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Titlebook: HCI in Games: Serious and Immersive Games; Third International Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerland AG 202

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发表于 2025-3-21 19:08:45 | 显示全部楼层 |阅读模式
书目名称HCI in Games: Serious and Immersive Games
副标题Third 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: Serious and Immersive Games; Third International  Xiaowen Fang Conference proceedings 2021 Springer Nature Switzerland AG 202
描述.This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23.rd. International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. . The papers of HCI-Games 2021, Part II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games. .
出版日期Conference proceedings 2021
关键词artificial intelligence; computer games; computer science; computer systems; computer vision; e-learning;
版次1
doihttps://doi.org/10.1007/978-3-030-77414-1
isbn_softcover978-3-030-77413-4
isbn_ebook978-3-030-77414-1Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer Nature Switzerland AG 2021
The information of publication is updating

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https://doi.org/10.1007/978-981-10-7173-7ve Arabic speaking children with dyslexia. A mixed-methods approach was used. In the first experiment the focus is on a qualitative understanding of the effects of adaptation based on dyslexia type. The second experiment provides a quantitative analysis of the effects of adaptation based upon the re
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https://doi.org/10.1007/978-1-349-01223-7me management. However, gamification elements do exhibit various effects as for the short-term storage of knowledge. The following explanation is then provided based on the experimental results and the framework raised: in educational gamification design with behavior modification as its aim, gamifi
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Gamification of ERP Training in Local Governmentsate feedback, points and leaderboards, narratives, missions, quests, competition, and compensation. The gamification elements can be included without significant investments in technology and within the local legislation’s boundaries concerning the governmental employees’ incentivization.
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