標題: Titlebook: HCI in Games; First International Xiaowen Fang Conference proceedings 2019 Springer Nature Switzerland AG 2019 3D.artificial intelligence. [打印本頁] 作者: 憑票入場 時間: 2025-3-21 16:33
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: eulogize 時間: 2025-3-21 20:51 作者: definition 時間: 2025-3-22 02:41
https://doi.org/10.1057/9781137376183 evaluated. Human-Computer Interaction (HCI) has been an integral part of video games since their inception, as it offers interface designers and technology developers a platform by which they can build scenarios and interactive prototypes to engage players. Real-world and game-world technologies dr作者: 圍裙 時間: 2025-3-22 07:38
https://doi.org/10.1007/978-94-009-4117-5ecome an important issue both for HCI researchers and interaction designers. While many exergames can attract users, not all of them have the ability to sustain high levels of motivation over time. The incentive effect of exergames can not only rely on freshness and gameplay, but should adopt other 作者: 摻假 時間: 2025-3-22 10:03
Isaac H. Smith,Kristie W. Seawrightost collaboration games appearing on the AppStore, Steam, or other platforms in which players get the same information from an instruction and try to solve the problem together, our guests will receive different instructions that may or may not belong to their own control panel from their monitors, 作者: osculate 時間: 2025-3-22 13:31
https://doi.org/10.1057/9780230524477 of structuralism. In principle, this model attempts to visualize the interaction of larger groups (8–12 persons) in a pluralist environment through a symbolization process with real objects. This model might offer an alternative view of a game in virtual space alike. Social impact of such a project作者: Free-Radical 時間: 2025-3-22 19:07
https://doi.org/10.1007/978-3-030-35407-7intelligence. In 2016, AlphaGo defeated a human professional player in 19?×?19 game with deep neural networks. The ground-breaking advance in computer Go brought artificial intelligence into public view and raised discussions on how to interact with machines in the future. However, AlphaGo is still 作者: 歡笑 時間: 2025-3-23 00:24
Money for Nothing: When It Pays to Be Free,ement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on using 442 valid cases. WarpPLS 5.0 was used to analyze the PLS-SEM analysis. The results of measurement 作者: enchant 時間: 2025-3-23 01:44 作者: 腐敗 時間: 2025-3-23 09:08
roduced in this paper (now known as blockchain technology) had a big impact on digital data transfer in a point that using blockchain technology, digital data transfer can be done without having third parties to give trust to the transfer process. In this paper, we focus on one of the key components作者: rectum 時間: 2025-3-23 10:29 作者: 未開化 時間: 2025-3-23 16:45 作者: 笨拙的我 時間: 2025-3-23 18:26 作者: 碌碌之人 時間: 2025-3-23 23:28
HIV Vaccine and Passive Immunity Trialsrief overview of mobile media and the Brazilian gaming market, in order to clarify why mobile games are a rich field to explore in this country, and to assess some aspects of the Brazilian gamer audience. After this introduction, we proceed to expound the main features of the game Mind Alone, aiming作者: 信任 時間: 2025-3-24 04:05 作者: curettage 時間: 2025-3-24 07:28 作者: Culmination 時間: 2025-3-24 11:54 作者: 表否定 時間: 2025-3-24 16:50
Who Is at the Center?: Designing Playful Experiences by Using Player-Centered Approachloy this approach to enhance the user experience by incorporating game-like characteristics into their design. By getting help from the concept of implied player, I argue that the player is not at the center, but the designers who envision how the players play their game occupy that space in the pla作者: isotope 時間: 2025-3-24 23:02
Developing Design Frameworks and Applications for Future Technologies Through Video Game Representat evaluated. Human-Computer Interaction (HCI) has been an integral part of video games since their inception, as it offers interface designers and technology developers a platform by which they can build scenarios and interactive prototypes to engage players. Real-world and game-world technologies dr作者: Devastate 時間: 2025-3-25 02:48 作者: 空氣 時間: 2025-3-25 05:05
Unfathomed Voyager: The Design of Real-Life Cooperation Gameost collaboration games appearing on the AppStore, Steam, or other platforms in which players get the same information from an instruction and try to solve the problem together, our guests will receive different instructions that may or may not belong to their own control panel from their monitors, 作者: Manifest 時間: 2025-3-25 08:16 作者: induct 時間: 2025-3-25 15:09 作者: Altitude 時間: 2025-3-25 17:36
Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empiriement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on using 442 valid cases. WarpPLS 5.0 was used to analyze the PLS-SEM analysis. The results of measurement 作者: 美學 時間: 2025-3-25 20:12
Affective Video Games: A Systematic Mapping Studystate of the player to give a response according to some purpose, e.g., to adapt game difficulty. Advances in estimating emotional state and adapting game elements, allow us to have an idea of which are the best ways to develop adaptation in affective videogames and to explore the research gaps in t作者: 機構(gòu) 時間: 2025-3-26 03:39 作者: 受辱 時間: 2025-3-26 06:56
Video Game Playing Enhances Young Children’s Inhibitory Controlotent reactions and resist irrelevant interference. It develops rapidly in early childhood and provides a foundation for cognitive and psychosocial development in children. Although differing perspectives exist, there is some agreement that IC may be enhanced through video game practice and training作者: 思考而得 時間: 2025-3-26 11:18
Yuri Game: Romance and Characterization in Gameplayn gameplay. The concept of yuri originates from Japan and refers to the intense emotional connection in female/female relationship regardless of the sexual orientation of participants. This research explores the method of gameplay in yuri games and the way gameplay can influence the characterization作者: 粗俗人 時間: 2025-3-26 15:21 作者: SKIFF 時間: 2025-3-26 19:42 作者: 吞噬 時間: 2025-3-26 23:13
