標(biāo)題: Titlebook: HCI in Games; 6th International Co Xiaowen Fang Conference proceedings 2024 The Editor(s) (if applicable) and The Author(s), under exclusiv [打印本頁] 作者: rupture 時(shí)間: 2025-3-21 16:39
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: NEEDY 時(shí)間: 2025-3-21 22:53 作者: 噴出 時(shí)間: 2025-3-22 02:32 作者: Confess 時(shí)間: 2025-3-22 08:28 作者: ellagic-acid 時(shí)間: 2025-3-22 10:02
Portfolio Management and Stock Request Behavior: Implications for Developer- and Economy-Oriented Gad rounds. Furthermore, we employed the DBSCAN algorithm to detect clustering in the 66 rows of SVD-smoothed mean share prices. By incorporating elements of realism, complexity, and strong participant motivation, we provided a robust and immersive investment experience compared to existing investment作者: 熒光 時(shí)間: 2025-3-22 12:57
Digital Gamification Design of Chinese Landscape Painting Based on Gesture Interactionap Motion devices to achieve real-time switching between 2D and 3D styles of Chinese landscape painting, explore the landscapes, collage, and generate personalized Chinese landscape painting. 16 volunteers were recruited for interface usability testing, and the experimental results indicated that mo作者: Rodent 時(shí)間: 2025-3-22 19:57 作者: 推延 時(shí)間: 2025-3-23 00:10
Immersive Interactive Game Design for Cultural Relics and Monuments Based on Situated Cognition Theo research methodologies, including questionnaires, knowledge tests, and semi-structured interviews. Our findings indicate that "Voices of Yungang" has a positive influence on enhancing learning effectiveness, enriching the educational experience, and fostering learner initiative. This study not only作者: fertilizer 時(shí)間: 2025-3-23 04:06
Computer Game Design for Eye Contact Exercise for Children with Autism used by children at the ASD Rehabilitation Center in the Huazhong University of Science and Technology. The design was evaluated for feasibility, safety, and intervention effectiveness. The test results and user feedback revealed that the game received high ratings in novelty, practicality, interac作者: Comprise 時(shí)間: 2025-3-23 06:35
Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Extegic decision-making and performance evaluation are common, and such rules infer that quantified measures do objectify the assessment of player/fighter performance in a far more satisfactory (and non-controversial) manner. We thereby emphasize the importance of significant strikes being a key compo作者: 鍵琴 時(shí)間: 2025-3-23 12:49
https://doi.org/10.1007/978-3-8348-9639-1learning efficiency. Such results underscore the tangible applicability of CLT in game design, especially concerning tutorial development. Through the quantification of game complexity to modulate the cognitive load, our study not only promoted player learning and engagement but also preempted the r作者: Tartar 時(shí)間: 2025-3-23 16:37 作者: 尊敬 時(shí)間: 2025-3-23 20:54
ions, indicating that individuals with more pronounced playfulness traits are likely to be more receptive to these interventions. This finding emphasizes the importance of factoring in the playfulness trait when designing and implementing gamification solutions in healthcare settings.作者: MOAT 時(shí)間: 2025-3-23 22:35
Amy (Shu Ting) Liang,Ashley (Lin Ting) Liangd experts in Human-Computer Interaction and one with gamers..The number of sessions was determined inductively, addressing identified complexities until a comprehensive resolution was achieved. The iterative sessions dynamically approached relevant issues, with a focus on Gender and Religious Belief作者: inundate 時(shí)間: 2025-3-24 03:10
https://doi.org/10.1007/978-3-031-65579-1d rounds. Furthermore, we employed the DBSCAN algorithm to detect clustering in the 66 rows of SVD-smoothed mean share prices. By incorporating elements of realism, complexity, and strong participant motivation, we provided a robust and immersive investment experience compared to existing investment作者: 鐵砧 時(shí)間: 2025-3-24 08:11 作者: 惡名聲 時(shí)間: 2025-3-24 11:52 作者: Militia 時(shí)間: 2025-3-24 16:53 作者: Ablation 時(shí)間: 2025-3-24 19:34
