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HCI in Games: Serious and Immersive ...
~
Fang, Xiaowen.
HCI in Games: Serious and Immersive Games = 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 /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
HCI in Games: Serious and Immersive Games/ edited by Xiaowen Fang.
其他題名:
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 /
其他作者:
Fang, Xiaowen.
面頁冊數:
XXIII, 401 p. 156 illus., 123 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
User Interfaces and Human Computer Interaction. -
電子資源:
https://doi.org/10.1007/978-3-030-77414-1
ISBN:
9783030774141
HCI in Games: Serious and Immersive Games = 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 /
HCI in Games: Serious and Immersive Games
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 /[electronic resource] :edited by Xiaowen Fang. - 1st ed. 2021. - XXIII, 401 p. 156 illus., 123 illus. in color.online resource. - Information Systems and Applications, incl. Internet/Web, and HCI ;12790. - Information Systems and Applications, incl. Internet/Web, and HCI ;9149.
Mindful Gaming: User Experiences with Headspace and Walden, a Game -- Gamification of ERP Training in Local Governments -- Orpheus: A Voice-Controlled Game to Train Pitch Matching -- Influence of a Video Game on Children’s Attention to Food: Should Games Be Served with a Character during Mealtime? -- LUDUS MAGNUS – A Serious Game for Learning the Latin Language -- PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: a Pilot Study -- Improve Students’ Learning Experience in General Chemistry Laboratory Courses? -- A Study on Serious Game Practice to Improve Children's Global Competence -- JomGear Grind Games: Enjoy Your Learning -- Understanding the Impact on Learners' Reading Performance and Behaviour of Matching E-Learning Material to Dyslexia Type and Reading Skill Level -- Scaffolding Executive Function in Game-based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners -- A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual -- Can Games and Gamification Improve Online Learners’ Outcomes and Satisfaction on the Madrasati Platform in Saudi Arabia? -- Methodological Considerations for Understanding Students’ Problem Solving Processes and Affective Trajectories During Game-based Learning: A Data Fusion Approach -- Using Eye Tracking for Research on Learning and Computational Thinking -- Evaluating the Use of Visual Prompts in Online Meeting Applications for Kindergarteners -- Gamification Design Predicaments for E-learning -- Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games -- Design and Application Research of Gamification in University Curriculum Taking the Course of TV Camera for Example -- Children's Learning through Touchscreen Games: The Role of Background Music and Touchscreen Experience -- Gamified Education in K-12 -- Virtual Reality for Rich Interaction with Cultural Heritage Sites -- Towards the Mixed-Reality Platform for the Learning of Children with Autism Spectrum Disorder (ASD): A Case Study in Qatar -- Peruggia: A First-Person Strategy Game Studying Movement Patterns in Museums -- Research on the Interaction Method that can Alleviate Cybersickness in Virtual Reality Games -- Exploring Coordination Patterns in VR-based Rehabilitation for Stroke using the Kinect Sensor -- The Woods': A Mixed-Reality Multiplayer Cooperative Game.
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 23rd 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. .
ISBN: 9783030774141
Standard No.: 10.1007/978-3-030-77414-1doiSubjects--Topical Terms:
669793
User Interfaces and Human Computer Interaction.
LC Class. No.: QA76.9.U83
Dewey Class. No.: 005.437
HCI in Games: Serious and Immersive Games = 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 /
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Mindful Gaming: User Experiences with Headspace and Walden, a Game -- Gamification of ERP Training in Local Governments -- Orpheus: A Voice-Controlled Game to Train Pitch Matching -- Influence of a Video Game on Children’s Attention to Food: Should Games Be Served with a Character during Mealtime? -- LUDUS MAGNUS – A Serious Game for Learning the Latin Language -- PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: a Pilot Study -- Improve Students’ Learning Experience in General Chemistry Laboratory Courses? -- A Study on Serious Game Practice to Improve Children's Global Competence -- JomGear Grind Games: Enjoy Your Learning -- Understanding the Impact on Learners' Reading Performance and Behaviour of Matching E-Learning Material to Dyslexia Type and Reading Skill Level -- Scaffolding Executive Function in Game-based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners -- A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual -- Can Games and Gamification Improve Online Learners’ Outcomes and Satisfaction on the Madrasati Platform in Saudi Arabia? -- Methodological Considerations for Understanding Students’ Problem Solving Processes and Affective Trajectories During Game-based Learning: A Data Fusion Approach -- Using Eye Tracking for Research on Learning and Computational Thinking -- Evaluating the Use of Visual Prompts in Online Meeting Applications for Kindergarteners -- Gamification Design Predicaments for E-learning -- Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games -- Design and Application Research of Gamification in University Curriculum Taking the Course of TV Camera for Example -- Children's Learning through Touchscreen Games: The Role of Background Music and Touchscreen Experience -- Gamified Education in K-12 -- Virtual Reality for Rich Interaction with Cultural Heritage Sites -- Towards the Mixed-Reality Platform for the Learning of Children with Autism Spectrum Disorder (ASD): A Case Study in Qatar -- Peruggia: A First-Person Strategy Game Studying Movement Patterns in Museums -- Research on the Interaction Method that can Alleviate Cybersickness in Virtual Reality Games -- Exploring Coordination Patterns in VR-based Rehabilitation for Stroke using the Kinect Sensor -- The Woods': A Mixed-Reality Multiplayer Cooperative Game.
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