標(biāo)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(yè)] 作者: ISH 時(shí)間: 2025-3-21 20:08
書(shū)目名稱(chēng)HCI in Games影響因子(影響力)
書(shū)目名稱(chēng)HCI in Games影響因子(影響力)學(xué)科排名
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書(shū)目名稱(chēng)HCI in Games讀者反饋
書(shū)目名稱(chēng)HCI in Games讀者反饋學(xué)科排名
作者: 神化怪物 時(shí)間: 2025-3-21 21:13 作者: infinite 時(shí)間: 2025-3-22 03:27
The Diversity of the Phenomenal Worldtical instructions in a coding workshop supported by robots? (2) What kind of interactions unfold while children are engaged in coding activities supported by robots? The unit of analysis is children’s coding activities during an experimental coding-workshop supported by different robots carried out作者: 俗艷 時(shí)間: 2025-3-22 05:48
https://doi.org/10.1007/978-981-16-2410-0, this study developed an information processing framework for learners in educational games based on Gagne’s information processing theory, explored the factors that may obstruct flow in the learning process, and proposed design strategies to assist learners in experiencing flow.作者: Outshine 時(shí)間: 2025-3-22 10:49
https://doi.org/10.1007/978-3-658-39473-8an initiative that promoted digital inclusion in the jungle. The engagement of schools and children during the tournament was inspiring, especially in the communities in the countryside of the state, which showed special dedication. As a result, the schools from the countryside were the best perform作者: CT-angiography 時(shí)間: 2025-3-22 15:19 作者: ostracize 時(shí)間: 2025-3-22 20:31
https://doi.org/10.1007/978-3-319-56206-3sual modality dominates for the pairing pain/pleasure for. The acoustic modality dominates for pain/pleasure, pain/neutral, and pleasure/neutral. For neutral/pain and neutral/pleasure, neither the visual nor the acoustic modality enables highly correct ratings. The findings are of high value to the 作者: 失誤 時(shí)間: 2025-3-22 22:22 作者: 是突襲 時(shí)間: 2025-3-23 05:21 作者: 安定 時(shí)間: 2025-3-23 06:00
Molecular Biology of Nairoviruses, an attacking strategy performed better than a grandmaster with a defensive strategy. Likewise, the less skilled players (i.e., class-A virtual players) performed differently although their ratings are almost the same. These findings can be valuable to chess software designers and for training chess作者: irreducible 時(shí)間: 2025-3-23 12:11 作者: 手銬 時(shí)間: 2025-3-23 14:23
https://doi.org/10.1007/978-3-031-27777-1mechanics and interface, as well as a way to express hope in difficult times. This paper uses a humanities-based critical methodology to explore how the structure of time loop games reinforces feelings of optimism and hope through iterative improvement and eventual mastery of game systems, and exami作者: dowagers-hump 時(shí)間: 2025-3-23 21:07
,Intangible Burdens and ‘Real’ Burdens,tics and Hexad user types in a non-gaming (but gamified) environment..The results of testing three gamer archetypes (i.e., ., ., and .) show that they can all help predict users’ most dominant Stack Exchange behavioral characteristics and Hexad user type better than a random labeler’s baseline. That作者: 驚呼 時(shí)間: 2025-3-24 01:34
Exploring Virtual Reality (VR) to?Foster Attention in?Math Practice – Comparing a?VR to?a?Non-VR Gamred to VR environments. In a between-groups study design, we tested the three versions of the game with 70 children (aged 12-13) in a diverse German school environment. The results show significant differences in motivation, engagement, focus, and attention across the three conditions. Overall, the 作者: ANTH 時(shí)間: 2025-3-24 02:31
Skull Hunt: An Educational Game for?Teaching Biologynd the database uses PostgreSQL. Besides, the game uses Augmented Reality via Unity 3D and AR Foundation, allowing it to be played in different operational systems, such as Android and iOS. The basic game concept is a ., in which students must search for QR codes in the environment that allow the vi作者: Erythropoietin 時(shí)間: 2025-3-24 07:57
Didactical Design Goes Rogue? Children’s Playful Explorations While Engaged in Scaffolded Coding Acttical instructions in a coding workshop supported by robots? (2) What kind of interactions unfold while children are engaged in coding activities supported by robots? The unit of analysis is children’s coding activities during an experimental coding-workshop supported by different robots carried out作者: MONY 時(shí)間: 2025-3-24 12:07 作者: obscurity 時(shí)間: 2025-3-24 16:45
Mathmages: e-Sports and Mathematics in the Amazon Regionan initiative that promoted digital inclusion in the jungle. The engagement of schools and children during the tournament was inspiring, especially in the communities in the countryside of the state, which showed special dedication. As a result, the schools from the countryside were the best perform作者: mediocrity 時(shí)間: 2025-3-24 20:21 作者: COST 時(shí)間: 2025-3-25 02:10 作者: 要求比…更好 時(shí)間: 2025-3-25 05:58 作者: Modicum 時(shí)間: 2025-3-25 09:01 作者: medieval 時(shí)間: 2025-3-25 15:15 作者: Offbeat 時(shí)間: 2025-3-25 16:43
