000 | 06670nam a22006255i 4500 | ||
---|---|---|---|
001 | 978-3-030-50164-8 | ||
003 | DE-He213 | ||
005 | 20240730172422.0 | ||
007 | cr nn 008mamaa | ||
008 | 200612s2020 sz | s |||| 0|eng d | ||
020 |
_a9783030501648 _9978-3-030-50164-8 |
||
024 | 7 |
_a10.1007/978-3-030-50164-8 _2doi |
|
050 | 4 | _aQA76.76.A65 | |
072 | 7 |
_aUB _2bicssc |
|
072 | 7 |
_aCOM005000 _2bisacsh |
|
072 | 7 |
_aUX _2thema |
|
082 | 0 | 4 |
_a005.3 _223 |
245 | 1 | 0 |
_aHCI in Games _h[electronic resource] : _bSecond International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings / _cedited by Xiaowen Fang. |
250 | _a1st ed. 2020. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2020. |
|
300 |
_aXX, 534 p. 44 illus. _bonline resource. |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aInformation Systems and Applications, incl. Internet/Web, and HCI, _x2946-1642 ; _v12211 |
|
505 | 0 | _aDesigning 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. | |
520 | _aThis book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic. | ||
650 | 0 |
_aApplication software. _9103632 |
|
650 | 0 |
_aUser interfaces (Computer systems). _911681 |
|
650 | 0 |
_aHuman-computer interaction. _96196 |
|
650 | 0 |
_aComputer vision. _9103636 |
|
650 | 0 |
_aArtificial intelligence. _93407 |
|
650 | 0 |
_aSocial sciences _xData processing. _983360 |
|
650 | 0 |
_aEducation _xData processing. _982607 |
|
650 | 1 | 4 |
_aComputer and Information Systems Applications. _9103638 |
650 | 2 | 4 |
_aUser Interfaces and Human Computer Interaction. _931632 |
650 | 2 | 4 |
_aComputer Vision. _9103639 |
650 | 2 | 4 |
_aArtificial Intelligence. _93407 |
650 | 2 | 4 |
_aComputer Application in Social and Behavioral Sciences. _931815 |
650 | 2 | 4 |
_aComputers and Education. _941129 |
700 | 1 |
_aFang, Xiaowen. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9103641 |
|
710 | 2 |
_aSpringerLink (Online service) _9103643 |
|
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783030501631 |
776 | 0 | 8 |
_iPrinted edition: _z9783030501655 |
830 | 0 |
_aInformation Systems and Applications, incl. Internet/Web, and HCI, _x2946-1642 ; _v12211 _9103645 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-030-50164-8 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
912 | _aZDB-2-LNC | ||
942 | _cELN | ||
999 |
_c88295 _d88295 |