| 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 |
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