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  • 1
    UID:
    b3kat_BV046835009
    Format: 1 Online-Ressource (xx, 534 Seiten) , 279 Illustrationen, 132 in Farbe
    ISBN: 9783030501648
    Series Statement: Lecture notes in computer science 12211
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50163-1
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50165-5
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Künstliche Intelligenz ; Benutzeroberfläche ; Mensch-Maschine-Kommunikation ; Optische Datenverarbeitung ; Konferenzschrift
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    almahu_9948436320202882
    Format: XX, 534 p. 279 illus., 132 illus. in color. , online resource.
    Edition: 1st ed. 2020.
    ISBN: 9783030501648
    Series Statement: Information Systems and Applications, incl. Internet/Web, and HCI ; 12211
    Content: This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic.
    Note: Designing Games and Gamified Interactions -- Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing -- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming -- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis -- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes? -- Pixel Perfect: Fashion Styling in Virtual Character Design Process -- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games -- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games -- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games -- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health -- Applying Social Gamification in a Gamified Point System -- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games -- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment -- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study -- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place -- Wizard of Oz and the Design of a Multi-player Mixed Reality Game -- Gender and Genre Differences in Multiplayer Gaming Motivations -- User Engagement and Game Impact -- Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games -- A Warning: Potential Damages Induced by Playing XR Games -- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students -- The Role of Parenting Styles and Parents' Involvement in Young Children's Videogames Use -- The Relation between Video Game Experience and Children's Attentional Networks -- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial -- Relationship between Young Children's Problematic Behaviors, Videogaming Status, and Parenting Styles -- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play -- Brain-Controlled Drone Racing Game: A Qualitative Analysis -- An Analysis of Engagement Levels While Playing Brain-Controlled Games -- Serious Games -- A Cooperative Storytelling Card Game for Conflict Resolution and Empathy -- A Self-Adaptive Serious Game for Eye-Hand Coordination Training -- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games -- Games for Cybersecurity Decision-making -- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation -- WeRehab: Assisting Cannabis Rehabilitation Via Mobile Application -- Learning Programming in Virtual Reality Environments -- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation -- Adaptive Puzzle Generation for Computational Thinking -- A Systematic Review of Game Learning Research in China -- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept -- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games.
    In: Springer Nature eBook
    Additional Edition: Printed edition: ISBN 9783030501631
    Additional Edition: Printed edition: ISBN 9783030501655
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    UID:
    gbv_1726032086
    Format: 1 Online-Ressource(XX, 534 p. 279 illus., 132 illus. in color.)
    Edition: 1st ed. 2020.
    ISBN: 9783030501648
    Series Statement: Information Systems and Applications, incl. Internet/Web, and HCI 12211
    Content: Designing Games and Gamified Interactions -- Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing -- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming -- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis -- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes? -- Pixel Perfect: Fashion Styling in Virtual Character Design Process -- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games -- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games -- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games -- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health -- Applying Social Gamification in a Gamified Point System -- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games -- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment -- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study -- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place -- Wizard of Oz and the Design of a Multi-player Mixed Reality Game -- Gender and Genre Differences in Multiplayer Gaming Motivations -- User Engagement and Game Impact -- Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games -- A Warning: Potential Damages Induced by Playing XR Games -- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students -- The Role of Parenting Styles and Parents’ Involvement in Young Children’s Videogames Use -- The Relation between Video Game Experience and Children's Attentional Networks -- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial -- Relationship between Young Children’s Problematic Behaviors, Videogaming Status, and Parenting Styles -- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play -- Brain-Controlled Drone Racing Game: A Qualitative Analysis -- An Analysis of Engagement Levels While Playing Brain-Controlled Games -- Serious Games -- A Cooperative Storytelling Card Game for Conflict Resolution and Empathy -- A Self-Adaptive Serious Game for Eye-Hand Coordination Training -- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games -- Games for Cybersecurity Decision-making -- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation -- WeRehab: Assisting Cannabis Rehabilitation Via Mobile Application -- Learning Programming in Virtual Reality Environments -- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation -- Adaptive Puzzle Generation for Computational Thinking -- A Systematic Review of Game Learning Research in China -- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept -- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games.
    Content: This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic.
    Additional Edition: ISBN 9783030501631
    Additional Edition: ISBN 9783030501655
    Additional Edition: Erscheint auch als Druck-Ausgabe HCI-Games (2. : 2020 : Online) HCI in games Cham : Springer, 2020 ISBN 9783030501631
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9783030501655
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Mensch-Maschine-Kommunikation ; Benutzerrückmeldung ; Älterer Mensch ; Konferenzschrift
    URL: Cover
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    edoccha_BV046835009
    Format: 1 Online-Ressource (xx, 534 Seiten) : , 279 Illustrationen, 132 in Farbe.
    ISBN: 978-3-030-50164-8
    Series Statement: Lecture notes in computer science 12211
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50163-1
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50165-5
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Künstliche Intelligenz ; Benutzeroberfläche ; Mensch-Maschine-Kommunikation ; Optische Datenverarbeitung ; Konferenzschrift
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    UID:
    edocfu_BV046835009
    Format: 1 Online-Ressource (xx, 534 Seiten) : , 279 Illustrationen, 132 in Farbe.
    ISBN: 978-3-030-50164-8
    Series Statement: Lecture notes in computer science 12211
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50163-1
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50165-5
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Künstliche Intelligenz ; Benutzeroberfläche ; Mensch-Maschine-Kommunikation ; Optische Datenverarbeitung ; Konferenzschrift
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 6
    UID:
    almafu_BV046835009
    Format: 1 Online-Ressource (xx, 534 Seiten) : , 279 Illustrationen, 132 in Farbe.
    ISBN: 978-3-030-50164-8
    Series Statement: Lecture notes in computer science 12211
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50163-1
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50165-5
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Künstliche Intelligenz ; Benutzeroberfläche ; Mensch-Maschine-Kommunikation ; Optische Datenverarbeitung ; Konferenzschrift
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
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