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標題: Titlebook: HCI in Games: Experience Design and Game Mechanics; Third International Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerla [打印本頁]

作者: 毛發(fā)    時間: 2025-3-21 17:33
書目名稱HCI in Games: Experience Design and Game Mechanics影響因子(影響力)




書目名稱HCI in Games: Experience Design and Game Mechanics影響因子(影響力)學科排名




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書目名稱HCI in Games: Experience Design and Game Mechanics網(wǎng)絡公開度學科排名




書目名稱HCI in Games: Experience Design and Game Mechanics被引頻次




書目名稱HCI in Games: Experience Design and Game Mechanics被引頻次學科排名




書目名稱HCI in Games: Experience Design and Game Mechanics年度引用




書目名稱HCI in Games: Experience Design and Game Mechanics年度引用學科排名




書目名稱HCI in Games: Experience Design and Game Mechanics讀者反饋




書目名稱HCI in Games: Experience Design and Game Mechanics讀者反饋學科排名





作者: 血統(tǒng)    時間: 2025-3-22 00:17
A Specific Measurable Modellarge number of tests are of great importance. Sketches of designers are usually linear and static, while the interactive prototypes developed from them are non-linear and dynamic. Under this circumstance, the same design, using a design manuscript and an interactive prototype to make the player und
作者: 干涉    時間: 2025-3-22 00:49
HEROES: An Action Game Enabling Players with and Without Disabilities to Play Togethere paper focuses on the research of the current state of accessibility in gaming, non-mental disabilities (grouped into visual, auditory and physical) and the ways of compensating for them in real life and gaming. It results in the development of a game prototype with assisstive AI for physically cha
作者: B-cell    時間: 2025-3-22 07:28
Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games the development of affordable hardware, such as portable eyetrackers, have the potential to drive an increasing interest in the design of gaze-induced interaction metaphors in interactive systems. In order to bridge this gap, we designed a prototype third-person shooter video game controllable thro
作者: 高射炮    時間: 2025-3-22 09:23
Foresthlon: Investigating Gender Experience Through a Hybrid BCI Gamee game. A two-dimensional hybrid BCI game was designed and implemented in order to provide a new and exciting experience for the player without ruining gameplay. The main goal of the game is to run and hit all the targets as quickly as possible as the main indicator of how successful the attempt is
作者: Neuralgia    時間: 2025-3-22 13:08

作者: 精致    時間: 2025-3-22 17:06
Horror Ludens: Using Fear to Construct Meaning in Video Games help us to find some answers in this scenario, but herein we intend to focus our attention on the game . (PC, 2020–2021). Created by an independent Brazilian studio named Abysstrakt Games, and scheduled to be launched in late 2021, the game sets its action in a dreamlike ambient where the player ha
作者: 出血    時間: 2025-3-22 22:00

作者: jumble    時間: 2025-3-23 02:26

作者: MUTED    時間: 2025-3-23 07:40

作者: CLAN    時間: 2025-3-23 13:07
Research on the Quantization of User Experience of Spectator Mode in Moba Gamesmode in the game. However, compared with ordinary players participating in the game themselves, the needs of players spectating the game are inconsistent. There are usually 2 teams in a MOBA game, and everyone in the team has data such as blood volume, item volume and so on. These massive amounts of
作者: Climate    時間: 2025-3-23 14:55

作者: LAIR    時間: 2025-3-23 21:40

作者: 觀察    時間: 2025-3-24 00:11

作者: Ablation    時間: 2025-3-24 02:29

作者: xanthelasma    時間: 2025-3-24 08:28

作者: macular-edema    時間: 2025-3-24 14:36
In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model game addiction. The current study intends to propose a conceptual model to examines the relationship of in-game virtual consumption with online video game addiction. Different in-game virtual products enable the players to overcome the deficiencies they are facing in the gaming world like lack of p
作者: 違抗    時間: 2025-3-24 17:45
The Markets: Procedures and Control,obile games are playing an increasingly important role in people’s social connection. In addition to entertainment functions, mobile games in the near future have the potential to become a new method of teaching, by which users can learn a variety of knowledge in a lively and interesting way. What f
作者: 小鹿    時間: 2025-3-24 20:19

