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Titlebook: Entertainment Computing and Serious Games; First IFIP TC 14 Joi Erik van der Spek,Stefan G?bel,Jannicke Baalsrud H Conference proceedings 2

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樓主: coerce
41#
發(fā)表于 2025-3-28 16:59:25 | 只看該作者
42#
發(fā)表于 2025-3-28 19:28:38 | 只看該作者
Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive En, we adapted a real bike with an haptic interface. Results show that there is not necessarily a better or worse type of avatar, but their appearance must match the scenarios and others elements in the virtual environment to greatly increase the participant sense of presence.
43#
發(fā)表于 2025-3-29 00:36:30 | 只看該作者
Effects of End-to-end Latency on User Experience and Performance in Immersive Virtual Reality Applicriables to find significant results. Results show that the end-to-end latency above 63?ms induces significant cybersickness symptoms. In addition, user performance decreases with increasing delay and with end-to-end latency above 69?ms, the users need significantly longer to complete the task. Resul
44#
發(fā)表于 2025-3-29 03:52:58 | 只看該作者
FPVRGame: Deep Learning for Hand Pose Recognition in Real-Time Using Low-End HMDp. Our recognition model achieved an accuracy of 97.89%. The user’s studies show that our method outperforms the classical controllers in regards to natural interactions. We demonstrate our results using commercial low-end HMD’s and compare our solution with state-of-the-art methods.
45#
發(fā)表于 2025-3-29 08:33:52 | 只看該作者
46#
發(fā)表于 2025-3-29 11:53:37 | 只看該作者
-logit : Dynamic Difficulty Adjustment Using Few Data Pointsers failure probability when the smallest required amount of data has been collected. The goal of this paper is to describe .-logit and estimate its accuracy and convergence speed with a study on 37 participants playing a tank shooter game.
47#
發(fā)表于 2025-3-29 16:57:20 | 只看該作者
48#
發(fā)表于 2025-3-29 22:47:19 | 只看該作者
Partha Sarathi Singha,Debosree Ghoshned for the National Museum of Natural Sciences of Spain and some experimental results intended to identify preferences for game mechanics in that type of game across demographic variables. The main finding of these experiments is that preferences in game mechanics get shadowed when combined with a
49#
發(fā)表于 2025-3-30 00:19:08 | 只看該作者
https://doi.org/10.1007/978-981-16-6746-6ience group that is often excluded from a museum’s curatorial strategies [.] and as consequence, they appears to be generally disinterested in what museums might offer [.]. In this article, we present the description and rational behind . mobile gaming application and then discuss the results of fir
50#
發(fā)表于 2025-3-30 06:42:40 | 只看該作者
Nephrotoxicity of Herbal Products,, we adapted a real bike with an haptic interface. Results show that there is not necessarily a better or worse type of avatar, but their appearance must match the scenarios and others elements in the virtual environment to greatly increase the participant sense of presence.
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