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Titlebook: HCI in Games; Second International Xiaowen Fang Conference proceedings 2020 Springer Nature Switzerland AG 2020 artificial intelligence.com

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41#
發(fā)表于 2025-3-28 16:42:42 | 只看該作者
42#
發(fā)表于 2025-3-28 22:44:34 | 只看該作者
43#
發(fā)表于 2025-3-29 00:16:52 | 只看該作者
Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with , in terms of human-computer interaction, the advances conceal a major limitation: these algorithms do not incorporate any sense of what human players find . in games..I argue that adaptive game AI will be enhanced by a generalised player model, because games are inherently human artefacts which req
44#
發(fā)表于 2025-3-29 05:58:08 | 只看該作者
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gamingodiment and presence in gaming. However, many of the discourses and attempts to conceptualise experience in VR games conflate these terms rather than understanding each as a state of engagement with a VR environment or game. This results in a lack of understanding of the importance of design and int
45#
發(fā)表于 2025-3-29 07:38:22 | 只看該作者
A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysisaying is crucial to support game expansion or creation. This paper presents a tool to support affective states assessment based on facial analysis. It allows the configuration of different testing scenarios to gather in-game information as well as webcam feed for the facial expressions analysis and
46#
發(fā)表于 2025-3-29 13:38:39 | 只看該作者
Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?learner model that can be used to adapt gamification elements to learners’ attributes (e.g. personality). To do this, it is important to understand the relationship between gamification and the learner’s personality. A few empirical studies have tried to understand this relationship, but they were b
47#
發(fā)表于 2025-3-29 19:07:05 | 只看該作者
48#
發(fā)表于 2025-3-29 23:14:33 | 只看該作者
A System to Reduce Discomfort of Taunted Player in Multiplayer Online Gamesnting as a non-verbal redundant operation which makes fun of other players. According to our preliminary survey, it was found that 25 out of 26 college students had experienced to be taunted by opponents of multiplayer online games. Taunted players feel discomfort and cannot keep motivation to play
49#
發(fā)表于 2025-3-30 01:22:56 | 只看該作者
50#
發(fā)表于 2025-3-30 07:40:41 | 只看該作者
Building Human-Autonomy Teaming Aids for Real-Time Strategy Gamessource environment [.], SC2 has become a popular domain for Artificial Intelligence (AI) research. This paper leverages the advances in AI research from SC2 to build human-autonomy teaming (HAT) aids, AI-driven software tools for human interactivity, for players to improve their skills. The human-ma
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