作者: 無能力之人    時間: 2025-3-25 01:14
Capitalist States and Civil Societies,e paper focuses on the research of the current state of accessibility in gaming, non-mental disabilities (grouped into visual, auditory and physical) and the ways of compensating for them in real life and gaming. It results in the development of a game prototype with assisstive AI for physically cha
作者: LAP    時間: 2025-3-25 06:45

作者: 玩笑    時間: 2025-3-25 08:14
Michele Aresta,Angela Dibenedettoe game. A two-dimensional hybrid BCI game was designed and implemented in order to provide a new and exciting experience for the player without ruining gameplay. The main goal of the game is to run and hit all the targets as quickly as possible as the main indicator of how successful the attempt is
作者: NEEDY    時間: 2025-3-25 12:10

作者: 易受騙    時間: 2025-3-25 18:42

作者: malapropism    時間: 2025-3-25 22:18

作者: 人類的發(fā)源    時間: 2025-3-26 02:15
Decubitus Ulcers (Pressure Sores),n be applied to shortlist usability issues in games. We specifically discuss observational studies, think-aloud protocols, questionnaires, surveys, user interviews, focus groups, and heuristic evaluations. The paper also discusses approaches to prioritize usability issues in games through severity r
作者: 遠足    時間: 2025-3-26 05:17
The Care of Long-Term Prisoners hit accuracy, as well as the influence of button size on users’ perception of the ease of button touching despite the size of the touchable area. The lower-left-hand area with x coordinates between 28?mm to 36?mm is the optimal input area for left the hand and the lower-right-hand area with x coord
作者: Champion    時間: 2025-3-26 10:02
https://doi.org/10.1007/978-1-349-18386-9mode in the game. However, compared with ordinary players participating in the game themselves, the needs of players spectating the game are inconsistent. There are usually 2 teams in a MOBA game, and everyone in the team has data such as blood volume, item volume and so on. These massive amounts of
作者: Alveoli    時間: 2025-3-26 14:53
Keeping the Project Under Control repetitive behaviors and interests. Children with autism are often not naturally as motivated as others by social interaction and situations involving dyadic play, and this is considered to be problematic as both are essential arenas for young children’s development. In this article we explore how
作者: 大方一點    時間: 2025-3-26 20:01
https://doi.org/10.1007/978-1-349-13869-2of technology and the improvement of people’s living standards, virtual products as new consumption hotspots appeared in the public. People began to pay attention to the service of the product and the emotional experience given by products, which also means that many people are willing to pay for th
作者: 不能強迫我    時間: 2025-3-26 21:37

作者: companion    時間: 2025-3-27 05:10

作者: Paraplegia    時間: 2025-3-27 07:35

作者: 不可思議    時間: 2025-3-27 12:10
Exchange, Reciprocity and Affect, game addiction. The current study intends to propose a conceptual model to examines the relationship of in-game virtual consumption with online video game addiction. Different in-game virtual products enable the players to overcome the deficiencies they are facing in the gaming world like lack of p
作者: insincerity    時間: 2025-3-27 16:59
Conference proceedings 2021held as part of the 23.rd. International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from
作者: 可能性    時間: 2025-3-27 18:49

作者: anniversary    時間: 2025-3-27 23:58
Conference proceedings 2021s held virtually.. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part I, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics..
作者: Soliloquy    時間: 2025-3-28 04:53
The Cardiovascular Adrenergic Systemameworks. We then uncover major pitfalls in the current work and suggest directions for future research. Hopefully, this article will prove instructive to game designers and leave them with a better understanding of the central concepts in the field of persuasive technology.
作者: 激怒    時間: 2025-3-28 10:12
Decubitus Ulcers (Pressure Sores),iases in usability studies, ways of determining optimal sample size and approaches to reducing evaluator effect. Finally, we describe approaches to ideating design solutions to address usability concerns in games.
作者: Detain    時間: 2025-3-28 14:11

