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Titlebook: HCI in Games; First International Xiaowen Fang Conference proceedings 2019 Springer Nature Switzerland AG 2019 3D.artificial intelligence.

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发表于 2025-3-21 16:33:10 | 显示全部楼层 |阅读模式
书目名称HCI in Games
副标题First International
编辑Xiaowen Fang
视频video
丛书名称Lecture Notes in Computer Science
图书封面Titlebook: HCI in Games; First International  Xiaowen Fang Conference proceedings 2019 Springer Nature Switzerland AG 2019 3D.artificial intelligence.
描述.This book constitutes the refereed proceedings of the First International Conference on HCI in Games, HCI-Games 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. .The 34 papers presented in this volume are organized in topical sections named: Game Design; Gaming Experience; Serious Games; and Gamification..
出版日期Conference proceedings 2019
关键词3D; artificial intelligence; augmented reality; computer games; e-learning; education; game design; human e
版次1
doihttps://doi.org/10.1007/978-3-030-22602-2
isbn_softcover978-3-030-22601-5
isbn_ebook978-3-030-22602-2Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer Nature Switzerland AG 2019
The information of publication is updating

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https://doi.org/10.1057/9781137376183 evaluated. Human-Computer Interaction (HCI) has been an integral part of video games since their inception, as it offers interface designers and technology developers a platform by which they can build scenarios and interactive prototypes to engage players. Real-world and game-world technologies dr
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https://doi.org/10.1007/978-94-009-4117-5ecome an important issue both for HCI researchers and interaction designers. While many exergames can attract users, not all of them have the ability to sustain high levels of motivation over time. The incentive effect of exergames can not only rely on freshness and gameplay, but should adopt other
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Isaac H. Smith,Kristie W. Seawrightost collaboration games appearing on the AppStore, Steam, or other platforms in which players get the same information from an instruction and try to solve the problem together, our guests will receive different instructions that may or may not belong to their own control panel from their monitors,
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https://doi.org/10.1057/9780230524477 of structuralism. In principle, this model attempts to visualize the interaction of larger groups (8–12 persons) in a pluralist environment through a symbolization process with real objects. This model might offer an alternative view of a game in virtual space alike. Social impact of such a project
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https://doi.org/10.1007/978-3-030-35407-7intelligence. In 2016, AlphaGo defeated a human professional player in 19 × 19 game with deep neural networks. The ground-breaking advance in computer Go brought artificial intelligence into public view and raised discussions on how to interact with machines in the future. However, AlphaGo is still
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Money for Nothing: When It Pays to Be Free,ement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on using 442 valid cases. WarpPLS 5.0 was used to analyze the PLS-SEM analysis. The results of measurement
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roduced in this paper (now known as blockchain technology) had a big impact on digital data transfer in a point that using blockchain technology, digital data transfer can be done without having third parties to give trust to the transfer process. In this paper, we focus on one of the key components
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