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Titlebook: Requirements Engineering: Foundation for Software Quality; 25th International W Eric Knauss,Michael Goedicke Conference proceedings 2019 Sp

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樓主: Stenosis
11#
發(fā)表于 2025-3-23 11:14:27 | 只看該作者
l games that are accessible regardless of the context (device, assistive tools available, situation, etc.) in which they are being used. In this work we describe the general architecture, as well as some specific examples of accessibility adaptation plug-ins already available.
12#
發(fā)表于 2025-3-23 16:11:34 | 只看該作者
13#
發(fā)表于 2025-3-23 20:47:04 | 只看該作者
14#
發(fā)表于 2025-3-23 22:15:58 | 只看該作者
15#
發(fā)表于 2025-3-24 05:51:39 | 只看該作者
Kurt Schneider,Melanie Busch,Oliver Karras,Maximilian Schrapel,Michael Rohsning and headache, as well as higher technology anxiety, less perceived usefulness of the used technology and less perceived technology accessibility. No dimensionality or sex differences regarding subjective feeling of flow and presence were found. Moreover, no differences between the 3D and 2D VR
16#
發(fā)表于 2025-3-24 08:42:17 | 只看該作者
Florian Pudlitz,Andreas Vogelsang,Florian Brokhausenning and headache, as well as higher technology anxiety, less perceived usefulness of the used technology and less perceived technology accessibility. No dimensionality or sex differences regarding subjective feeling of flow and presence were found. Moreover, no differences between the 3D and 2D VR
17#
發(fā)表于 2025-3-24 14:31:31 | 只看該作者
into three groups according to their playing habits and preferences (well-rounded gamers, casual gamers and non-gamers). Results show that, even though the participants’ overall attitude towards gamification was favourable, there were some differences between the three groups. For instance, teachers
18#
發(fā)表于 2025-3-24 17:45:16 | 只看該作者
Daniel Hinterreiter,Kevin Feichtinger,Lukas Linsbauer,Herbert Pr?hofer,Paul Grünbacherning and headache, as well as higher technology anxiety, less perceived usefulness of the used technology and less perceived technology accessibility. No dimensionality or sex differences regarding subjective feeling of flow and presence were found. Moreover, no differences between the 3D and 2D VR
19#
發(fā)表于 2025-3-24 22:51:35 | 只看該作者
20#
發(fā)表于 2025-3-25 01:58:52 | 只看該作者
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