| |
|
|
|
|
|
|
|
|
1. |
Record Nr. |
UNISA996464493203316 |
|
|
Titolo |
HCI in games . Part I : experience design and game mechanics : third International Conference, HCI-Games 2021, held as part of the 23rd HCI International Conference, HCII 2021, virtual event, July 24-29, 2021, proceedings / / editor, Xiaowen Fang |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
Cham, Switzerland : , : Springer, , [2021] |
|
©2021 |
|
|
|
|
|
|
|
|
|
ISBN |
|
|
|
|
|
|
Descrizione fisica |
|
1 online resource (439 pages) |
|
|
|
|
|
|
Collana |
|
Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI ; ; Volume 12789 |
|
|
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
Soggetti |
|
Human-computer interaction |
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Nota di bibliografia |
|
Includes bibliographical references and index. |
|
|
|
|
|
|
Nota di contenuto |
|
Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part I -- Contents - Part II -- Experience Design in Games -- Toward a Theory-Driven Model of Emotional Interaction Design in Mobile Games Research -- Abstract -- 1 Introduction -- 2 Theory-Driven Model of Emotional Interaction Design -- 2.1 Three Levels of Emotional Design Theory -- 2.2 Emotional Interaction Design Model -- 3 Emotional Interaction Design in Mobile Games -- 3.1 Visceral Design of the User Interface -- 3.2 Behavioral Design of the Interaction Operation -- 3.3 Reflective Design of the Interaction Experience -- 4 Conclusion -- References -- A Specific Measurable Model -- Abstract -- 1 Introduction -- 2 Theory -- 2.1 Dynamic and Static Effects on Human Sense -- 2.2 Performative and Interactive Design -- 3 Design -- 4 Experiment -- 4.1 The Chosen Players -- 4.2 Plans of the Experiment -- 4.3 Further Interview -- 4.4 Tool for the Experiment -- 5 Results, Significance and Limitation -- 5.1 Analysis of the Results -- 5.2 Significance of the Research -- 5.3 Limitation of the Research -- 6 Conclusion -- 6.1 Influences of Interactive Prototype and Manuscript on Player Tests -- 6.2 A Specific Measurable Model: How to Choose Between Interactive Prototype Test and Manuscript Test? -- References -- HEROES: An Action Game |
|
|
|
|
|
|
|
|
|
Enabling Players with and Without Disabilities to Play Together -- 1 Motivation -- 2 Research -- 2.1 Research on Disabilities -- 3 Game Design -- 3.1 Game Concept -- 4 Implementation -- 4.1 Graphics -- 5 Evaluation -- 6 Conclusion and Future Work -- References -- Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games -- 1 Introduction -- 2 Related Work -- 3 Game Design -- 4 User Study -- 4.1 Participants and Materials -- 4.2 Experimental Design -- 4.3 Procedure -- 4.4 Ethical Considerations -- 5 Results. |
5.1 Player Performance -- 5.2 Player Experience -- 5.3 Discussion -- 5.4 Study Limitations -- 6 Conclusion and Future Work -- References -- Foresthlon: Investigating Gender Experience Through a Hybrid BCI Game -- 1 Introduction -- 2 Background -- 3 Foresthlon BCI Game -- 3.1 Hardware -- 3.2 Implementation -- 3.3 Game Design -- 3.4 Game Play -- 3.5 User Interface -- 4 Experiment -- 4.1 Participants and Procedure -- 4.2 Data Collection -- 5 Results -- 5.1 User Experience -- 5.2 Cognitive Load -- 5.3 Game Experiences -- 5.4 Performance -- 5.5 Qualitative Results -- 6 Conclusions -- References -- Research on User Experience Optimization of Tutorial Design for Battle Royale Games Based on Grey AHP Theory -- Abstract -- 1 Introduction -- 2 Collection of Emotional Words -- 3 Establish of the Evaluation Hierarchy -- 4 Perceptual Evaluation Experiment and Calculation of Subjective Weights -- 5 Grey Relational Analysis -- 6 Conclusions and Limitations -- References -- Horror Ludens: Using Fear to Construct Meaning in