Autor Fang, Xiaowen
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Documentos disponibles escritos por este autor (6)
Hacer una sugerencia Refinar búsqueda22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / Stephanidis, Constantine ; Harris, Don ; Li, Wen-Chin ; Schmorrow, Dylan D. ; Fidopiastis, Cali M. ; Zaphiris, Panayiotis ; Ioannou, Andri ; Fang, Xiaowen ; Sottilare, Robert A. ; Schwarz, Jessica
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TÃtulo : 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings Tipo de documento: documento electrónico Autores: Stephanidis, Constantine, ; Harris, Don, ; Li, Wen-Chin, ; Schmorrow, Dylan D., ; Fidopiastis, Cali M., ; Zaphiris, Panayiotis, ; Ioannou, Andri, ; Fang, Xiaowen, ; Sottilare, Robert A., ; Schwarz, Jessica, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2020 Número de páginas: XXII, 776 p. 314 ilustraciones, 243 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-60128-7 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Interfaces de usuario e interacción persona-computadora Procesamiento del lenguaje natural (Informática) IngenierÃa Informática y Redes Procesamiento del lenguaje natural (PNL) Computadoras y Educación Visión Interfaces de usuario (sistemas informát Ãndice Dewey: 5.437 Resumen: Este libro constituye los últimos artÃculos de la 22.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2020, que se celebró en julio de 2020. La conferencia estaba prevista para realizarse en Copenhague, Dinamarca, pero tuvo que cambiar a un modo de conferencia virtual debido a la pandemia de COVID-19. De un total de 6326 presentaciones, se aceptaron un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020 antes de que tuviera lugar la conferencia. Además, un total de 333 artÃculos y 144 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia como "Late Breaking Work" (artÃculos y carteles). Estas contribuciones abordan los últimos esfuerzos de investigación y desarrollo en el campo y destacan los aspectos humanos del diseño y uso de sistemas informáticos. Nota de contenido: Basic study on incidence of micro-error in visual attention-controlled environment -- A Methodological Approach to Create Interactive Art in Artificial Intelligence -- The Effect of Different Icon Shape and Width on Touch Behavior -- Project Team Recommendation Model Based on Profiles Complementarity -- A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings -- Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition -- Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review -- Examining the relationship between songs and psychological characteristics -- An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft -- Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment -- Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism -- Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature -- Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study -- Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions -- Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries -- Assessing Variable Levels of Delegated Control – A Novel Measure of Trust -- Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion -- A Typology of Non-functional Information -- Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model -- Producing an Immersive Experience using Human-Robot Interaction Stimuli -- How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective -- Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations -- Analyzing Students' Behavior in a MOOC Course: A Process-Oriented Approach -- The Role of Learning City "Smart Teams" In Promoting, Supporting, and Extending the Community School Model -- Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language -- Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course -- Learning and Creativity through a Curatorial Practice using Virtual Reality -- How augmented reality influences student workload in engineering education -- The Influential Factors on E-learning Adoption and Learning Continuance -- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details -- Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment -- Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements -- Investigating the relation between sense of presence, attention and performance: virtual reality versus web -- Research on the Design of Intelligent Interactive Toys Based on Marker Education -- Designing a Faculty Chatbot through User-Centered Design Approach -- The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience -- Enable 3A in AIS -- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability -- Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems -- A Learning Engineering Model for Learner-Centered Adaptive Systems -- Technology in Education - Meeting the Future Literacy & Numeracy needs of Societ -- Adaptive Agents for Fit-for-Purpose Training -- Google Service-based CbITS Authoring Tool to Support Collaboration -- The Interplay Between Artificial Intelligence and Users' Personalities: A New Scenario for Human-Computer Interaction in Gaming -- Behavlet Analytics for Player Profiling and Churn Prediction -- The Kansei Research on the Manipulation Experience of Mobile Game with Joystick -- A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster -- Systems Approach to Designing an Enjoyable Process for Game Designers -- Broader Understanding of Gamification by Addressing Ethics and Diversity -- Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms -- Enhancing Social Ties through Manual Player Matchmaking in Online Multiplayer Games -- A Simulation Game to Acquire Skillson Industry 4.0 -- Personalised Semantic User Interfaces for Games -- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings [documento electrónico] / Stephanidis, Constantine, ; Harris, Don, ; Li, Wen-Chin, ; Schmorrow, Dylan D., ; Fidopiastis, Cali M., ; Zaphiris, Panayiotis, ; Ioannou, Andri, ; Fang, Xiaowen, ; Sottilare, Robert A., ; Schwarz, Jessica, . - 1 ed. . - [s.l.] : Springer, 2020 . - XXII, 776 p. 314 ilustraciones, 243 ilustraciones en color.