Digital Game Enjoyment: A Literature Reviewted in 61 relevant peer-reviewed research articles or papers. No limits were put on the research methods used or date of publication. The reviewed literature spanned from 1980 to 2017. The research was organized into the following topics: Measuring and Understanding Digital Game Enjoyment, Uses and 作者: 祖?zhèn)髫敭a(chǎn) 時間: 2025-3-27 04:43
Social Spending: An Empirical Study on Peer Pressure and Player Spending in Gameses. We hypothesized that there is a positive correlation between player spending and the number of friends the player has playing the same game. The study was conducted via a survey, collecting the information on spending habits the size of their friend lists other relevant data. We concluded that t作者: MAIM 時間: 2025-3-27 05:38
A Design of Multifunctional Interfaces to Control Game Screense a higher level of interactivity in the games through tangible interfaces to support learning processes based on sensory development. For this study, the researcher has developed games based on multimedia for an audience from six to nine years of age. The games seek to teach the concept of competitiveness.作者: 榮幸 時間: 2025-3-27 10:30
Yuri Game: Romance and Characterization in Gameplayexual orientation of participants. This research explores the method of gameplay in yuri games and the way gameplay can influence the characterization of game heroines, thus have an impact on the story-telling of the whole romance as well as the player experience. The analysis focuses on several typical cases of yuri games.作者: nonsensical 時間: 2025-3-27 15:16 作者: blackout 時間: 2025-3-27 21:25 作者: filial 時間: 2025-3-28 00:18
Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empiri study is unique in the field of digital games and consumer behavior studies because the study has empirically investigated the impact of playful-consumption experience on predicting consumer videogame engagement.作者: Sad570 時間: 2025-3-28 05:05
https://doi.org/10.1057/9781137376183dence supporting the relevance of HCI principles for evaluating general video game and in-game world technologies, and to establish a set of frameworks through which technologists can examine future technology concepts in video games, often in the form of science fiction artifacts and systems.作者: 動作謎 時間: 2025-3-28 08:23 作者: 橡子 時間: 2025-3-28 12:22 作者: Apoptosis 時間: 2025-3-28 15:52 作者: 扔掉掐死你 時間: 2025-3-28 21:24 作者: 傲慢人 時間: 2025-3-28 22:56
Developing Design Frameworks and Applications for Future Technologies Through Video Game Representatdence supporting the relevance of HCI principles for evaluating general video game and in-game world technologies, and to establish a set of frameworks through which technologists can examine future technology concepts in video games, often in the form of science fiction artifacts and systems.作者: AMBI 時間: 2025-3-29 05:34
“Naughty AlphaGo”: Transforming the Game of Computer Go into an Emotional Tangible Playgroundonal Go robot player based on AI algorithm. Result shows that the emotion expression approach based on behavioral and kinematic characteristics can support human players’ perception about the AI player’s emotional states through interaction.作者: mercenary 時間: 2025-3-29 08:55 作者: APNEA 時間: 2025-3-29 12:43
Conceptualizing Fidelity for HCI in Applied Gamingts of applied games than their physical fidelity. Social and ethical fidelity are proposed as new dimensions of game fidelity that still have to be explored. In literature, both low and high levels of fidelity are described as effective in applied games, while a medium level seems not to be beneficial for the player.作者: GRAZE 時間: 2025-3-29 17:52
Social Spending: An Empirical Study on Peer Pressure and Player Spending in Gameshooter games, but more research is required, as there were limiting factors to this study. The games used in this study were ., ., ., and .. The findings can potentially be used to design games that encourage more playing with friends and family to increase per player revenue.作者: 神圣在玷污 時間: 2025-3-29 19:59 作者: 言行自由 時間: 2025-3-30 01:36 作者: 行乞 時間: 2025-3-30 05:39
Epilog: The Future for Bees and Mankind,exual orientation of participants. This research explores the method of gameplay in yuri games and the way gameplay can influence the characterization of game heroines, thus have an impact on the story-telling of the whole romance as well as the player experience. The analysis focuses on several typical cases of yuri games.作者: Stress 時間: 2025-3-30 11:19
Conference proceedings 2019I International 2019 in Orlando, FL, USA.?HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process.?.The 34 papers presented in this volume are organized in topical sections named: Game Design; Gaming Experie作者: Traumatic-Grief 時間: 2025-3-30 12:30
Isaac H. Smith,Kristie W. Seawrightso they need to share the instructions they have with their teammates rapidly in an intense game environment. Information exchange is the key point in this game. There is also some physical cooperation in the game, such as switching stations. By doing it, they can complete the mission and find the blobfish in the deep ocean.作者: 使尷尬 時間: 2025-3-30 20:06
https://doi.org/10.1057/9780230524477 might have a potential in visualization of the social roles and interests in a group. Authors briefly investigate also the potential this model might offer to the design of virtual reality environments and computer gaming in general.作者: olfction 時間: 2025-3-30 21:08 作者: 榨取 時間: 2025-3-31 04:06
Unfathomed Voyager: The Design of Real-Life Cooperation Gameso they need to share the instructions they have with their teammates rapidly in an intense game environment. Information exchange is the key point in this game. There is also some physical cooperation in the game, such as switching stations. By doing it, they can complete the mission and find the blobfish in the deep ocean.作者: Commonplace 時間: 2025-3-31 06:00
Fostering Interactivity Through Analogue Principles Applicable to Design of Virtual Reality Games might have a potential in visualization of the social roles and interests in a group. Authors briefly investigate also the potential this model might offer to the design of virtual reality environments and computer gaming in general.作者: Scintigraphy 時間: 2025-3-31 11:07