標(biāo)題: Titlebook: HCI in Games: Serious and Immersive Games; Third International Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerland AG 202 [打印本頁(yè)] 作者: TIBIA 時(shí)間: 2025-3-21 19:08
書(shū)目名稱HCI in Games: Serious and Immersive Games影響因子(影響力)
書(shū)目名稱HCI in Games: Serious and Immersive Games影響因子(影響力)學(xué)科排名
書(shū)目名稱HCI in Games: Serious and Immersive Games網(wǎng)絡(luò)公開(kāi)度
書(shū)目名稱HCI in Games: Serious and Immersive Games網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書(shū)目名稱HCI in Games: Serious and Immersive Games被引頻次
書(shū)目名稱HCI in Games: Serious and Immersive Games被引頻次學(xué)科排名
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書(shū)目名稱HCI in Games: Serious and Immersive Games年度引用學(xué)科排名
書(shū)目名稱HCI in Games: Serious and Immersive Games讀者反饋
書(shū)目名稱HCI in Games: Serious and Immersive Games讀者反饋學(xué)科排名
作者: fledged 時(shí)間: 2025-3-21 22:38
https://doi.org/10.1007/978-1-349-24782-0y, the researchers measured intake and counted the total time the children spent eating and the time they focused on eating fruits. Furthermore, the researchers examined the children’s attitude to the eating-game with Smileyometer. The results show that the treatment group of children who played the作者: 凌辱 時(shí)間: 2025-3-22 03:24 作者: Conspiracy 時(shí)間: 2025-3-22 04:35 作者: 摘要 時(shí)間: 2025-3-22 12:37
https://doi.org/10.1007/978-3-030-05779-4skills towards other people to understand when it is necessary to be assertive in an environment. Moreover, this game will tackle the understanding of real-life decision-making skills that mimic real-life situations for players to adapt to. With that said, JomGear Grind Games aims to help students l作者: textile 時(shí)間: 2025-3-22 14:44
https://doi.org/10.1007/978-981-10-7173-7ve Arabic speaking children with dyslexia. A mixed-methods approach was used. In the first experiment the focus is on a qualitative understanding of the effects of adaptation based on dyslexia type. The second experiment provides a quantitative analysis of the effects of adaptation based upon the re作者: 兵團(tuán) 時(shí)間: 2025-3-22 21:08
https://doi.org/10.1007/978-1-349-01223-7me management. However, gamification elements do exhibit various effects as for the short-term storage of knowledge. The following explanation is then provided based on the experimental results and the framework raised: in educational gamification design with behavior modification as its aim, gamifi作者: Hamper 時(shí)間: 2025-3-22 21:51
Monetary Regulation: Regrets and Hopes, suggests that eye-tracking is a solid tool or approach for studying computational thinking. However, due to the current constraints of eye-tracking technologies, eye-tracking is limited in acting as an accessible and versatile tool for tracking diverse learners’ naturalistic interactions with dynam作者: 抒情短詩(shī) 時(shí)間: 2025-3-23 02:00
Jamie Caine,Julia Davies,Bronwyn T. Williamsl analysis software. The results showed high t-values of success rate (t?=?5.093) and task completion time (t?=?10.093), which indicates that the technical scaffolding, in the form of Visual Prompts, is more helpful to communicate the information for a given task. Moreover, it was concluded that the作者: 泄露 時(shí)間: 2025-3-23 08:07
Gamification of ERP Training in Local Governmentsate feedback, points and leaderboards, narratives, missions, quests, competition, and compensation. The gamification elements can be included without significant investments in technology and within the local legislation’s boundaries concerning the governmental employees’ incentivization.作者: 清晰 時(shí)間: 2025-3-23 11:47
Influence of a Video Game on Children’s Attention to Food: Should Games Be Served with a Character Dy, the researchers measured intake and counted the total time the children spent eating and the time they focused on eating fruits. Furthermore, the researchers examined the children’s attitude to the eating-game with Smileyometer. The results show that the treatment group of children who played the作者: 提名 時(shí)間: 2025-3-23 16:02 作者: harbinger 時(shí)間: 2025-3-23 21:30 作者: uveitis 時(shí)間: 2025-3-24 01:22
JomGames: Creating a Motivating Learning Environmentskills towards other people to understand when it is necessary to be assertive in an environment. Moreover, this game will tackle the understanding of real-life decision-making skills that mimic real-life situations for players to adapt to. With that said, JomGear Grind Games aims to help students l作者: 漂亮 時(shí)間: 2025-3-24 02:20
