Oafishness 发表于 2025-3-25 04:59:17
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Difficulty Pacing Impact on Player Motivation flat curves and two curves with different baseline and peak levels. We test those curves on 67 students of a video games school while playing a First-Person Shooter game. Our study shows that curves with peaks have the strongest impact on players’ motivation.BRACE 发表于 2025-3-25 21:46:03
Toward Dynamic Difficulty Adjustment with Audio Cues by Gaussian Process Regression in a First-Persos showed that it is effective to train the player’s in-game ability by adjusting audio cues. However, no research has used audio cues as the primary factor in determining game difficulty. Experimental results show that our game can reach a recommended difficulty within a few plays.凹处 发表于 2025-3-26 04:06:55
0302-9743 ntersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing..978-3-031-20211-7978-3-031-20212-4Series ISSN 0302-9743 Series E-ISSN 1611-3349NOCT 发表于 2025-3-26 05:42:18
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https://doi.org/10.1007/978-3-642-49326-3XR designers, XR entertainment researchers, and game developers can benefit from our architecture to propose new ways of gaming, considering multiple devices as user interfaces in an immersive collaborative environment.lavish 发表于 2025-3-26 15:09:50
https://doi.org/10.1007/978-3-658-16408-9re presented in the game and potentially reflect on their own strategies. Additionally, more than half of the participants reported the desire to adjust their current anger coping styles. This suggests the potential use of TTW and this type of serious gaming as a supporting tool for emotional intelligence education and mental health interventions.prodrome 发表于 2025-3-26 19:22:51
Game Engine Comparative Anatomy view of an engine’s architecture, which can be used to understand it. In future work, we intend to apply both dynamic and static analysis to other open-source engines to understand architectural patterns and their impact on aspects such as performance and maintenance.