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Titlebook: HCI International 2019 - Posters; 21st International C Constantine Stephanidis Conference proceedings 2019 Springer Nature Switzerland AG 2

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https://doi.org/10.1007/978-3-322-86322-5ce..The target of this work is to present the analysis of a tour game, that consists of an interface which both the 3D-modeled institution area and a map of it, so is easier for any user to locate a specific place. The VR interface uses a game pad controller to choose a facility where students want to go, and then start moving.
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Combining Personality and Physiology to Investigate the Flow Experience in Virtual Reality Gamesle classifiers. Moreover, they suggested that the anticipated model-by-design was not necessarily consistent with the player’s subjective and objective data. Our approach lays promising groundwork for the automatic assessment of game design strategies and may help explain experiential variability across video game players.
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How Tour Video Games Benefit Students: Study Case Freshman Engineering Schoolce..The target of this work is to present the analysis of a tour game, that consists of an interface which both the 3D-modeled institution area and a map of it, so is easier for any user to locate a specific place. The VR interface uses a game pad controller to choose a facility where students want to go, and then start moving.
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1865-0929 vironments. Part III: new trends in social media; HCI in business; learning technologies; HCI in transport and autonomous driving; HCI for health and well-being..978-3-030-23527-7978-3-030-23528-4Series ISSN 1865-0929 Series E-ISSN 1865-0937
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https://doi.org/10.1007/978-3-322-83498-0motional responses, suggesting that self-reported playing preferences may not be an accurate way to measure actual emotional responses during playing. The results also illustrate that gaming seems to affect players in a similar way regardless of their self-reported likes and preferences. Furthermore
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