Understanding the Impact on Learners’ Reading Performance and Behaviour of?Matching E-Learning Materve Arabic speaking children with dyslexia. A mixed-methods approach was used. In the first experiment the focus is on a qualitative understanding of the effects of adaptation based on dyslexia type. The second experiment provides a quantitative analysis of the effects of adaptation based upon the re作者: infinite 時(shí)間: 2025-3-24 08:01 作者: Angioplasty 時(shí)間: 2025-3-24 11:01 作者: CRATE 時(shí)間: 2025-3-24 16:35 作者: 是限制 時(shí)間: 2025-3-24 20:30 作者: Countermand 時(shí)間: 2025-3-25 02:23
Multicraft: A Multimodal Interface for Supporting and Studying Learning in Minecraftudents demonstrate while playing Minecraft. Collectively, this paper emphasizes the opportunity to bridge a multimodal interface with a means for collecting rich data that can better support diverse learners in non-traditional learning environments.作者: 暗語(yǔ) 時(shí)間: 2025-3-25 07:11 作者: STALE 時(shí)間: 2025-3-25 07:32 作者: inhumane 時(shí)間: 2025-3-25 14:17
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: 圖表證明 時(shí)間: 2025-3-25 17:55
The Cartoon Introduction to Climate Changed weaknesses of this technology. After a semi-interview with faculty members and students in the Chemistry department at a US university, we propose a new hybrid lab design with VR technology based on the literature review and interview results.作者: Blazon 時(shí)間: 2025-3-25 21:56 作者: thwart 時(shí)間: 2025-3-26 00:42
Arguments against a Carbon Tax,ed learning activities. We showcase illustrative examples using data from individual learners to highlight the methodological approaches that we have taken. Finally, given the complexities of understanding constructs such as affect and problem solving, we provide a rationale for using a data fusion methodological approach.作者: 飲料 時(shí)間: 2025-3-26 05:11 作者: 虛構(gòu)的東西 時(shí)間: 2025-3-26 09:22 作者: Ferritin 時(shí)間: 2025-3-26 12:45 作者: 放大 時(shí)間: 2025-3-26 20:38 作者: inspired 時(shí)間: 2025-3-26 22:56 作者: 下垂 時(shí)間: 2025-3-27 04:32
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 II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games.?.作者: Modify 時(shí)間: 2025-3-27 06:01 作者: Adrenaline 時(shí)間: 2025-3-27 13:14
Heroes, Rogues and Fools: The , Men,challenging but engaging, and they thought . was better in training pitch matching than the traditional method. In conclusion, . provides a new training method for pitch matching that is both engaging and effective.作者: infelicitous 時(shí)間: 2025-3-27 15:21 作者: 自制 時(shí)間: 2025-3-27 21:02 作者: Blood-Clot 時(shí)間: 2025-3-27 23:24
Orpheus: A Voice-Controlled Game to Train Pitch Matchingchallenging but engaging, and they thought . was better in training pitch matching than the traditional method. In conclusion, . provides a new training method for pitch matching that is both engaging and effective.作者: 惡名聲 時(shí)間: 2025-3-28 04:34
Scaffolding Executive Function in Game-Based Learning to Improve Productive Persistence and Computatrse needs. Providing adaptive game environments through these embedded EF scaffolds may play a critical role in the ability of all learners to productively persist in the context of mathematical problem-solving and computational thinking.作者: 文件夾 時(shí)間: 2025-3-28 06:55
The Ecological Role of Large Carnivoresdful play. Through semi-structured interviews and contextual inquiry think-aloud sessions, this phenomenological case study compares user experiences with these two pieces of software.?Findings include descriptions of how participants experienced mindfulness as contemplative self-reflection, as a lo作者: 欄桿 時(shí)間: 2025-3-28 11:16
https://doi.org/10.1007/978-3-319-58341-9ive use of the system. The application of gamification in employee training and education has grown in popularity in recent years and displayed its effectiveness. The case study focuses on the possibilities of improving ERP training by adapting the educational gamification concepts in the training p作者: 熱烈的歡迎 時(shí)間: 2025-3-28 18:29 作者: antedate 時(shí)間: 2025-3-28 19:27
https://doi.org/10.1007/978-1-349-24782-0dietary interventions for children. Characters are often used in gamification applications that aim to motivate proper eating behavior. This study aims to examine whether playing a video game with characters affects fruit intake among young children. An electronic game was developed to encourage chi作者: recession 時(shí)間: 2025-3-29 01:38
