 02:51 作者: insightful 時間: 2025-3-30 05:10 作者: foliage 時間: 2025-3-30 10:24
How Hard Can it Be? The Conservatives,pact children’s ability to play and integrate with their surroundings. Despite this, there is a lack of studies on that explore collaborative play for autistic children. To address this deficiency, a contextual inquiry was conducted which comprised of a semi-structured interviews with teachers, spec作者: 極力證明 時間: 2025-3-30 16:02
Election Night and Its Aftermath,rket, live-streaming broadcasts of matches should become more meaningful for fans, and more attractive to newcomers, ensuring their retention. This work describes an end-to-end solution for enhanced live production and streaming of the popular esport, .. The solution is based on several interconnect作者: Narcissist 時間: 2025-3-30 16:57
The British General Election of 2019spensable components of roleplaying games (RPGs), narratives have the potential to promote successful perspective-taking. In this paper, we first present the design of a visual novel style RPG scenario addressing xenophobia and bullying, using an interactive narrative powered by a computational narr作者: Tractable 時間: 2025-3-30 23:49 作者: 材料等 時間: 2025-3-31 02:02
,Intervention — the Problem of Volunteers,roducers to improve their work efficiency. AI is mainly used for visual generation and procedural modeling. This study discusses a method of AI visual recognition model generation, and constructs a process from AI visual recognition to programmatic model generation. Enable the AI to programmatically作者: Tailor 時間: 2025-3-31 08:46
The British Iron Industry 1700–1850gamification, which is one of the most important developments at the turn of the century. The goal of this study is to use gamification to demonstrate a link between consumer value co-creation and purchase intention. The review of the literature includes independent factors (examined gamification),