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Titlebook: HCI in Games; 5th International Co Xiaowen Fang Conference proceedings 2023 The Editor(s) (if applicable) and The Author(s), under exclusiv

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11#
發(fā)表于 2025-3-23 10:18:33 | 只看該作者
Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary Liuation study showed that the game was perceived as controllable, had produced sufficient levels of exertion, and was perceived as fun. The immersive experience of the game was low and the participants commented on several ways in which this aspect could be improved, such as adding more incentives and variation in the game.
12#
發(fā)表于 2025-3-23 15:35:08 | 只看該作者
13#
發(fā)表于 2025-3-23 19:30:22 | 只看該作者
14#
發(fā)表于 2025-3-24 01:34:07 | 只看該作者
Stocks Investment Decision-Making: A Theoretical Modely (TCE) and the concept of perceived value. The study model argues that as long as the users’ perceptions of benefits are higher than the endured costs, users will perceive stocks investment as a valuable endeavor, forming positive intentions towards investment. The model is presented, and hypotheses are proposed.
15#
發(fā)表于 2025-3-24 02:58:45 | 只看該作者
16#
發(fā)表于 2025-3-24 09:56:05 | 只看該作者
Conference proceedings 2023help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games..
17#
發(fā)表于 2025-3-24 14:31:27 | 只看該作者
18#
發(fā)表于 2025-3-24 16:24:58 | 只看該作者
19#
發(fā)表于 2025-3-24 20:58:47 | 只看該作者
The British General Election of 1964s “video game logic” and patterns of film narration on video games. Finally, the discussion of “l(fā)udonarrative dissonance” is addressed, associated with a set of hypotheses for further development, proposing a taxonomy of game/players types and spectatorial/ludic practices in relation to cinematic modes.
20#
發(fā)表于 2025-3-25 00:07:18 | 只看該作者
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