Video Games -- Abstract -- 1 Introduction -- 2 Rapid Eye Movement: A Horror Indie Game -- 3 A Word About Game Programming -- 4 Horror and Fear as Game Design Components -- 5 Final Thoughts and Conclusions -- References -- Persuasive Technology in Games: A Brief Review and Reappraisal -- 1 Persuasion -- 2 Persuasive Technology in Games -- 3 Design Models and Theoretical Frameworks -- 3.1 Functional Triad -- 3.2 Fogg's Behavior Model -- 3.3 The Eight Step Design Process -- 3.4 Behaviour Wizard -- 3.5 Persuasive Systems Design (PSD) Framework -- 4 Behaviour Change Literature -- 4.1 Behaviour Change Determinants -- 4.2 Behaviour Change Techniques -- 4.3 Behavior Change Theories -- 5 Research Gaps and Future Direction in Persuasive Technology Research -- 5.1 Lack of Evaluation Tools -- 5.2 Lack of Long-Term Empirical Studies. |
5.3 Limited Application of Theory to Practice -- 5.4 Adaptive Persuasive Games -- 6 Conclusion -- References -- Analyzing and Prioritizing Usability Issues in Games -- Abstract -- 1 Usability Issues in Game User Research -- 2 Methods of Capturing Usability Issues in Games -- 3 Prioritizing Usability Issues in Games Through Severity Ratings -- 4 Analyzing Usability Issues in Games -- 4.1 Issues on Average Per Player -- 4.2 Number of Players -- 4.3 Issues Per Category -- 4.4 Issues Present in Each Task Activity -- 5 Biases in Usability Issues -- 6 Sample Size and Evaluator Effect -- 7 Ideating -- 8 Conclusion -- References -- The Design of Buttons in MMO Mobile Game's Battle Interface -- Abstract -- 1 Introduction -- 2 Related Work -- 3 First Experiment -- 3.1 Purpose -- 3.2 Participants -- 3.3 Apparatus -- 3.4 Experimental Design -- 3.5 Task and Procedure -- 3.6 Results -- 4 Second Experiment -- 4.1 Purpose -- 4.2 Participants -- 4.3 Experimental Design -- 4.4 Task and Procedure -- 4.5 Results -- 5 Discussion -- 6 Conclusion -- References -- Research on the Quantization of User Experience of Spectator Mode in Moba Games -- Abstract -- 1 Introduction -- 2 Method -- 3 Experiment 1 -- 4 Experiment 2 -- 5 Data Analysis -- 6 Result and Conclusion -- References -- User Engagement and Game Impact -- Computer-Aided Games-Based Learning for Children with Autism -- Abstract -- 1 Introduction -- 2 |
|
|
|
|
|
|
|
Motivation, Engagement and Learning -- 3 General Reward Dysfunction in Children with Autism -- 3.1 Learning in Naturalistic Settings -- 4 Discussion: Computer-Based Interventions (CBI) and Autism Spectrum Disorder -- 4.1 Learning Social and Emotional Skills Through CBI -- 4.2 Language Comprehension and CBI -- 4.3 Ethical Considerations -- 5 Conclusion -- References -- Analysis of the Competitiveness of Asymmetric Games in the Market -- Abstract -- 1 Introduction. |
2 Related Work -- 2.1 The Trend of Marketing -- 2.2 Online Gaming in Marketing -- 2.3 Ways for Online Gaming Companies to Earn Profits -- 3 Definition and Competitive Analysis of Different Categories of Games -- 3.1 Definition of Traditional Symmetric Gaming -- 3.2 Definition of Asymmetric Gaming and Disputes Faced -- 3.3 Reasons for the Competitiveness of the Asymmetric Gaming -- 4 Case Analysis -- 4.1 The Example of Asymmetric Gaming: Identity V -- 4.2 Details of Identity V -- 5 Conclusion -- References -- A Systematic Review of the Effect of Gamification on Adherence Across Disciplines -- 1 Introduction -- 2 Background -- 2.1 The Concept of Adherence -- 2.2 Adherence Versus Engagement -- 2.3 Studies on Gamification and Adherence -- 3 Materials and Methods -- 3.1 Search String -- 3.2 Data Collection -- 3.3 Inclusion Criteria -- 3.4 Exclusion Criteria -- 3.5 Classification -- 3.6 Intercoder Reliability -- 4 Results -- 4.1 Effect of Gamification on Adherence -- 4.2 Adherence Measurement