標(biāo)題: Titlebook: HCI in Games; 4th International Co Xiaowen Fang Conference proceedings 2022 The Editor(s) (if applicable) and The Author(s), under exclusiv [打印本頁] 作者: 爆發(fā) 時間: 2025-3-21 16:15
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(xué)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(xué)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(xué)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(xué)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(xué)科排名
作者: Agronomy 時間: 2025-3-22 00:06 作者: Substance-Abuse 時間: 2025-3-22 04:27 作者: meritorious 時間: 2025-3-22 06:44 作者: 蚊子 時間: 2025-3-22 09:48
Dynamic Difficulty Adjustment in Digital Games: Comparative Study Between Two Algorithms Using Electhallenging. In this context, the Dynamic Difficulty Adjustment (DDA) technique is used to adapt the difficulty level as a function of the player’s ability. In this work, electrodermal activity (EDA) data were used to infer the arousal levels and affective states of each player in order to use them a作者: 激勵 時間: 2025-3-22 13:24 作者: 顯赫的人 時間: 2025-3-22 19:16
Guidance is Good: Controlled Experiment Shows the Impact of Navigational Guidance on Digital Game Enre to go themselves rather than guiding them each step of the way. Flow is the psychological state of “getting in the zone”, of enjoying overcoming a series of optimally challenging goals for the sake of the enjoyment they provide. Flow theory suggests that knowing what to do and where to go next th作者: 性學(xué)院 時間: 2025-3-22 22:10
Slow, Repeat, Voice Guidance: Automatic Generation of Practice Charts to Improve Rhythm Action Gamesalyzing the play logs of music games. When learning a song, dance, or musical instrument, it is common to slowly repeat only the part the learner has difficulty with, or for the instructor to say “one, two, step, turn” in rhythm. This paper aims to confirm whether this kind of practice method can be作者: staging 時間: 2025-3-23 03:05 作者: institute 時間: 2025-3-23 06:16
Design of Emotion-Driven Game Interaction Using Biosignalsortant missing part of the current generation of Human Computer Interaction (HCI). The main goal of this project is to start investigating how to design video games where the game mechanics and interactions are based on the player’s emotions. We designed a two-dimensional (2D) storytelling game prot作者: Ejaculate 時間: 2025-3-23 10:33
Frankenhead - Exploring Participatory Engagement and Play as a Cultural Eventficial creature from the bits and pieces of existing beings. Just as the imaginary Dr. Frankenstein, in the 19th century, used electricity to build a creature and bring it to live, players use digital media to puzzle together body parts drawn from a database containing a large collection of represen作者: thrombus 時間: 2025-3-23 16:38 作者: SSRIS 時間: 2025-3-23 18:42 作者: 手術(shù)刀 時間: 2025-3-24 00:53 作者: A保存的 時間: 2025-3-24 03:34
Online Social Games in the Eyes of Children and Teens: A Systematic Reviewant communication channel to stay connected with their friends. Research has shown the positive and negative sides of playing social games. It is important to discover if social games can benefit children and teens. This systematic review surveyed the literature by exploring how social games have be作者: 誓言 時間: 2025-3-24 07:12
Artistic and Communication Strategies of Creating Playful Experiences in New Media Artsering new dependencies and boundary conditions of communication, and expanding the limitations of interfaces. VR & AR technology and animation are core areas of these artistic activities. They are the subject of experiments related not only to the image (simulation, visualization, reproduction), but作者: 怒目而視 時間: 2025-3-24 11:37 作者: osteopath 時間: 2025-3-24 15:20
The British Olympic Association: A Historyds: Soft Joystick, up-down-right-left Buttons, Tilt Sensors, and Dual Soft Joystick. The study involved 12 participants using the four interfaces to control an object from a starting point to a goal point in five trials having different paths. The time (s), number of wall hits, efficiency (%), and o作者: Innovative 時間: 2025-3-24 20:27
Instant History: Burke, Godwin and the ,tudied. To observe how effectively the CPM captured co-located and co-operative player behaviour, this study investigates the comprehensiveness of the CPM by comparing a CPM analysis of co-located gameplay with a much more time-consuming video ethnographic analysis. Five pairs of participants played作者: ineffectual 時間: 2025-3-25 01:59
Land Use Planning and Conservationindustry. It is a way of creating enormously unique and diverse content, something that exponentially increases the game replayability. Although PCG in video games has a long history, there are also plenty of methods that have already been applied to levels, maps, models and textures among others. T作者: 疏遠(yuǎn)天際 時間: 2025-3-25 04:21 作者: 強(qiáng)行引入 時間: 2025-3-25 08:36
The Falklands Issue Before the War,hallenging. In this context, the Dynamic Difficulty Adjustment (DDA) technique is used to adapt the difficulty level as a function of the player’s ability. In this work, electrodermal activity (EDA) data were used to infer the arousal levels and affective states of each player in order to use them a作者: 分貝 時間: 2025-3-25 13:58
Afterlife: The Historical Pop Music Film,alyzed were retrieved from the most played digital games from the . (ESA) reports between 2008 e 2017 and fit the following inclusion criteria: be a third person character; the aesthetical look of the Playable Character had to remain unchanged throughout the game; be a single-player game and the Pla作者: 使激動 時間: 2025-3-25 19:13 作者: 古代 時間: 2025-3-25 22:16 作者: correspondent 時間: 2025-3-26 01:41 作者: vanquish 時間: 2025-3-26 06:57
