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Titlebook: HCI International 2019 - Posters; 21st International C Constantine Stephanidis Conference proceedings 2019 Springer Nature Switzerland AG 2

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11#
發(fā)表于 2025-3-23 13:44:09 | 只看該作者
Strategisches Produktionsmanagement,that can be used to analyze the user experience of games from the perspective if game studies. In this paper, we take initial steps to provide such a framework by describing how the game narrative can be used to understand how users interpret games.
12#
發(fā)表于 2025-3-23 16:58:12 | 只看該作者
Elementargeometrie im Raum mit Calibri 3D,d system), a group in which tablet terminals were used, and a group in which only a robot was used (no video). The results show that using the proposed system for driving review may increase attachment to the robot.
13#
發(fā)表于 2025-3-23 21:38:01 | 只看該作者
Design Strategies of Corporate Gamification Systems that Evokes Employee Motivation – Creative Proceson that designers won’t take advantage of other combinations of game design elements? How they are guiding the creative process of game design construction in gamification design process? Following poster will try to deliver answers basing on data gathered during the research.
14#
發(fā)表于 2025-3-24 01:04:28 | 只看該作者
Freedom in Video Game Dialog: An Improvement on Player Immersionsy to represent multiple semantically-similar sentences in the same way. Using this theory, a dialog engine was designed to allow game developers to write a small set of rules on player input for every interaction to determine an appropriate response.
15#
發(fā)表于 2025-3-24 03:59:30 | 只看該作者
16#
發(fā)表于 2025-3-24 06:46:48 | 只看該作者
A Robot System Using Mixed Reality to Encourage Driving Reviewd system), a group in which tablet terminals were used, and a group in which only a robot was used (no video). The results show that using the proposed system for driving review may increase attachment to the robot.
17#
發(fā)表于 2025-3-24 10:43:06 | 只看該作者
18#
發(fā)表于 2025-3-24 18:38:22 | 只看該作者
19#
發(fā)表于 2025-3-24 20:59:35 | 只看該作者
https://doi.org/10.1007/3-8350-5715-4luding the users’ posture, body movement, and the distance and angle to their devices) and use those data to predict what the users are going to do, showing the interface before the users directly touching the screen, avoiding the problem that users’ thumb obscuring often their vision.
20#
發(fā)表于 2025-3-24 23:39:15 | 只看該作者
,Oberfl?chen- und Grenzfl?chentechnologien,le classifiers. Moreover, they suggested that the anticipated model-by-design was not necessarily consistent with the player’s subjective and objective data. Our approach lays promising groundwork for the automatic assessment of game design strategies and may help explain experiential variability across video game players.
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