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Titlebook: HCI in Games: Serious and Immersive Games; Third International Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerland AG 202

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書(shū)目名稱(chēng)HCI in Games: Serious and Immersive Games
副標(biāo)題Third International
編輯Xiaowen Fang
視頻videohttp://file.papertrans.cn/421/420158/420158.mp4
叢書(shū)名稱(chēng)Lecture Notes in Computer Science
圖書(shū)封面Titlebook: HCI in Games: Serious and Immersive Games; Third International  Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerland AG 202
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 II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games.?.
出版日期Conference proceedings 2021
關(guān)鍵詞artificial intelligence; computer games; computer science; computer systems; computer vision; e-learning;
版次1
doihttps://doi.org/10.1007/978-3-030-77414-1
isbn_softcover978-3-030-77413-4
isbn_ebook978-3-030-77414-1Series 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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https://doi.org/10.1007/978-1-349-24782-0y, the researchers measured intake and counted the total time the children spent eating and the time they focused on eating fruits. Furthermore, the researchers examined the children’s attitude to the eating-game with Smileyometer. The results show that the treatment group of children who played the
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https://doi.org/10.1007/978-981-10-7173-7ve Arabic speaking children with dyslexia. A mixed-methods approach was used. In the first experiment the focus is on a qualitative understanding of the effects of adaptation based on dyslexia type. The second experiment provides a quantitative analysis of the effects of adaptation based upon the re
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Gamification of ERP Training in Local Governmentsate feedback, points and leaderboards, narratives, missions, quests, competition, and compensation. The gamification elements can be included without significant investments in technology and within the local legislation’s boundaries concerning the governmental employees’ incentivization.
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