ISBN : 978-3-030-60128-7
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Interfaces de usuario e interacción persona-computadora Procesamiento del lenguaje natural (Informática) IngenierÃa Informática y Redes Procesamiento del lenguaje natural (PNL) Computadoras y Educación Visión Interfaces de usuario (sistemas informát Ãndice Dewey: 5.437 Resumen: Este libro constituye los últimos artÃculos de la 22.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2020, que se celebró en julio de 2020. La conferencia estaba prevista para realizarse en Copenhague, Dinamarca, pero tuvo que cambiar a un modo de conferencia virtual debido a la pandemia de COVID-19. De un total de 6326 presentaciones, se aceptaron un total de 1439 artÃculos y 238 carteles para su publicación en las actas de HCII 2020 antes de que tuviera lugar la conferencia. Además, un total de 333 artÃculos y 144 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia como "Late Breaking Work" (artÃculos y carteles). Estas contribuciones abordan los últimos esfuerzos de investigación y desarrollo en el campo y destacan los aspectos humanos del diseño y uso de sistemas informáticos. Nota de contenido: Basic study on incidence of micro-error in visual attention-controlled environment -- A Methodological Approach to Create Interactive Art in Artificial Intelligence -- The Effect of Different Icon Shape and Width on Touch Behavior -- Project Team Recommendation Model Based on Profiles Complementarity -- A Neurophysiological Sensor Suite for Real-Time Prediction of Pilot Workload in Operational Settings -- Consideration of How Different Rearview Presentations Used for Electronic Mirrors on Automobiles Affect Human Spatial Cognition -- Design Guidelines of Social-Assisted Robots for the Elderly: A Mixed Method Systematic Literature Review -- Examining the relationship between songs and psychological characteristics -- An Overview of Paper Documentation Moving to Onboard Information System (OIS) for Commercial Aircraft -- Influence of Visual Symbol's User Background and Symbol Semantic Abstraction Level on User's Cognition in AR Auxiliary Assembly Environment -- Information Visualization Design of Nuclear Power Control System based on Attention Capture Mechanism -- Design Suggestions for Smart Tax Return Software based on Reviewing Tax Compliance literature -- Applications of an Online Audience Response System in Different Academic Settings: An Empirical Study -- Perceived Restorativeness and Meditation Depth for Virtual Reality supported Mindfulness Interventions -- Global Mindset - A Complex Cognitive Model Used for Global Leadership Decision-making when Working Across Geographical Boundaries -- Assessing Variable Levels of Delegated Control – A Novel Measure of Trust -- Neuroergonomics Behind Culture: A Dynamic Causal Modeling (DCM) Study on Emotion -- A Typology of Non-functional Information -- Basic Study to Reduce the Artifact from Brain Activity Data with Auto-Regressive Model -- Producing an Immersive Experience using Human-Robot Interaction Stimuli -- How Virtual Reality is Changing the Future of Learning in K-12 and Beyond - Using Needs-Affordances-Features Perspective -- Tangible Storytelling to learn the Four Seasons: Design and Preliminary Observations -- Analyzing Students' Behavior in a MOOC Course: A Process-Oriented Approach -- The Role of Learning City "Smart Teams" In Promoting, Supporting, and Extending the Community School Model -- Design and Development of a Web Extension to Help Facilitate the Learning of a Foreign Language -- Training Professionals to Bring Digital Transformation into Museums: the Mu.SA Blended Course -- Learning and Creativity through a Curatorial Practice using Virtual Reality -- How augmented reality influences student workload in engineering education -- The Influential Factors on E-learning Adoption and Learning Continuance -- A Real-Time Cross-Sectioning System for Visualization