LEADER 01294nam 2200445 450 001 9910467153203321 005 20200520144314.0 010 $a1-62623-224-5 035 $a(CKB)3720000000062469 035 $a(MiAaPQ)EBC5254071 035 $a(Au-PeEL)EBL5254071 035 $a(CaPaEBR)ebr11504732 035 $a(OCoLC)1022786328 035 $a(EXLCZ)993720000000062469 100 $a20180222h20152015 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 00$aCervical spine trauma /$fF. Cumhur Oner and Alexander R. Vaccaro, editors 210 1$aNew York, [New York] :$cThieme,$d2015. 210 4$dİ2015 215 $a1 online resource (184 pages) $cillustrations 225 0 $aAOSpine Masters Series ;$vVolume 5 300 $aIncludes index. 311 $a1-62623-223-7 606 $aCervical vertebrae$xWounds and injuries 608 $aElectronic books. 615 0$aCervical vertebrae$xWounds and injuries. 676 $a617.1 702 $aVaccaro$b Alexander R. 702 $aOner$b F. Cumhur 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910467153203321 996 $aCervical spine trauma$91960437 997 $aUNINA LEADER 11133nam 2200517 450 001 996464493203316 005 20220327095027.0 010 $a3-030-77277-2 035 $a(CKB)4100000011979306 035 $a(MiAaPQ)EBC6676233 035 $a(Au-PeEL)EBL6676233 035 $a(OCoLC)1260344199 035 $a(PPN)257358145 035 $a(EXLCZ)994100000011979306 100 $a20220327d2021 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aHCI in games$hPart I $eexperience design and game mechanics : third International Conference, HCI-Games 2021, held as part of the 23rd HCI International Conference, HCII 2021, virtual event, July 24-29, 2021, proceedings /$feditor, Xiaowen Fang 210 1$aCham, Switzerland :$cSpringer,$d[2021] 210 4$dİ2021 215 $a1 online resource (439 pages) 225 1 $aLecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI ;$vVolume 12789 311 $a3-030-77276-4 320 $aIncludes bibliographical references and index. 327 $aIntro -- 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. 327 $a5.1 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. 327 $a5.3 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. 327 $a2 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. 327 $a1 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. 327 $a1.3 The Present Study. 410 0$aLNCS sublibrary.$nSL 3,$pInformation systems and applications, incl. 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