https://doi.org/10.1007/978-3-031-41222-6ortant missing part of the current generation of Human Computer Interaction (HCI). The main goal of this project is to start investigating how to design video games where the game mechanics and interactions are based on the player’s emotions. We designed a two-dimensional (2D) storytelling game prot作者: LURE 時間: 2025-3-26 11:32
https://doi.org/10.1007/978-3-031-50200-2ficial creature from the bits and pieces of existing beings. Just as the imaginary Dr. Frankenstein, in the 19th century, used electricity to build a creature and bring it to live, players use digital media to puzzle together body parts drawn from a database containing a large collection of represen作者: STELL 時間: 2025-3-26 13:56
James Acheson (Senior Lecturer in English)ariables that could affect a user’s experience are manifold and context specific, UX models tend to specify broad categories of influence. Prominent models highlight technology form, content, context, business goals and individual differences as key domains which all affect how a user will experienc作者: Notify 時間: 2025-3-26 20:37 作者: ALE 時間: 2025-3-26 23:43 作者: Cerumen 時間: 2025-3-27 04:58 作者: Abrupt 時間: 2025-3-27 06:18 作者: 不能妥協(xié) 時間: 2025-3-27 10:13
https://doi.org/10.1007/978-1-349-18373-9s Response, . “Fight or Flight Response”. We discuss the constraints and implications of current thinking around “Tend & Befriend”, the descriptive results of our initial study, present a methodology for categorising Tend & Befriend games, frame our results in the context of gaming experience, and o作者: 急性 時間: 2025-3-27 16:17 作者: 頌揚國家 時間: 2025-3-27 18:40 作者: Confound 時間: 2025-3-28 01:06 作者: 懶惰人民 時間: 2025-3-28 05:15 作者: SEMI 時間: 2025-3-28 09:42
Spell Painter: Motion Controlled Spellcasting for a Wizard Video Gamen this work, we present ., a fully motion-controlled spell dueling game that can be played with only a webcam. We present the game and its implementation, as well as two preliminary evaluations, which suggest the system has an accuracy between 80%–90%.作者: chuckle 時間: 2025-3-28 11:14
https://doi.org/10.1007/978-1-349-18373-9utline our next research steps in addition to areas of future interest. Our study suggests that Tend & Befriend can be considered as a concrete phenomenon in games, supported by data. Our findings show some games can be considered as “archetypal” titles, making them useful references for research and discourse.作者: 橡子 時間: 2025-3-28 17:42 作者: 針葉類的樹 時間: 2025-3-28 18:49 作者: 必死 時間: 2025-3-29 01:20 作者: STING 時間: 2025-3-29 06:02 作者: 宣傳 時間: 2025-3-29 08:12
978-3-031-05636-9The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl作者: SIT 時間: 2025-3-29 12:03
HCI in Games978-3-031-05637-6Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 殘酷的地方 時間: 2025-3-29 17:02
https://doi.org/10.1007/978-3-031-05637-6artificial intelligence; computer games; computer hardware; computer networks; computer science; computer作者: 背心 時間: 2025-3-29 22:15 作者: 小口啜飲 時間: 2025-3-30 01:14
Movement Control Methods for Mobile Devices: An Empirical Study of Displacement Interfacesh 20% of the total. Tilt Sensors was 2.8% faster than Buttons (second fastest) in time per trial. Button reported the best numbers for efficiency with 58.8% on average per trial being 12% more efficient than Soft Joystick as the second best. In addition, there were statistical differences in post ho作者: 就職 時間: 2025-3-30 06:05
Auto Generating Maps in?a?2D Environment time situations, such as generating big worlds with fauna and flora. However, the playability of the generated map is examined by an agent which is usually created to access every corridor, room, and the start to finish pathway.作者: aesthetician 時間: 2025-3-30 11:03
Dynamic Difficulty Adjustment in Digital Games: Comparative Study Between Two Algorithms Using Electat the DSA algorithm could detect the player’s excitement level more adequately when compared to the RTA algorithm. This allows for finer adjustments to the game’s difficulty, creating a more enjoyable experience for players.作者: 青石板 時間: 2025-3-30 13:29 作者: Outmoded 時間: 2025-3-30 18:30 作者: 不怕任性 時間: 2025-3-30 22:52
Slow, Repeat, Voice Guidance: Automatic Generation of Practice Charts to Improve Rhythm Action Games right!” or “alternating!” for specific patterns in the chart. A comparative experiment with 12 participants showed that the learning efficiency tended to increase when all the methods were combined, and to decrease when they were used individually.作者: 形上升才刺激 時間: 2025-3-31 02:50
Conveyance of Narrative Through Digital Game Environmentsther than direct descriptions. Finally, we found that participants showed higher immersion rates in narrative environments, leading us to conclude that game environments are not only capable of conveying narrative, but can have a significant impact on user experience and can even influence how a use作者: dura-mater 時間: 2025-3-31 06:05
Design of Emotion-Driven Game Interaction Using Biosignalsuthor. By wearing the smart band, human body physiological information are extracted and classified using signal processing method into groups of emotions mapped to the arousal & valence (AV) plane. The 2D AV emotion representation is directly used as an interactive input into the game interaction s作者: Adjourn 時間: 2025-3-31 11:51
Frankenhead - Exploring Participatory Engagement and Play as a Cultural Eventules into sockets in the sculpture; once inserted, the modules appear as the body parts they are. Players can move them around to piece together a monster of their liking. The project realizes a contemporary take on the topic of the novel and remaps aspects of the techno- and gender-criticism of She作者: oxidant 時間: 2025-3-31 17:11 作者: 背信 時間: 2025-3-31 19:40