Biofeedback-Controlled Video Games for?Emotional Regulationuse in entertainment and video games is still in the making. To bridge this gap, we report the design and development of a biofeedback-controlled microgame for emotional regulation, based on the pleasure/arousal model. This game, which dynamically self-affects its difficulty based on the player’s he作者: OVER 時(shí)間: 2025-3-25 22:51
“Should My Best Prove Insufficient, We Will Find Another Way”: Time Loop Mechanics as Expressions ofmechanics and interface, as well as a way to express hope in difficult times. This paper uses a humanities-based critical methodology to explore how the structure of time loop games reinforces feelings of optimism and hope through iterative improvement and eventual mastery of game systems, and exami作者: GRE 時(shí)間: 2025-3-26 03:24 作者: progestogen 時(shí)間: 2025-3-26 07:09
Conference proceedings 20234th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark..The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions.. The HCI in Games 2023 proceedings intends to 作者: 無(wú)情 時(shí)間: 2025-3-26 12:33
The German Obsession with Fairy Tales, to compare the effectiveness of three types of textbooks. The results conducted from a pilot study shows positive learning outcomes from the e-textbook reading. Implications for both academic research and practice, as well as suggestions for future studies will be discussed.作者: 細(xì)菌等 時(shí)間: 2025-3-26 14:00
Students’ Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracki to compare the effectiveness of three types of textbooks. The results conducted from a pilot study shows positive learning outcomes from the e-textbook reading. Implications for both academic research and practice, as well as suggestions for future studies will be discussed.作者: SPER 時(shí)間: 2025-3-26 19:09
0302-9743 t of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark..The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions.. The HCI in Games 2023 proceedings i作者: Rejuvenate 時(shí)間: 2025-3-26 21:27
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: sultry 時(shí)間: 2025-3-27 02:47
0302-9743 ntends to help, 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..978-3-031-35978-1978-3-031-35979-8Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 埋伏 時(shí)間: 2025-3-27 09:10
Bankruptcy of the Famous Trade-Off Theoryronment that allows students to monitor themselves and control their learning actions autonomously. Moreover, the data provide scientific support to the hypothesis that educational robotics can improve the ability to plan and control complex tasks, favoring the development of executive functions and math or STEM achievement.作者: inhumane 時(shí)間: 2025-3-27 11:19 作者: Arteriography 時(shí)間: 2025-3-27 16:15
https://doi.org/10.1007/978-3-030-03267-8rval (IBI), facial expressions, and player perception of the match. The EDA and HR data (derived from the IBI metric) proved to be complementary and correspond with game events and strategies, while facial expression data had inconclusive results in all experiments.作者: 的是兄弟 時(shí)間: 2025-3-27 17:47 作者: Constitution 時(shí)間: 2025-3-27 22:31
Comparing Hedonic Consumption Experiences Between MOBA Games and Vridess. This study is distinctive in nature as it explores the hedonic consumption experiences that are statistically different while comparing MOBA game users with Vride users. We also drive theoretical and practical implications from our analyses.作者: Cursory 時(shí)間: 2025-3-28 04:11
Applicability of?Psychophysiological and?Perception Data for?Mapping Strategies in?League of?Legendsrval (IBI), facial expressions, and player perception of the match. The EDA and HR data (derived from the IBI metric) proved to be complementary and correspond with game events and strategies, while facial expression data had inconclusive results in all experiments.作者: 四指套 時(shí)間: 2025-3-28 09:27 作者: Hyperlipidemia 時(shí)間: 2025-3-28 14:03
The German Obsession with Fairy Tales,a. In the contemporary era, students are leaning more towards e-learning and online textbooks compared to physical texts. E-textbooks will be here to stay, and this has raised questions about whether they will replace traditional textbooks indefinitely for the near future. In order for e-textbooks t作者: LATE 時(shí)間: 2025-3-28 17:42 作者: 切割 時(shí)間: 2025-3-28 20:24 作者: 食品室 時(shí)間: 2025-3-28 23:49 作者: etidronate 時(shí)間: 2025-3-29 07:04
https://doi.org/10.1007/978-981-16-2410-0ience is one of the evaluation indicators and design objects of educational games. Learning with educational games is a composite process, including playing, learning, reflecting, and other forms of information processing. However, existing flow models and corresponding design principles are general作者: objection 時(shí)間: 2025-3-29 08:43
