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HCI in Games : Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings / edited by Xiaowen Fang.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Fang, Xiaowen, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 12211
Information Systems and Applications, incl. Internet/Web, and HCI ; 12211
Language:
English
Subjects (All):
Application software.
User interfaces (Computer systems).
Human-computer interaction.
Computer vision.
Artificial intelligence.
Social sciences-Data processing.
Education-Data processing.
Computer and Information Systems Applications.
User Interfaces and Human Computer Interaction.
Computer Vision.
Artificial Intelligence.
Computer Application in Social and Behavioral Sciences.
Computers and Education.
Local Subjects:
Computer and Information Systems Applications.
User Interfaces and Human Computer Interaction.
Computer Vision.
Artificial Intelligence.
Computer Application in Social and Behavioral Sciences.
Computers and Education.
Physical Description:
1 online resource (XX, 534 pages) : 44 illustrations
Edition:
1st ed. 2020.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2020.
System Details:
text file PDF
Summary:
This 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.
Contents:
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 Mobile Application
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.
Other Format:
Printed edition:
ISBN:
978-3-030-50164-8
9783030501648
Access Restriction:
Restricted for use by site license.

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