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Titlebook: HCI in Games: Experience Design and Game Mechanics; Third International Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerla

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發(fā)表于 2025-3-21 17:33:44 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱HCI in Games: Experience Design and Game Mechanics
副標(biāo)題Third International
編輯Xiaowen Fang
視頻videohttp://file.papertrans.cn/421/420157/420157.mp4
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: HCI in Games: Experience Design and Game Mechanics; Third International  Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerla
描述.This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23.rd. International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part I, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics..
出版日期Conference proceedings 2021
關(guān)鍵詞artificial intelligence; computer games; computer networks; computer science; computer systems; computer
版次1
doihttps://doi.org/10.1007/978-3-030-77277-2
isbn_softcover978-3-030-77276-5
isbn_ebook978-3-030-77277-2Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer Nature Switzerland AG 2021
The information of publication is updating

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A Specific Measurable Modellarge number of tests are of great importance. Sketches of designers are usually linear and static, while the interactive prototypes developed from them are non-linear and dynamic. Under this circumstance, the same design, using a design manuscript and an interactive prototype to make the player und
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HEROES: An Action Game Enabling Players with and Without Disabilities to Play Togethere paper focuses on the research of the current state of accessibility in gaming, non-mental disabilities (grouped into visual, auditory and physical) and the ways of compensating for them in real life and gaming. It results in the development of a game prototype with assisstive AI for physically cha
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Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games the development of affordable hardware, such as portable eyetrackers, have the potential to drive an increasing interest in the design of gaze-induced interaction metaphors in interactive systems. In order to bridge this gap, we designed a prototype third-person shooter video game controllable thro
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Foresthlon: Investigating Gender Experience Through a Hybrid BCI Gamee game. A two-dimensional hybrid BCI game was designed and implemented in order to provide a new and exciting experience for the player without ruining gameplay. The main goal of the game is to run and hit all the targets as quickly as possible as the main indicator of how successful the attempt is
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Horror Ludens: Using Fear to Construct Meaning in Video Games help us to find some answers in this scenario, but herein we intend to focus our attention on the game . (PC, 2020–2021). Created by an independent Brazilian studio named Abysstrakt Games, and scheduled to be launched in late 2021, the game sets its action in a dreamlike ambient where the player ha
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