https://doi.org/10.1007/978-3-658-39473-8 game aimed for teaching mathematics developed from a doctoral thesis with a method called ARCS-REACT. The game was developed by Flying Saci Game Studio with the technical support from Samsung Ocean Center and was implemented in 163 public schools in 34 municipalities in the State of Amazonas. 98 of作者: 眼界 時(shí)間: 2025-3-29 14:42
https://doi.org/10.1007/978-1-349-09680-0builders of local culture, need to be nurtured in ways that contribute to the future sustainability of their communities. The participatory game design emphasizes the empowerment of children as creative participants. To explore the process and outcome of using participatory game design to empower ch作者: acclimate 時(shí)間: 2025-3-29 17:58
The Building of Chinese Ethnicity in Romee while comparing multiplayer online battle arena (MOBA) game users with Vride users. We collected two separate data sets including MOBA game users (292) and Vride Users (217). We performed t-test to investigate whether MOBA game users are statistically different in hedonic consumption experiences v作者: 粉筆 時(shí)間: 2025-3-29 22:45
https://doi.org/10.1007/978-3-030-03267-8 aims to explore a solution that identifies game events and strategies from the convergence of different psychophysiological metrics from seasoned players in order to create tools to reduce the learning curve of these strategies for beginner and intermediate players. To achieve this, experiments wit作者: Neuralgia 時(shí)間: 2025-3-30 01:48
https://doi.org/10.1007/978-3-319-56206-3ir expectations and responses. A typical example of congruence is when a smile (visual modality) is accompanied by a laugh (acoustic modality). Pain and pleasure are extremely intensive affects, rarely correctly assessed. It rarely happens that affective communication is incongruent in different mod作者: 溫和女孩 時(shí)間: 2025-3-30 06:49
Concluding Remarks: Breaking the Myth,was less costly to overestimate the meaning. The psychological phenomenon of apophenia (overperception of patterns) is then an adaptive response. It may manifest also as overperception of visual patterns (pareidolia). The underperception was rarely studied and researchers mainly used unsuitable stim作者: municipality 時(shí)間: 2025-3-30 11:47 作者: 輕打 時(shí)間: 2025-3-30 15:11 作者: Entreaty 時(shí)間: 2025-3-30 16:54
Adult ADHD in Psychiatric Conditions,esses have increasingly embraced active pauses and short breaks to favor relaxation and distraction for reducing emotional burden and increasing productivity. To that respect, mindfulness and quick-bite video games are among the go-to options for taking a rest. In this paper we explore how to introd作者: 消瘦 時(shí)間: 2025-3-30 22:11
https://doi.org/10.1007/978-3-031-27777-1ifications of time travel and time manipulation. Time loop games, in which a character repeats the same time period or sequence of experiences indefinitely, are surprisingly optimistic, even when the game world, content, or scenario is emotionally challenging. While all digital games allow players t作者: GNAW 時(shí)間: 2025-3-31 03:06
,Intangible Burdens and ‘Real’ Burdens, In consequence, personalization seems to be an important part of any successful gamification design. Personalization can be improved by understanding user behavior and Hexad player/user type. This paper comes with an original research idea: It investigates whether users’ game-related data (collecte作者: 打包 時(shí)間: 2025-3-31 07:16
Exploring Virtual Reality (VR) to?Foster Attention in?Math Practice – Comparing a?VR to?a?Non-VR Gamtial for improving learning motivation, engagement, as well as the overall learning experience. Immersive games may be particularly useful for children struggling with attention when engaging in high-focus cognitive learning tasks such as solving math equations. However, there is a lack of research 作者: acclimate 時(shí)間: 2025-3-31 10:09
Students’ Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Trackia. In the contemporary era, students are leaning more towards e-learning and online textbooks compared to physical texts. E-textbooks will be here to stay, and this has raised questions about whether they will replace traditional textbooks indefinitely for the near future. In order for e-textbooks t作者: 追逐 時(shí)間: 2025-3-31 14:01
The Gaming World of Educational Robotics. A Review Studyinking skills. This paper reports a narrative review of empirical studies performed in the last twenty years, that investigate the effectiveness of using playful robotics as tools for enhancing cognitive abilities such as metacognition, awareness, and problem-solving, also improving planning and exe作者: 引水渠 時(shí)間: 2025-3-31 19:21
Skull Hunt: An Educational Game for?Teaching Biologyodology, which all lead students to learn through memorization, and consequently do not achieve meaningful and enjoyable learning. Given this scenario, our objective was to develop a digital educational game for mobile devices called “Skull Hunt” which aims to be a playful strategy in teaching biolo