07189nam 22006855 450 99641831050331620200809075220.03-030-50164-710.1007/978-3-030-50164-8(CKB)4100000011343415(DE-He213)978-3-030-50164-8(MiAaPQ)EBC6273247(PPN)254640958(EXLCZ)99410000001134341520200612d2020 u| 0engurnn|008mamaatxtrdacontentcrdamediacrrdacarrierHCI in Games[electronic resource] Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings /edited by Xiaowen Fang1st ed. 2020.Cham :Springer International Publishing :Imprint: Springer,2020.1 online resource (XX, 534 p. 279 illus., 132 illus. in color.) Information Systems and Applications, incl. Internet/Web, and HCI ;122113-030-50163-9 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.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.Information Systems and Applications, incl. Internet/Web, and HCI ;12211Application softwareUser interfaces (Computer systems)Optical data processingArtificial intelligenceEducation—Data processingInformation Systems Applications (incl. Internet)https://scigraph.springernature.com/ontologies/product-market-codes/I18040User Interfaces and Human Computer Interactionhttps://scigraph.springernature.com/ontologies/product-market-codes/I18067Image Processing and Computer Visionhttps://scigraph.springernature.com/ontologies/product-market-codes/I22021Artificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Computer Appl. in Social and Behavioral Scienceshttps://scigraph.springernature.com/ontologies/product-market-codes/I23028Computers and Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/I24032Application software.User interfaces (Computer systems).Optical data processing.Artificial intelligence.Education—Data processing.Information Systems Applications (incl. Internet).User Interfaces and Human Computer Interaction.Image Processing and Computer Vision.Artificial Intelligence.Computer Appl. in Social and Behavioral Sciences.Computers and Education.794.8Fang Xiaowenedthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK996418310503316HCI in Games1997587UNISA03661nam 2200421 450 991071962540332120230629023844.09780520389748(CKB)26621750900041(NjHacI)9926621750900041(EXLCZ)992662175090004120230629h20232022 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierThinking with an accent toward a new object, method, and practice /edited by Pooja Rangan [and three others]Oakland, California :University of California Press,2023.©20221 online resource (xvii, 310 pages) illustrationsCalifornia studies in music, sound, and media ;3Foreword: accent matters / John Baugh -- Introduction : thinking with an accent / Pooja Rangan, Akshya Saxena, Ragini Tharoor Srinivasan, and Pavitra Sundar -- Taking accents beyond identity politics? thinking through two paradigms / Rey Chow -- Accent reduction as raciolinguistic pedagogy / Vijay A. Ramjattan -- From "handicap" to crip curb cut : thinking accent with disability / Pooja Rangan -- Accented Latinx textese : bilingual scriptural economies and digital literacies / Sara Veronica Hinojos -- Everything is accented : labor and the weight of things unsaid / Anita Starosta -- Is there a call center literature? / Ragini Tharoor Srinivasan -- Re-writing algorithms for just recognition : from digital aural redlining to accent activism / Nina Sun Eidsheim -- "Sorry Hard Understand Strong Accent!" (SHUSA!): racial dynamics of deaf scholars of color working with white female interpreters / Lynn Hou and Rezenet Moges -- Accentings, acoustic surveillance, and political crisis in 2010s Brazil / Leonardo Cardoso -- "The native ear" : accented testimonial desire and asylum / Michelle Pfeifer -- Stereo accent : reading, writing, and xenophilic attunement / Akshya Saxena -- Accenting the trans voice, echoing audio-dysphoria / Slava Greenberg -- The demonstration of accent : media, manif, monstrosity / Naomi Waltham-Smith -- What does it mean to "sound gay"? the (accented) voice as surplus jouissance / Ani Maitra -- Listening with an accent-or how to loeribari / Pavitra Sundar."Thinking with an Accent brings together leading and emerging scholars of media, literature, education, law, linguistics, sound, and politics to theorize accent as an understudied lynchpin of the global cultural economy. It reframes accent as a powerfully coded and yet unexplored mode of perception-one that, properly harnessed, can yield transformative modalities of knowledge, action, and care. Accent, this anthology shows, does more than denote geographic, ethnic, or social identity. Accent emerges through listening, mobilizes negotiations of power, and enacts desiring relations. To think with an accent is to practice a dialogical and multimodal inquiry that unfolds the tensions of address within mediated utterances"--Provided by publisher.California studies in music, sound, and media ;3.Accents and accentuationEnglish languagePronunciation by foreign speakersEnglish languageSocial aspectsAccents and accentuation.English languagePronunciation by foreign speakers.English languageSocial aspects.414.6Rangan PoojaNjHacINjHacl9910719625403321Thinking with an Accent3361992UNINA