Brian Robinson MSc, PhD, DSc, FRSC used by children at the ASD Rehabilitation Center in the Huazhong University of Science and Technology. The design was evaluated for feasibility, safety, and intervention effectiveness. The test results and user feedback revealed that the game received high ratings in novelty, practicality, interac作者: 商店街 時(shí)間: 2025-3-25 01:33 作者: FADE 時(shí)間: 2025-3-25 06:22 作者: Restenosis 時(shí)間: 2025-3-25 10:40
Personalize Mobile Game Interface Design We aim to identify pivotal factors for personalizing mobile game design based on the specific levels of the players. The finding s from a preliminary study recognized simplicity and learnability as key factors influencing the enjoyment of mobile game players, subsequently affecting their intention to persistently engage with the game.作者: 財(cái)主 時(shí)間: 2025-3-25 12:22 作者: Femine 時(shí)間: 2025-3-25 17:09 作者: aesthetician 時(shí)間: 2025-3-25 23:13
Quantum Encryption Is Not a Paradox, this study will appeal to a diverse audience including academic researchers at various stages of their careers, graduate students, and professors seeking to discern research trends, pertinent subjects, major publications, and key scholars within the field.作者: 掙扎 時(shí)間: 2025-3-26 03:11 作者: 遣返回國(guó) 時(shí)間: 2025-3-26 06:42 作者: 剛毅 時(shí)間: 2025-3-26 09:32 作者: 違法事實(shí) 時(shí)間: 2025-3-26 13:05 作者: 腐蝕 時(shí)間: 2025-3-26 17:59 作者: Geyser 時(shí)間: 2025-3-26 21:02 作者: 體貼 時(shí)間: 2025-3-27 04:07 作者: emission 時(shí)間: 2025-3-27 07:18
https://doi.org/10.1057/9780230379909d refine their strategies for handling fires, aiming to enhance the emergency decision-making abilities of rescue personnel. This game is expected to offer robust empirical support for the gamified design of emergency exercises.作者: 哥哥噴涌而出 時(shí)間: 2025-3-27 09:54
Long-Term Gamification: A Surveystudies, offering a valuable roadmap for developing enduring gamification experiences within the fields of human-computer interaction and gamification. Our paper advocates for further research examining long-term gamification in a more systematic and thorough manner.作者: 小故事 時(shí)間: 2025-3-27 14:30
Enhancing Emergency Decision-Making Skills Through Game-Based Learning: A Forest Fire Simulation Exed refine their strategies for handling fires, aiming to enhance the emergency decision-making abilities of rescue personnel. This game is expected to offer robust empirical support for the gamified design of emergency exercises.作者: Myelin 時(shí)間: 2025-3-27 18:59
0302-9743 Conference, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024.?..The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions...The two volume set of HCI-Games 2024 proceedings wer作者: Neonatal 時(shí)間: 2025-3-28 00:45 作者: Generosity 時(shí)間: 2025-3-28 05:45 作者: 摘要記錄 時(shí)間: 2025-3-28 08:15
Long-Term Gamification: A SurveyIt emerges that success hinges on a nuanced blend of design elements, tailored personalization, evolving challenges, collaborative features, story-driven content, and dynamic updates. These factors are found to foster a deep-rooted sense of ownership, skill development, community belonging, and cont作者: Panacea 時(shí)間: 2025-3-28 14:10 作者: Intrepid 時(shí)間: 2025-3-28 14:41
Optimizing Tutorial Design for?Video Card Games Based on?Cognitive Load Theory: Measuring Game Complsis and evolution of Cognitive Load Theory (CLT). Upon this theoretical framework, we investigated the incorporation of CLT into the explicit design of game tutorials, introducing an innovative approach for the quantification of knowledge and task complexity in card games. This approach is designed 作者: AGONY 時(shí)間: 2025-3-28 20:04 作者: adequate-intake 時(shí)間: 2025-3-28 23:05
The Impact of Playfulness Trait on Attitude and Intention Towards Gamified Health Behavior explores the hypothesis that individual differences in playfulness - a predisposition to engage enjoyably with situations - might significantly influence an individual’s attitude and intention towards gamified health practices. To test this, a survey was conducted, focusing on three hypotheses: the作者: 護(hù)航艦 時(shí)間: 2025-3-29 06:54