of Architectural Construction Details -- Exploring the Affordance of Distance Learning Platform (DLP) in COVID19 Remote Learning Environment -- Tirana Plug-in River: Catalyst Playful Experiences to Revitalize Albanian Informal Settlements -- Investigating the relation between sense of presence, attention and performance: virtual reality versus web -- Research on the Design of Intelligent Interactive Toys Based on Marker Education -- Designing a Faculty Chatbot through User-Centered Design Approach -- The Influence of Picture Book Interaction Design on Preschool Children's Reading Experience -- Enable 3A in AIS -- Adapting E-Learning to Dyslexia Type: an Experimental Study to Evaluate Learning Gain and Perceived Usability -- Reducing the Gap Between the Conceptual Models of Students and Experts Using Graph-based Adaptive Instructional Systems -- A Learning Engineering Model for Learner-Centered Adaptive Systems -- Technology in Education - Meeting the Future Literacy & Numeracy needs of Societ -- Adaptive Agents for Fit-for-Purpose Training -- Google Service-based CbITS Authoring Tool to Support Collaboration -- The Interplay Between Artificial Intelligence and Users' Personalities: A New Scenario for Human-Computer Interaction in Gaming -- Behavlet Analytics for Player Profiling and Churn Prediction -- The Kansei Research on the Manipulation Experience of Mobile Game with Joystick -- A Novel Investigation of Attack Strategies via the Involvement of Virtual Humans: A User Study of Josh Waitzkin, a Virtual Chess Grandmaster -- Systems Approach to Designing an Enjoyable Process for Game Designers -- Broader Understanding of Gamification by Addressing Ethics and Diversity -- Game-Based Learning and Instructional Effectiveness in Organizational Communication Classrooms -- Enhancing Social Ties through Manual Player Matchmaking in Online Multiplayer Games -- A Simulation Game to Acquire Skillson Industry 4.0 -- Personalised Semantic User Interfaces for Games -- Utilization of Neurophysiological Data to Classify Player Immersion to Distract from Pain. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings / Stephanidis, Constantine ; Soares, Marcelo M. ; Rosenzweig, Elizabeth ; Marcus, Aaron ; Yamamoto, Sakae ; Mori, Hirohiko ; Rau, Pei-Luen Patrick ; Meiselwitz, Gabriele ; Fang, Xiaowen ; Moallem, Abbas
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TÃtulo : 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings Tipo de documento: documento electrónico Autores: Stephanidis, Constantine, ; Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, ; Yamamoto, Sakae, ; Mori, Hirohiko, ; Rau, Pei-Luen Patrick, ; Meiselwitz, Gabriele, ; Fang, Xiaowen, ; Moallem, Abbas, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XX, 610 p. 282 ilustraciones, 227 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-90238-4 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Red informática MinerÃa de datos y descubrimiento de conocimientos IngenierÃa Informática y Redes Visión IngenierÃa de software comercio electrónico y negocios electrónicos Interfaces de usuario e interacción persona-computadora Procesamiento de da Ãndice Dewey: 5.437 Resumen: Este libro constituye los últimos artÃculos de la 23.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2021, que se celebró en julio de 2021. Se planeó que la conferencia se llevara a cabo en Washington DC, EE. UU., pero tuvo que cambiar a un modo de conferencia virtual debido a la pandemia de COVID-19. Un total de 5222 personas del mundo académico, institutos de investigación, industria y agencias gubernamentales de 81 paÃses presentaron contribuciones, y 1276 artÃculos y 241 carteles se incluyeron en los volúmenes de las actas que se publicaron antes del inicio de la conferencia. Además, 174 artÃculos y 146 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia, como "Late Breaking Work" (artÃculos y carteles). Las contribuciones cubren exhaustivamente todo el campo de la HCI y abordan los principales avances en el conocimiento y el uso eficaz de las computadoras en una variedad de áreas de aplicación. Nota de contenido: Design and Evaluation Methods, Techniques and Tools -- Design, User Experience and Human Behavior studies -- Cross-Cultural Design. