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標(biāo)題: Titlebook: HCI in Games; Second International Xiaowen Fang Conference proceedings 2020 Springer Nature Switzerland AG 2020 artificial intelligence.com [打印本頁(yè)]

作者: audiogram    時(shí)間: 2025-3-21 19:25
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(kāi)度




書目名稱HCI in Games網(wǎng)絡(luò)公開(kāi)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: Feature    時(shí)間: 2025-3-21 21:46
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/h/image/420153.jpg
作者: 匍匐    時(shí)間: 2025-3-22 03:30
978-3-030-50163-1Springer Nature Switzerland AG 2020
作者: 裹住    時(shí)間: 2025-3-22 08:23

作者: 制定    時(shí)間: 2025-3-22 11:53

作者: 重畫只能放棄    時(shí)間: 2025-3-22 15:17

作者: 虛構(gòu)的東西    時(shí)間: 2025-3-22 19:32

作者: 驚奇    時(shí)間: 2025-3-23 00:11
Wizard of Oz and the Design of a Multi-player Mixed Reality Gamecribe four central game mechanics for which the wizarding proved to be highly useful. We also discuss some ethical aspects related to the method a such as well as to the game design. In sum, we found the WOz method as such to be very useful for game design and development.
作者: PANT    時(shí)間: 2025-3-23 03:50
Entrepreneurship as a competency,ten-item heuristic set (InCuDe) is presented. This heuristic set highlights the need for attention to the interface, the possibilities for customisation and the design of the game and the. We present the survey findings and the heuristics as contributions.
作者: 輕推    時(shí)間: 2025-3-23 05:43

作者: 長(zhǎng)處    時(shí)間: 2025-3-23 11:20

作者: Generator    時(shí)間: 2025-3-23 16:24

作者: Foreshadow    時(shí)間: 2025-3-23 19:08

作者: 頭腦冷靜    時(shí)間: 2025-3-23 22:50

作者: 易彎曲    時(shí)間: 2025-3-24 03:37

作者: Harridan    時(shí)間: 2025-3-24 07:34

作者: 吞下    時(shí)間: 2025-3-24 10:58
0302-9743 part of HCI International 2020 in Copenhagen, Denmark.*..HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. ..The 38 papers presented in this volume are organized in topical sections named: designing
作者: 滴注    時(shí)間: 2025-3-24 18:51

作者: Etching    時(shí)間: 2025-3-24 21:26

作者: Connotation    時(shí)間: 2025-3-25 01:42
Pixel Perfect: Fashion Styling in Virtual Character Design Processionals to bring virtual characters to life through fashion styling?and character performance. A descriptive understanding of industry design practices can help build theories about the motivation and other human factors that goes into character design from the designers’ perspective.
作者: 裝勇敢地做    時(shí)間: 2025-3-25 05:16
Building Human-Autonomy Teaming Aids for Real-Time Strategy Gamesom SC2 to build human-autonomy teaming (HAT) aids, AI-driven software tools for human interactivity, for players to improve their skills. The human-machine interface (HMI) that houses these tools breaks the game into different components and visually represents each HAT aid to increase situational awareness and decrease response time.
作者: 軍火    時(shí)間: 2025-3-25 07:44
Conference proceedings 2020 publication after a careful reviewing process. ..The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games...*The conference was held virtually due to the COVID-19 pandemic..
作者: 臨時(shí)抱佛腳    時(shí)間: 2025-3-25 14:30
Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with solutions, and also support study of game-playing by allowing (within-player) comparison between games, or (within-game) comparison between players (human and AI)..Here we detail requirements for functional adaptive AI, arguing from first-principles drawn from games research literature, and propose
作者: 招募    時(shí)間: 2025-3-25 18:21
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming user and VR game [I?→?(technology – world)] that indicates presence can be understood as a feeling of place or placehood in VR and is intentionally the state aimed for as optional in VR games. The importance of technological intentionality as a co-constructor of embodiment and presence is exemplifi
作者: colony    時(shí)間: 2025-3-25 23:23
Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?show that gamification affects learners with different personality dimensions in different ways. Some personality dimensions gain significant benefits from some forms of gamification, while other personality dimensions do not. This variation in the results shows that it can be useful to use personal
作者: Mirage    時(shí)間: 2025-3-26 03:37

作者: 巨碩    時(shí)間: 2025-3-26 06:32

作者: Presbyopia    時(shí)間: 2025-3-26 11:29

作者: SENT    時(shí)間: 2025-3-26 15:38

作者: certain    時(shí)間: 2025-3-26 17:08

作者: LEVER    時(shí)間: 2025-3-26 23:20

作者: 無(wú)能力    時(shí)間: 2025-3-27 02:00
Gender and Genre Differences in Multiplayer Gaming Motivationse are also major genre differences in relation to different motivations. Results reflect a cultural shift in gaming away from gender stereotypes, supporting the importance of reconsidering previous scholarship in this area. Future research should account for both the affordances and culture associat
作者: 最低點(diǎn)    時(shí)間: 2025-3-27 09:19

作者: Middle-Ear    時(shí)間: 2025-3-27 12:25
Social Movements, Hegemony and Resistance, user and VR game [I?→?(technology – world)] that indicates presence can be understood as a feeling of place or placehood in VR and is intentionally the state aimed for as optional in VR games. The importance of technological intentionality as a co-constructor of embodiment and presence is exemplifi
作者: 基因組    時(shí)間: 2025-3-27 14:42