Exploring the Variables of Empathy in Gamers: A Comprehensive Surveyfactors influencing the development of empathetic relationships between gamers and playable characters in digital games. The survey encompasses six distinct sections, including gamers’ personal characterization, socio-economic reality, digital playing habits, preferred gaming activities, empathy ass作者: 色情 時(shí)間: 2025-3-29 10:24 作者: CHOP 時(shí)間: 2025-3-29 15:24 作者: Rankle 時(shí)間: 2025-3-29 16:28 作者: 被詛咒的人 時(shí)間: 2025-3-29 22:49
Making Learning Engaging and?Productive: ,, a?VR Lab to?Bridge Between Classroom Theory and?Industrific equipment. Universities thus hesitate to invest in such machinery. Metaverse provides virtually limitless digital space at minimal operational costs, facilitating avatar-based interaction and collaboration. This paper explores the potential of the Metaverse in connecting engineering education an作者: 落葉劑 時(shí)間: 2025-3-29 23:52
Immersive Interactive Game Design for Cultural Relics and Monuments Based on Situated Cognition Theodissemination value. However, existing research on their digitization often lacks comprehensive guiding theories to enhance on-site tour experiences, leading to a shortfall in meeting the cultural learning needs of visitors in terms of narrative, immersion, and interaction. Addressing this gap, this作者: alcoholism 時(shí)間: 2025-3-30 05:21
Computer Game Design for Eye Contact Exercise for Children with Autisml accompany the children as they grow up and cause more problems. To help ASD children improve their attention and sensitivity to eye contact, this study designed computer game products for high-functioning ASD children between ages of 3–10?years. This study used game science and implicit learning t作者: 帶來的感覺 時(shí)間: 2025-3-30 12:13
Cloth Tiger Hunt: An Embodied Experiential Educational Game for the Intangible Cultural Heritage of educational games centered on handicraft ICH: balancing enjoyment and engagement with effective heritage learning. Addressing this, the article introduces an Embodied Experience Educational Game Model. This model integrates a digitization framework for handicraft ICH, aligning it with the structural作者: 粗魯?shù)娜?nbsp; 時(shí)間: 2025-3-30 13:39
Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Exe seeming simplicity of the point-based scoring system used during these fights, judges’ holistic verdicts of identifying the winner often fail to accurately reflect the performances because, we find, they do not rely on the point-awarding system used during the fights. We investigate the extent to 作者: 極大痛苦 時(shí)間: 2025-3-30 17:37 作者: 針葉類的樹 時(shí)間: 2025-3-31 00:04 作者: 冷峻 時(shí)間: 2025-3-31 01:16
Mikko Saarikoski,Camilla Strandell-LaineIt emerges that success hinges on a nuanced blend of design elements, tailored personalization, evolving challenges, collaborative features, story-driven content, and dynamic updates. These factors are found to foster a deep-rooted sense of ownership, skill development, community belonging, and cont作者: Devastate 時(shí)間: 2025-3-31 06:06
Making Our CLI More Accessible, to effective advergames. Guided by four key gamification principles, we used qualitative content analysis to examine the video advertisements of top-ten dating apps in the global market. Four distinct themes were identified: 1) the desire for a relationship as the primary motivator, 2) the use of g作者: emission 時(shí)間: 2025-3-31 11:52
https://doi.org/10.1007/978-3-8348-9639-1sis and evolution of Cognitive Load Theory (CLT). Upon this theoretical framework, we investigated the incorporation of CLT into the explicit design of game tutorials, introducing an innovative approach for the quantification of knowledge and task complexity in card games. This approach is designed 作者: Affluence 時(shí)間: 2025-3-31 16:01
than the number of World Championships won. We approach this issue of attempting to identify the GOAT (assuming that there is only one), by looking at the race performance of 12 drivers who participated in Grand Prix races since 1950..(a) Unquestionably, the more race participation, the greater the