作者: 元音    時間: 2025-3-28 18:18
Interorality and Caribbean Philosophy,ecessary on how to conceptualize and measure adherence across disciplines, and suggest that studies on gamification on adherence not only measure the usage behavior of individuals, but equally provide an a priori operationalization of intended use along with a justification.
作者: 嚙齒動物    時間: 2025-3-28 20:34
Persuasive Technology in Games: A Brief Review and Reappraisalameworks. We then uncover major pitfalls in the current work and suggest directions for future research. Hopefully, this article will prove instructive to game designers and leave them with a better understanding of the central concepts in the field of persuasive technology.
作者: 可以任性    時間: 2025-3-29 02:24
Analyzing and Prioritizing Usability Issues in Gamesiases in usability studies, ways of determining optimal sample size and approaches to reducing evaluator effect. Finally, we describe approaches to ideating design solutions to address usability concerns in games.
作者: GIBE    時間: 2025-3-29 04:56

作者: overshadow    時間: 2025-3-29 10:38

作者: 雜色    時間: 2025-3-29 13:59

作者: Harrowing    時間: 2025-3-29 17:32

作者: 祖先    時間: 2025-3-29 22:32

作者: DOLT    時間: 2025-3-30 02:55
Capitalist States and Civil Societies,rrier of impaired players feeling “l(fā)eft out”, bringing both groups of players together through making them realize their similarities, rather than their differences. The aim was to help and empower the player, not replace him.
作者: 記憶    時間: 2025-3-30 04:36

作者: Dysplasia    時間: 2025-3-30 08:53

作者: CHYME    時間: 2025-3-30 14:13
In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Modelddictive behavior in the players is vague. Therefore, this conceptual paper seeks to investigate this important issue and provide a better understanding of video game addiction. We try to provide a behavioral link between in-game virtual consumption with online video game addiction.
作者: 奴才    時間: 2025-3-30 19:52
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/h/image/420157.jpg
作者: 使人煩燥    時間: 2025-3-30 22:48
978-3-030-77276-5Springer Nature Switzerland AG 2021
作者: 加花粗鄙人    時間: 2025-3-31 02:25

作者: 過時    時間: 2025-3-31 06:00
https://doi.org/10.1007/978-3-030-77277-2artificial intelligence; computer games; computer networks; computer science; computer systems; computer
作者: 額外的事    時間: 2025-3-31 10:37
Toward a Theory-Driven Model of Emotional Interaction Design in Mobile Games Researchon design principles and methods. The purpose of this paper to establish an emotional interaction design model, which could provide the theoretical basis for improving mobile game design theory, expanding mobile game functions and value, meeting users’ more advanced emotional needs and guiding mobil
作者: mutineer    時間: 2025-3-31 16:56
A Specific Measurable Modelween interactive prototype and design manuscript in testing. For players, this model can also be used to measure whether the interaction design actually affects their feelings because of the design itself, or because of some static and dynamic effects.
作者: Recess    時間: 2025-3-31 17:58
Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Gamesesults show that users preferred hybrid controls for interacting with the game, as it improves performance and provides assistance and useful affordances for enhancing the overall experience. These results are quite promising and provide insights for designing novel gaming mechanics incorporating ga
作者: Fulminate    時間: 2025-4-1 00:23
Research on User Experience Optimization of Tutorial Design for Battle Royale Games Based on Grey AHd to measure all the factors that affect the user experience of novice tutorials. It is a system that exterior might seem clear while the inside is vague. On account of these characteristics, this study applies grey AHP theory to construct a system evaluating the user experience of novice tutorials
作者: 鉆孔    時間: 2025-4-1 04:56
Horror Ludens: Using Fear to Construct Meaning in Video Gamesoup of players of . in order to study how moments of horror and terror create an atmosphere of fear and, consequently, the meaning of the gaming experience. In this work, we present these impressions as a qualitative research, with the objective of identifying the main points inside the fearful expe
作者: RENAL    時間: 2025-4-1 08:30
The Design of Buttons in MMO Mobile Game’s Battle Interfacetouchable area. These findings provide a reference for designing buttons in landscape-orientation MMO mobile games and quantitative suggestions for the sizes of touch input area and button in landscape-orientation MMO mobile games. Based on these insights, game producers and designers can create bet
作者: 萬神殿    時間: 2025-4-1 10:25
Research on the Quantization of User Experience of Spectator Mode in Moba Gamess high challenges and research value..Based on the related theories of cognitive load and user experience quantification, this article takes the cognitive load generated by players spectating the game as the starting point to explore its impact on user experience. Through qualitative research and an
作者: Osteoporosis    時間: 2025-4-1 15:17





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