作者: investigate    時(shí)間: 2025-3-27 19:20
https://doi.org/10.1057/9781137320704 showed that our proposed system did not reduce discomfort of taunted players. The major reason was that our experimental design was not appropriate i.e. the experimenter, who was taunting, kept taunting after received warning message to increase the number of appearances of notification banner. How
作者: expansive    時(shí)間: 2025-3-27 23:34

作者: Oligarchy    時(shí)間: 2025-3-28 03:07
The Business of Android Apps DevelopmentControl among the factors tested, and greater Task Engagement in turn increased Enjoyment. Multiple linear regression results support the proposed model with minor revisions. The revised model shows how Clear Proximal Goals, Immediate Progress Feedback, and Desire Fulfillment: Idealism lead to Task
作者: ventilate    時(shí)間: 2025-3-28 07:46

作者: 機(jī)密    時(shí)間: 2025-3-28 13:48

作者: laxative    時(shí)間: 2025-3-28 16:42

作者: arcane    時(shí)間: 2025-3-28 22:44

作者: insidious    時(shí)間: 2025-3-29 00:16
Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with , in terms of human-computer interaction, the advances conceal a major limitation: these algorithms do not incorporate any sense of what human players find . in games..I argue that adaptive game AI will be enhanced by a generalised player model, because games are inherently human artefacts which req
作者: lipoatrophy    時(shí)間: 2025-3-29 05:58
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gamingodiment and presence in gaming. However, many of the discourses and attempts to conceptualise experience in VR games conflate these terms rather than understanding each as a state of engagement with a VR environment or game. This results in a lack of understanding of the importance of design and int
作者: resilience    時(shí)間: 2025-3-29 07:38
A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysisaying is crucial to support game expansion or creation. This paper presents a tool to support affective states assessment based on facial analysis. It allows the configuration of different testing scenarios to gather in-game information as well as webcam feed for the facial expressions analysis and
作者: 談判    時(shí)間: 2025-3-29 13:38
Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?learner model that can be used to adapt gamification elements to learners’ attributes (e.g. personality). To do this, it is important to understand the relationship between gamification and the learner’s personality. A few empirical studies have tried to understand this relationship, but they were b
作者: Parley    時(shí)間: 2025-3-29 19:07

作者: 啪心兒跳動(dòng)    時(shí)間: 2025-3-29 23:14
A System to Reduce Discomfort of Taunted Player in Multiplayer Online Gamesnting as a non-verbal redundant operation which makes fun of other players. According to our preliminary survey, it was found that 25 out of 26 college students had experienced to be taunted by opponents of multiplayer online games. Taunted players feel discomfort and cannot keep motivation to play
作者: 不能妥協(xié)    時(shí)間: 2025-3-30 01:22

作者: B-cell    時(shí)間: 2025-3-30 07:40
Building Human-Autonomy Teaming Aids for Real-Time Strategy Gamessource environment [.], SC2 has become a popular domain for Artificial Intelligence (AI) research. This paper leverages the advances in AI research from SC2 to build human-autonomy teaming (HAT) aids, AI-driven software tools for human interactivity, for players to improve their skills. The human-ma
作者: evince    時(shí)間: 2025-3-30 09:19

作者: 深陷    時(shí)間: 2025-3-30 14:54

作者: 職業(yè)    時(shí)間: 2025-3-30 16:39

作者: gospel    時(shí)間: 2025-3-30 21:41
Guidance Is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of not only for Game Design, but for Gamification of non-game applications, and Serious Games with a purpose beyond enjoyment. But existing theories are incomplete or lacking empirical support. Flow is the psychological state of “getting in the zone”, of enjoying overcoming challenges for the sake of t
作者: 財(cái)產(chǎn)    時(shí)間: 2025-3-31 02:01
Gender Differences When School Children Develop Digital Game-Based Designs: A Case Studylogies is conditioned by gender. In this paper we investigate how gender differences emerge in collaborative interactions between 9 to 10-year-old school children while collaboratively working on developing digital game-based designs. The unit of analysis is game design activities with a focus on ch
作者: 迅速成長(zhǎng)    時(shí)間: 2025-3-31 09:02

作者: Exclaim    時(shí)間: 2025-3-31 10:09
Wizard of Oz and the Design of a Multi-player Mixed Reality Gamee game with hidden treasures, clues to hiding places, and information that should not be revealed. The game design, however, includes deceptive elements aimed at luring players to give up information. The game’s underlying intent is to raise children’s online risk awareness. The WOz was used in the
作者: rods366    時(shí)間: 2025-3-31 13:28

作者: Mendicant    時(shí)間: 2025-3-31 20:16
Customer Inspiration via Advertising Value of Pop-Up Ads in Online Gamesnce for any businesses, do gamers get inspired by pop-up ads? To answer the query, we develop the conceptual model predicting customer inspiration through perceived advertisement value of pop-up ads in the context of online games. Based on the conceptual model, we first aim to highlight the factors
作者: 修飾    時(shí)間: 2025-3-31 23:17
Donald Adjeroh,Tim Bell,Amar Mukherjee, in terms of human-computer interaction, the advances conceal a major limitation: these algorithms do not incorporate any sense of what human players find . in games..I argue that adaptive game AI will be enhanced by a generalised player model, because games are inherently human artefacts which req




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