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings [documento electrónico] / Stephanidis, Constantine, ; Soares, Marcelo M., ; Rosenzweig, Elizabeth, ; Marcus, Aaron, ; Yamamoto, Sakae, ; Mori, Hirohiko, ; Rau, Pei-Luen Patrick, ; Meiselwitz, Gabriele, ; Fang, Xiaowen, ; Moallem, Abbas, . - 1 ed. . - [s.l.] : Springer, 2021 . - XX, 610 p. 282 ilustraciones, 227 ilustraciones en color.
ISBN : 978-3-030-90238-4
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Red informática MinerÃa de datos y descubrimiento de conocimientos IngenierÃa Informática y Redes Visión IngenierÃa de software comercio electrónico y negocios electrónicos Interfaces de usuario e interacción persona-computadora Procesamiento de da Ãndice Dewey: 5.437 Resumen: Este libro constituye los últimos artÃculos de la 23.ª Conferencia Internacional sobre Interacción Humano-Computadora, HCII 2021, que se celebró en julio de 2021. Se planeó que la conferencia se llevara a cabo en Washington DC, EE. UU., pero tuvo que cambiar a un modo de conferencia virtual debido a la pandemia de COVID-19. Un total de 5222 personas del mundo académico, institutos de investigación, industria y agencias gubernamentales de 81 paÃses presentaron contribuciones, y 1276 artÃculos y 241 carteles se incluyeron en los volúmenes de las actas que se publicaron antes del inicio de la conferencia. Además, 174 artÃculos y 146 carteles se incluyen en los volúmenes de las actas publicadas después de la conferencia, como "Late Breaking Work" (artÃculos y carteles). Las contribuciones cubren exhaustivamente todo el campo de la HCI y abordan los principales avances en el conocimiento y el uso eficaz de las computadoras en una variedad de áreas de aplicación. Nota de contenido: Design and Evaluation Methods, Techniques and Tools -- Design, User Experience and Human Behavior studies -- Cross-Cultural Design. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / Fang, Xiaowen
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TÃtulo : First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings Tipo de documento: documento electrónico Autores: Fang, Xiaowen, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2019 Número de páginas: XX, 464 p. 196 ilustraciones, 150 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-22602-2 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Visión por computador Aplicaciones informáticas y de sistemas de información Aplicación informática en ciencias sociales y del comportamiento Computadoras y Educación InfografÃa Interfaces de usuario e interacción persona-computadora Ciencias sociales Procesamiento de datos La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Application software Educación Ãndice Dewey: 005.3 Ciencia de los computadores (Programas) Resumen: Este libro constituye las actas arbitradas de la Primera Conferencia Internacional sobre HCI en Juegos, HCI-Games 2019, celebrada en julio de 2019 como parte de HCI International 2019 en Orlando, FL, EE. UU. HCII 2019 recibió un total de 5029 presentaciones, de las cuales 1275 artÃculos y 209 carteles fueron aceptados para su publicación después de un cuidadoso proceso de revisión. Los 34 artÃculos presentados en este volumen están organizados en secciones temáticas denominadas: Diseño de juegos; Experiencia de juego; Juegos serios; y Gamificación. Nota de contenido: Game Design -- Gaming Experience -- Serious Games -- Gamification. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings [documento electrónico] / Fang, Xiaowen, . - 1 ed. . - [s.l.] : Springer, 2019 . - XX, 464 p. 196 ilustraciones, 150 ilustraciones en color.