Variables -- 4.3 Gamification Techniques -- 4.4 Study Design Criteria -- 4.5 Scientific Fields and Gamification Studies on Adherence -- 5 Discussion -- 5.1 Impact of Gamification on Adherence -- 5.2 Pre-specifying and Justifying Adherence Measurements -- 5.3 Gamification Techniques -- 6 Limitations -- 7 Conclusions and Future Work -- References -- 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 -- 1 Introduction -- 2 Related Work -- 2.1 Virtual Chess Players -- 2.2 The Psychology of Chess -- 3 Method -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 4 Results -- 5 General Discussion -- 6 Conclusion -- References -- The Factorial Structure and Underlying Contributors of Parents' Behavioral Involvement in Children's Video Game Use -- Abstract. |
1 Introduction -- 1.1 Parents' Behavioral Involvement in Children' Video Game Use -- 1.2 The Underlying Factors in Parents' Involvement in Children's Video Games -- 1.3 The Present Study -- 2 Method -- 2.1 Respondents -- 2.2 Procedure and Materials -- 3 Results -- 3.1 Parents' Behavioral Involvement in Their Children's Video-Game Use -- 3.2 Structure of Parents' Worries About Their Children's Video-Game Use -- 3.3 Roles of Worry and Quality Evaluation in Parents' Behavioral Involvement in Children's Video Game Use -- 4 Discussion -- 4.1 Structure and Levels of Parents' Behavioral Involvement -- 4.2 Factors Underlying Parents' Involvement in Children's Video Game Use -- Acknowledgments -- References -- In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model -- Abstract -- 1 Introduction -- 2 Self-determination Theory -- 3 Related Work -- 3.1 Consumption of In-Game Virtual Content -- 3.2 Adolescents Online Game Addictive Behavior -- 4 Discussion -- 5 Contribution and Future Researches -- 6 Conclusion -- Acknowledgement -- References -- Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale -- Abstract -- 1 Introduction -- 2 Related Work -- 2.1 Gamification -- 2.2 Tailored Gamification Design -- 2.3 The Gamification User Types HEXAD Scale -- 3 Method -- 3.1 Questionnaire and Procedure -- 3.2 Participants -- 4 Results -- 4.1 Validation of the HEXAD Scale in English and German -- 4.2 HEXAD Types and Game Element Preferences -- 5 Discussion |
|
|
|
|
|
|
|
|
|
|
|
and Implications -- 6 Limitations and Future Work -- 7 Conclusion -- Appendix -- References -- The Foundations and Frontiers of Research on the Effect of Video Games on Child Development -- Abstract -- 1 Introduction -- 1.1 Video Games and Child Development -- 1.2 Scientometrics Analysis, Knowledge Mapping, and Citespace. |
1.3 The Present Study. |
|
|
|
|
|
|
2. |
Record Nr. |
UNINA9910150659503321 |
|
|
Autore |
Pimsleur |
|
|
Titolo |
Pimsleur Chinese (Mandarin) Level 3 Lessons 1-5 : Learn to Speak and Understand Mandarin Chinese with Pimsleur Language Programs |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
: Pimsleur (Simon & Schuster) |
|
|
|
|
|
|
|
ISBN |
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Musica |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Sommario/riassunto |
|
The Pimsleur® Method: the easiest, fastest way to learn a new language. Completely portable, easily downloadable, and lots of fun. Youll be speaking and understanding in no time flat! Mandarin Chinese Phase 3, Units 15 build on material taught in prior units. Each lesson provides 30 minutes of spoken language practice, with an introductory conversation, and new vocabulary and structures. Detailed instructions enable you to understand and participate in the conversation. Each lesson contains practice for vocabulary introduced in previous lessons. The emphasis is on pronunciation and comprehension, and on learning to speak Mandarin Chinese. |
|
|
|
|
|
|
|
| |