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Titlebook: HCI in Games; 4th International Co Xiaowen Fang Conference proceedings 2022 The Editor(s) (if applicable) and The Author(s), under exclusiv

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發(fā)表于 2025-3-21 16:15:08 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱HCI in Games
副標(biāo)題4th International Co
編輯Xiaowen Fang
視頻videohttp://file.papertrans.cn/421/420151/420151.mp4
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: HCI in Games; 4th International Co Xiaowen Fang Conference proceedings 2022 The Editor(s) (if applicable) and The Author(s), under exclusiv
描述This book constitutes the refereed proceedings of the 4th International Conference on HCI in Games, HCI in Games 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022..?..The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions...?..The HCI in Games 2022 proceedings intends to help, 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..
出版日期Conference proceedings 2022
關(guān)鍵詞artificial intelligence; computer games; computer hardware; computer networks; computer science; computer
版次1
doihttps://doi.org/10.1007/978-3-031-05637-6
isbn_softcover978-3-031-05636-9
isbn_ebook978-3-031-05637-6Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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Dynamic Difficulty Adjustment in Digital Games: Comparative Study Between Two Algorithms Using Electhallenging. In this context, the Dynamic Difficulty Adjustment (DDA) technique is used to adapt the difficulty level as a function of the player’s ability. In this work, electrodermal activity (EDA) data were used to infer the arousal levels and affective states of each player in order to use them a
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Guidance is Good: Controlled Experiment Shows the Impact of Navigational Guidance on Digital Game Enre to go themselves rather than guiding them each step of the way. Flow is the psychological state of “getting in the zone”, of enjoying overcoming a series of optimally challenging goals for the sake of the enjoyment they provide. Flow theory suggests that knowing what to do and where to go next th
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Slow, Repeat, Voice Guidance: Automatic Generation of Practice Charts to Improve Rhythm Action Gamesalyzing the play logs of music games. When learning a song, dance, or musical instrument, it is common to slowly repeat only the part the learner has difficulty with, or for the instructor to say “one, two, step, turn” in rhythm. This paper aims to confirm whether this kind of practice method can be
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Design of Emotion-Driven Game Interaction Using Biosignalsortant missing part of the current generation of Human Computer Interaction (HCI). The main goal of this project is to start investigating how to design video games where the game mechanics and interactions are based on the player’s emotions. We designed a two-dimensional (2D) storytelling game prot
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