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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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51#
發(fā)表于 2025-3-30 09:55:58 | 只看該作者
52#
發(fā)表于 2025-3-30 13:45:52 | 只看該作者
https://doi.org/10.1007/978-3-658-43471-7gue due to compulsory movement between real-world locations, causing engagement to drop as the length of the game increases. This paper proposes incorporating card-collection mechanics (virtual collectibles/achievements in contemporary games) into an existing history-related, narrative-based LBAR ga
53#
發(fā)表于 2025-3-30 18:00:03 | 只看該作者
https://doi.org/10.1007/978-3-658-17313-5me advertising on social media to spread brand information. Faced with this new form of advertising, the industry is still adopting the existing evaluation system and method, lacking the research and application of the supporting effect evaluation system, ignoring the analysis of the special attribu
54#
發(fā)表于 2025-3-30 20:54:31 | 只看該作者
55#
發(fā)表于 2025-3-31 01:12:22 | 只看該作者
Multimediasysteme und Lernwelten,give players a realistic experience of shooting and racing, respectively. In this paper, we present multiple interfaces comprising a bow and its components that we have developed and enhanced for application to different games and playing styles. Through these explanations, we demonstrate the potent
56#
發(fā)表于 2025-3-31 08:52:07 | 只看該作者
57#
發(fā)表于 2025-3-31 10:40:07 | 只看該作者
58#
發(fā)表于 2025-3-31 14:03:23 | 只看該作者
59#
發(fā)表于 2025-3-31 21:29:40 | 只看該作者
Christoph Rasche,Christian Schultzilitate the process of assembly and manipulation of prototypes. This guide was evaluated with students belonging to the research seeding SAURO (research seeding in Automation and Robotics) of the Institución Universitaria Pascual Bravo..For the design of the guide was necessary the 3D model of the h
60#
發(fā)表于 2025-4-1 00:11:35 | 只看該作者
Do Self-reported Playing Preferences Correlate with Emotional Reactions During Playing? Evidence froeported preferences show carryover effects during actual playing. For instance, do players who report liking dynamics of killing and shooting show positive emotions during playing games that incorporate such elements? We recruited active gamers (N?=?24) and divided them into two groups: those who pr
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