https://doi.org/10.1057/9781137598738ike . or . and combining them with a tense story and the learning content based on chapters of a textbook that is used in conventional school lessons. In specific, this learning content will be an important part of the game and is webbed into the story and game mechanics fluidly. Therefore, the stud作者: 光明正大 時(shí)間: 2025-3-29 06:02
The Cartographic Atlas of the Brains within a cognitive rehabilitation perspective, is presented. Specifically, in this first version, the topics considered were: colours, animals, objects, and vehicles..The solution was developed to be usable and accessible to two user groups, children with special education needs and seniors in nee作者: LAST 時(shí)間: 2025-3-29 08:17
The Cartoon Introduction to Climate Changeis forcing academic institutions to rethink and redesign their lab courses. VR is promising technology to support this change. This study reviews current literature of the VR systems applied in higher education, clarifies some technical terms related to VR technology, and identifies the strengths an作者: 威脅你 時(shí)間: 2025-3-29 13:11 作者: 極小量 時(shí)間: 2025-3-29 16:02
https://doi.org/10.1007/978-3-030-05779-4tainment for people to enjoy, but it has also transitioned to becoming a learning experience for others. With our current repetitive standards and methods of teaching and learning in schools, the mind of many students has dulled their creativities as well as developing the extrinsic motivation to st作者: 戰(zhàn)役 時(shí)間: 2025-3-29 22:26 作者: 新義 時(shí)間: 2025-3-30 01:44 作者: Cosmopolitan 時(shí)間: 2025-3-30 05:49
Balancing and Unbalancing Capital Movements,verse needs. Many STEM interventions typically do not leverage the cognitive assets of learners [.] nor do these initiatives prioritize effective differentiated instruction and learning [., .]. The INFACT, Include Neurodiversity in Foundational and Applied Computational Thinking, project addresses t作者: 招人嫉妒 時(shí)間: 2025-3-30 12:12
https://doi.org/10.1007/978-1-349-01223-7on in education can strengthen motivation and provide fun and engaging experiences. This research suggests a framework with game design element based on the behavior change model of TTM and SNAP. Consequently, with reference to this, a gamificated manual that trains primary school students’ time man作者: Hangar 時(shí)間: 2025-3-30 15:43
Conclusions and Recommendations,schools continue their learning from home. This study aims to examine the effects of online learning on teachers and students. For that, we asked 40 teachers and 123 students about their user experiences with the new platform. Most of the teachers and students were satisfied with their experience. H作者: Aspiration 時(shí)間: 2025-3-30 20:15 作者: Evocative 時(shí)間: 2025-3-30 21:27 作者: cognizant 時(shí)間: 2025-3-31 02:52
Jamie Caine,Julia Davies,Bronwyn T. Williamss a way of communicating with the user, which might not be suitable for kindergarteners. To enhance the usability of meeting applications, Visual Prompts and visual cues are suggested to apply in this research for attaining better user experience, and the efficacy and efficiency is proved by the exp作者: forecast 時(shí)間: 2025-3-31 06:37
Mindful Gaming: User Experiences with , and dful play. Through semi-structured interviews and contextual inquiry think-aloud sessions, this phenomenological case study compares user experiences with these two pieces of software.?Findings include descriptions of how participants experienced mindfulness as contemplative self-reflection, as a lo作者: harrow 時(shí)間: 2025-3-31 09:50 作者: jagged 時(shí)間: 2025-3-31 16:58
Orpheus: A Voice-Controlled Game to Train Pitch Matchingd on Greek mythology for training pitch matching is proposed. The player needs to act as Orpheus, the main character of the story who is known as “the father of songs”, to use his great power of music to experience the famous love story with Eurydice. The player needs to control Orpheus by singing s作者: Ligament 時(shí)間: 2025-3-31 19:29
Influence of a Video Game on Children’s Attention to Food: Should Games Be Served with a Character Ddietary interventions for children. Characters are often used in gamification applications that aim to motivate proper eating behavior. This study aims to examine whether playing a video game with characters affects fruit intake among young children. An electronic game was developed to encourage chi