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Titlebook: Kooperative Schulentwicklung; Heike Ackermann (Professorin für Schulpädagogik un Book 2004 Springer Fachmedien Wiesbaden 2004 Bildung.Bild

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ortant missing part of the current generation of Human Computer Interaction (HCI). The main goal of this project is to start investigating how to design video games where the game mechanics and interactions are based on the player’s emotions. We designed a two-dimensional (2D) storytelling game prot
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Andreas Paschon,Franz Riffertds: Soft Joystick, up-down-right-left Buttons, Tilt Sensors, and Dual Soft Joystick. The study involved 12 participants using the four interfaces to control an object from a starting point to a goal point in five trials having different paths. The time (s), number of wall hits, efficiency (%), and o
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Gabriele Frenzelir expectations and responses. A typical example of congruence is when a smile (visual modality) is accompanied by a laugh (acoustic modality). Pain and pleasure are extremely intensive affects, rarely correctly assessed. It rarely happens that affective communication is incongruent in different mod
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Karin Bräu In consequence, personalization seems to be an important part of any successful gamification design. Personalization can be improved by understanding user behavior and Hexad player/user type. This paper comes with an original research idea: It investigates whether users’ game-related data (collecte
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Wolfgang Fichten,Ulf Gebkennting as a non-verbal redundant operation which makes fun of other players. According to our preliminary survey, it was found that 25 out of 26 college students had experienced to be taunted by opponents of multiplayer online games. Taunted players feel discomfort and cannot keep motivation to play
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