HCI in Games
Editat de Xiaowen Fangen Limba Engleză Paperback – 3 iun 2025
The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions.
The two volume set of HCI-Games 2024 proceedings were organized in the following topical sections:
Volume 14730:
Part I: Game Design and Gamification;
Part II: Game-based Learning;
Part III: Games and Artificial Intelligence.
Volume 14731:
Part I: Advancing Education Through Serious Games;
Part II: Player Experience and Engagement.
| Toate formatele și edițiile | Preț | Express |
|---|---|---|
| Paperback (10) | 325.92 lei 43-57 zile | |
| Springer International Publishing – 3 iun 2021 | 325.92 lei 43-57 zile | |
| Springer International Publishing – 13 iun 2020 | 332.10 lei 43-57 zile | |
| Springer Nature Switzerland – 30 iun 2023 | 460.49 lei 22-36 zile | +25.53 lei 6-12 zile |
| Springer International Publishing – 16 iun 2019 | 465.50 lei 43-57 zile | |
| Springer Nature Switzerland – 30 iun 2023 | 519.07 lei 43-57 zile | |
| Springer – 3 iun 2025 | 523.65 lei 38-44 zile | |
| Springer International Publishing – 3 iun 2021 | 572.96 lei 43-57 zile | |
| Springer – 21 mai 2022 | 641.97 lei 43-57 zile | |
| Springer Nature Switzerland – 2 iun 2024 | 891.57 lei 38-44 zile | |
| Springer Nature Switzerland – 2 iun 2024 | 895.13 lei 38-44 zile |
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Specificații
ISBN-13: 9783031925771
ISBN-10: 3031925777
Pagini: 480
Dimensiuni: 155 x 235 x 26 mm
Greutate: 0.72 kg
Editura: Springer
ISBN-10: 3031925777
Pagini: 480
Dimensiuni: 155 x 235 x 26 mm
Greutate: 0.72 kg
Editura: Springer
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.