ISBN : 978-3-030-22602-2
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Visión por computador Aplicaciones informáticas y de sistemas de información Aplicación informática en ciencias sociales y del comportamiento Computadoras y Educación InfografÃa Interfaces de usuario e interacción persona-computadora Ciencias sociales Procesamiento de datos La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Application software Educación Ãndice Dewey: 005.3 Ciencia de los computadores (Programas) Resumen: Este libro constituye las actas arbitradas de la Primera Conferencia Internacional sobre HCI en Juegos, HCI-Games 2019, celebrada en julio de 2019 como parte de HCI International 2019 en Orlando, FL, EE. UU. HCII 2019 recibió un total de 5029 presentaciones, de las cuales 1275 artÃculos y 209 carteles fueron aceptados para su publicación después de un cuidadoso proceso de revisión. Los 34 artÃculos presentados en este volumen están organizados en secciones temáticas denominadas: Diseño de juegos; Experiencia de juego; Juegos serios; y Gamificación. Nota de contenido: Game Design -- Gaming Experience -- Serious Games -- Gamification. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / Fang, Xiaowen
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TÃtulo : Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings Tipo de documento: documento electrónico Autores: Fang, Xiaowen, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2020 Número de páginas: XX, 534 p. 44 ilustraciones ISBN/ISSN/DL: 978-3-030-50164-8 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Aplicaciones informáticas y de sistemas de información La interacción persona-ordenador Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento Inteligencia artificial Visión por computador Interfaces de usuario e interacción persona-computadora Procesamiento de datos Ciencias sociales Application software Interfaces de usuario (sistemas informáticos) Educación Ãndice Dewey: 005.3 Ciencia de los computadores (Programas) Resumen: Este libro constituye las actas arbitradas de la Segunda Conferencia Internacional sobre HCI en Juegos, HCI-Games 2020, celebrada en julio de 2020 como parte de HCI International 2020 en Copenhague, Dinamarca.* HCII 2020 recibió un total de 6326 presentaciones, de las cuales 1439 artÃculos y se aceptaron para publicación 238 carteles después de un cuidadoso proceso de revisión. Los 38 artÃculos presentados en este volumen están organizados en secciones temáticas denominadas: diseño de juegos e interacciones gamificadas; participación del usuario e impacto del juego; y juegos serios. *La conferencia se realizó de manera virtual debido a la pandemia de COVID-19. Nota de contenido: 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 MobileApplication -- 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. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings [documento electrónico] / Fang, Xiaowen, . - 1 ed. . - [s.l.] : Springer, 2020 . - XX, 534 p. 44 ilustraciones.
