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HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II: Lecture Notes in Computer Science, cartea 14047

Editat de Xiaowen Fang
en Limba Engleză Paperback – 30 iun 2023
This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions.
The HCI in Games 2023 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.
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Specificații

ISBN-13: 9783031359781
ISBN-10: 303135978X
Pagini: 343
Ilustrații: XXV, 343 p. 138 illus., 104 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.52 kg
Ediția:1st ed. 2023
Editura: Springer Nature Switzerland
Colecția Springer
Seria Lecture Notes in Computer Science

Locul publicării:Cham, Switzerland

Cuprins

Designing Games and Gamified Interactions.- Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing.- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming.- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis.- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes?.- Pixel Perfect: Fashion Styling in Virtual Character Design Process.- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games.- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games.- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games.- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health.- Applying Social Gamification in a Gamified Point System.- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games.- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment.- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study.- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place.- Wizard of Oz and the Design of a Multi-player Mixed Reality Game.- Gender and Genre Differences in Multiplayer Gaming Motivations.- User Engagement and Game Impact.- Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games.- A Warning: Potential Damages Induced by Playing XR Games.- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students.- The Role of Parenting Styles and Parents’ Involvement in Young Children’s Videogames Use.- The Relation between Video Game Experience and Children's Attentional Networks.- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial.- Relationship between Young Children’s Problematic Behaviors, Videogaming Status, and Parenting Styles.- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play.- Brain-Controlled Drone Racing Game: A Qualitative Analysis.- An Analysis of Engagement Levels While Playing Brain-Controlled Games.- Serious Games.- A Cooperative Storytelling Card Game for Conflict Resolution and Empathy.- A Self-Adaptive Serious Game for Eye-Hand Coordination Training.- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games.- Games for Cybersecurity Decision-making.- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation.- WeRehab: Assisting Cannabis Rehabilitation Via MobileApplication.- Learning Programming in Virtual Reality Environments.- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation.- Adaptive Puzzle Generation for Computational Thinking.- A Systematic Review of Game Learning Research in China.- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept.- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games.