ISBN : 978-3-030-50164-8
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Aplicaciones informáticas y de sistemas de información La interacción persona-ordenador Computadoras y Educación Aplicación informática en ciencias sociales y del comportamiento Inteligencia artificial Visión por computador Interfaces de usuario e interacción persona-computadora Procesamiento de datos Ciencias sociales Application software Interfaces de usuario (sistemas informáticos) Educación Ãndice Dewey: 005.3 Ciencia de los computadores (Programas) Resumen: Este libro constituye las actas arbitradas de la Segunda Conferencia Internacional sobre HCI en Juegos, HCI-Games 2020, celebrada en julio de 2020 como parte de HCI International 2020 en Copenhague, Dinamarca.* HCII 2020 recibió un total de 6326 presentaciones, de las cuales 1439 artÃculos y se aceptaron para publicación 238 carteles después de un cuidadoso proceso de revisión. Los 38 artÃculos presentados en este volumen están organizados en secciones temáticas denominadas: diseño de juegos e interacciones gamificadas; participación del usuario e impacto del juego; y juegos serios. *La conferencia se realizó de manera virtual debido a la pandemia de COVID-19. Nota de contenido: 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 MobileApplication -- 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. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I / Fang, Xiaowen
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TÃtulo : Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I Tipo de documento: documento electrónico Autores: Fang, Xiaowen, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: XXIII, 423 p. 122 ilustraciones, 91 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-77277-2 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Interfaces de usuario e interacción persona-computadora Redes de comunicación informática Implementación de sistema informático Aplicaciones informáticas y de sistemas de información Red informática La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Sistema informático Application software Ãndice Dewey: 005.3 Ciencia de los computadores (Programas) Resumen: Este conjunto de dos volúmenes LNCS 12789 y 12790 constituye las actas arbitradas de la Tercera Conferencia Internacional sobre HCI en Juegos, HCI-Games 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio de 2021. Debido a Pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artÃculos de HCI-Games 2021, Parte I, están organizados en secciones temáticas denominadas: Diseño de experiencias en juegos; Compromiso del usuario e impacto del juego; Mecánica de juego. Nota de contenido: Toward a Theory-Driven Model of Emotional Interaction Design in Mobile Games Research -- A Specific Measurable Model - How Can Test Results be Influenced by Interactive Prototypes and Design Manuscripts? -- HEROES: an Action Game enabling Players With and Without Disabilities to Play Together -- Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games -- Foresthlon: Investigating Gender Experience through a Hybrid BCI Game -- Research on User Experience Optimization for Tutorial Design of Battle Royale Games Based on Grey AHP Theory -- Horror Ludens: Using Fear to Construct Meaning in Video Games -- Persuasive Technology in Games: A Brief Review and Reappraisa -- Analyzing and Prioritizing Usability Issues in Games -- The Design of Buttons in MMO Mobile Game's Battle Interface -- esearch on the Quantization of User Experience of Spectator Mode in Moba Games -- Computer-Aided Games-Based Learning for Children with Autism -- Analysis of the Competitiveness of Asymmetric Gamesin the Market -- A Systematic Review of the Effect of Gamification on Adherence across Disciplines -- An Exploration of the Fear of Attack Strategy in Chess and its Influence on Class-A Players of Different Chess Personalities: An Exploration Using Virtual Humans -- The Factorial Structure and Underlying Contributors of Parents' Behavioral Involvement in Children's Video Game Use -- In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model -- Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale -- The Foundations and Frontiers of Research on the Effect of Video Games on Child Development: A Scientometrics and Knowledge-Mapping Analysis Based on CiteSpace -- Using Neural-Network-Driven Image Recognition Software to Detect Emotional Reactions in the Face of a Player while Playing a Horror Video Game -- Exploratory and Confirmatory Factor Analysis of the Chinese Young Children's Video-gaming Questionnaire -- Using Multiple Data Streams in Executive Function Training Games to Optimize Outcomes for Neurodiverse Populations -- Gameplay as Network: Understanding the Consequences of Automation on Play and Use -- Hitboxes: A Survey about Collision Detection in Video Games -- Adaptive Gamification and its Impact on Performance -- Designing Interactive Storytelling Games to Teach Computational Thinking -- In-Game Advertising: Brand Integration and Player Involvement as Key Influencing Factors on Brand Recall -- Detecting Real-Time Correlated Simultaneous Events in Microblogs: The case of Men's Olympic Football -- UNITY-Things: An Internet-of-Things Software Framework Integrating Arduino-Enabled Remote Devices with the UNITY Game Engine -- The Effects of Vibration on Assisting Game Play and Improving Player Engagement when Lacking Sound -- Investigating the Impact of Task Significance on Task Engagement and Enjoyment in Digital Games. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I [documento electrónico] / Fang, Xiaowen, . - 1 ed. . - [s.l.] : Springer, 2021 . - XXIII, 423 p. 122 ilustraciones, 91 ilustraciones en color.
ISBN : 978-3-030-77277-2
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Interfaces de usuario e interacción persona-computadora Redes de comunicación informática Implementación de sistema informático Aplicaciones informáticas y de sistemas de información Red informática La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Sistema informático Application software Ãndice Dewey: 005.3 Ciencia de los computadores (Programas) Resumen: Este conjunto de dos volúmenes LNCS 12789 y 12790 constituye las actas arbitradas de la Tercera Conferencia Internacional sobre HCI en Juegos, HCI-Games 2021, celebrada como parte de la 23.ª Conferencia Internacional, HCI International 2021, que tuvo lugar en julio de 2021. Debido a Pandemia de COVID-19 la conferencia se realizó de manera virtual. El total de 1276 artÃculos y 241 carteles incluidos en los 39 volúmenes de actas del HCII 2021 se revisó y seleccionó cuidadosamente entre 5222 presentaciones. Los artÃculos de HCI-Games 2021, Parte I, están organizados en secciones temáticas denominadas: Diseño de experiencias en juegos; Compromiso del usuario e impacto del juego; Mecánica de juego. Nota de contenido: Toward a Theory-Driven Model of Emotional Interaction Design in Mobile Games Research -- A Specific Measurable Model - How Can Test Results be Influenced by Interactive Prototypes and Design Manuscripts? -- HEROES: an Action Game enabling Players With and Without Disabilities to Play Together -- Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games -- Foresthlon: Investigating Gender Experience through a Hybrid BCI Game -- Research on User Experience Optimization for Tutorial Design of Battle Royale Games Based on Grey AHP Theory -- Horror Ludens: Using Fear to Construct Meaning in Video Games -- Persuasive Technology in Games: A Brief Review and Reappraisa -- Analyzing and Prioritizing Usability Issues in Games -- The Design of Buttons in MMO Mobile Game's Battle Interface -- esearch on the Quantization of User Experience of Spectator Mode in Moba Games -- Computer-Aided Games-Based Learning for Children with Autism -- Analysis of the Competitiveness of Asymmetric Gamesin the Market -- A Systematic Review of the Effect of Gamification on Adherence across Disciplines -- An Exploration of the Fear of Attack Strategy in Chess and its Influence on Class-A Players of Different Chess Personalities: An Exploration Using Virtual Humans -- The Factorial Structure and Underlying Contributors of Parents' Behavioral Involvement in Children's Video Game Use -- In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model -- Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale -- The Foundations and Frontiers of Research on the Effect of Video Games on Child Development: A Scientometrics and Knowledge-Mapping Analysis Based on CiteSpace -- Using Neural-Network-Driven Image Recognition Software to Detect Emotional Reactions in the Face of a Player while Playing a Horror Video Game -- Exploratory and Confirmatory Factor Analysis of the Chinese Young Children's Video-gaming Questionnaire -- Using Multiple Data Streams in Executive Function Training Games to Optimize Outcomes for Neurodiverse Populations -- Gameplay as Network: Understanding the Consequences of Automation on Play and Use -- Hitboxes: A Survey about Collision Detection in Video Games -- Adaptive Gamification and its Impact on Performance -- Designing Interactive Storytelling Games to Teach Computational Thinking -- In-Game Advertising: Brand Integration and Player Involvement as Key Influencing Factors on Brand Recall -- Detecting Real-Time Correlated Simultaneous Events in Microblogs: The case of Men's Olympic Football -- UNITY-Things: An Internet-of-Things Software Framework Integrating Arduino-Enabled Remote Devices with the UNITY Game Engine -- The Effects of Vibration on Assisting Game Play and Improving Player Engagement when Lacking Sound -- Investigating the Impact of Task Significance on Task Engagement and Enjoyment in Digital Games. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Third International Conference, HCI-Games 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II / Fang, Xiaowen
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