LEADER 04150oam 22006974a 450 001 9910461054203321 005 20211004152805.0 010 $a9988-647-94-8 010 $a9988-647-78-6 035 $a(CKB)3710000000510999 035 $a(EBL)3001549 035 $a(SSID)ssj0000488104 035 $a(PQKBManifestationID)11288388 035 $a(PQKBTitleCode)TC0000488104 035 $a(PQKBWorkID)10446114 035 $a(PQKB)11175661 035 $a(MiAaPQ)EBC3001549 035 $a(Au-PeEL)EBL3001549 035 $a(CaPaEBR)ebr10448520 035 $a(CaONFJC)MIL300521 035 $a(OCoLC)923563003 035 $a(OCoLC)1148113541 035 $a(MdBmJHUP)musev2_82529 035 $a(EXLCZ)993710000000510999 100 $a20091221j20100614 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aTwo Views from Christiansborg Castle Vol I$eA Brief and Truthful Description of a Journey to and from Guinea$hVol. 1$hVol. 1 210 1$aEast Lansing :$cMichigan State University Press [distributor]$dJune 2010 210 4$d©June 2010 215 $a1 online resource (236 p.) 300 $aDescription based upon print version of record. 311 $a9988-647-16-6 320 $aIncludes bibliographical references and indexes. 327 $a""Front Cover""; ""Title Page""; ""Copyright Page""; ""Contents""; ""List of Illustrations""; ""Foreword""; ""Preface""; ""Translators Introduction""; ""Table of Contents""; ""Chapter One""; ""Chapter Two""; ""Chapter Three""; ""Chapter Four""; ""Chapter Five""; ""Chapter Six""; ""Chapter Seven""; ""Chapter Eight""; ""Chapter Nine""; ""Chapter Ten""; ""Chapter Eleven""; ""Chapter Twelve""; ""Chapter Thirteen""; ""Chapter Fourteen""; ""Chapter Fifteen""; ""Chapter Sixteen""; ""Chapter Seventeen""; ""Chapter Eighteen""; ""Chapter Nineteen""; ""Chapter Twenty""; ""Chapter Twenty One"" 327 $a""Chapter Twenty Two""""Chapter Twenty Three""; ""Chapter Twenty Four""; ""Chapter Twenty Five""; ""Chapter Twenty Six""; ""Chapter Twenty Seven""; ""Chapter Twenty Eight""; ""Chapter Twenty Nine""; ""Chapter Thirty""; ""Chapter Thirty One""; ""Chapter Thirty Two""; ""Chapter Thirty Three""; ""Chapter Thirty Four""; ""Chapter Thirty Five""; ""Chapter Thirty Six""; ""Chapter Thirty Seven""; ""Epilogue""; ""Bibliography""; ""Names Index""; ""Ships Index""; ""Subject Index""; ""Back Cover"" 330 8 $aAnnotation$bSelena Axelrod Winsnes has been engaged, since 1982, in the translation into English, and editing of Danish language sources to West African history, sources published from 1697 to 1822, the period during which Denmark-Norway was an actor in the Transatlantic Slave Trade. It comprises five major books written for the Scandinavian public. They describe all aspects of life on the Gold Coast [Ghana], the Middle Passage and the Danish Caribbean islands [US Virgin Islands], as seen by five different men. Each had his own agenda and mind-set, and the books, both singly and combined, hold a wealth of information - of interest both to scholars and lay readers. They provide important insights into the cultural baggage the enslaved Africans carried with them to the America's. One of the books, L.F. Rmer's A Reliable Account of the Coast of Guinea was runner-up for the prestigious International Texts Prize awarded by the U.S. African Studies Association. 606 $aTravel$zAfrica$xWest 606 $aHistory$zEurope$zScandinavia 606 $aHistory$zAfrica$xGeneral 606 $aGhana$xDescription and Travel 606 $aDanes 606 $aSlave Trade$zAfrica 608 $aElectronic books. 615 0$aTravel$xWest. 615 0$aHistory 615 0$aHistory$xGeneral. 615 0$aGhana$xDescription and Travel. 615 0$aDanes. 615 0$aSlave Trade 700 $aRask$b Johannes$4edt$01070882 702 $aAxelrod Winsnes$b Selena$4edt 801 0$bMdBmJHUP 801 1$bMdBmJHUP 906 $aBOOK 912 $a9910461054203321 996 $aTwo Views from Christiansborg Castle Vol I$92565337 997 $aUNINA LEADER 10752nam 22004453 450 001 996601561203316 005 20240601060245.0 010 $a9783031606953$b(electronic bk.) 010 $z9783031606946 035 $a(MiAaPQ)EBC31357855 035 $a(Au-PeEL)EBL31357855 035 $a(CKB)32169727300041 035 $a(EXLCZ)9932169727300041 100 $a20240601d2024 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aHCI in Games $e6th International Conference, HCI-Games 2024, Held As Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29-July 4, 2024, Proceedings, Part II 205 $a1st ed. 210 1$aCham :$cSpringer International Publishing AG,$d2024. 210 4$d©2024. 215 $a1 online resource (313 pages) 225 1 $aLecture Notes in Computer Science Series ;$vv.14731 311 08$aPrint version: Fang, Xiaowen HCI in Games Cham : Springer International Publishing AG,c2024 9783031606946 327 $aIntro -- Foreword -- HCI International 2024 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 6th International Conference on HCI in Games (HCI-Games 2024) -- HCI International 2025 Conference -- Contents - Part II -- Contents - Part I -- Advancing Education Through Serious Games -- LEGO® for Professional Development: A Systematic Literature Review -- 1 Introduction -- 2 Methodology -- 2.1 Research Questions -- 2.2 Conducted Search -- 2.3 Inclusion and Exclusion Criteria -- 3 Results and Discussion -- 3.1 Demographics -- 3.2 How Is LEGO® Being Used in Adult Education for Professional Development? -- 3.3 Which LEGO® Types and Research Settings Have Been Used in Adult Education for Professional Development? -- 3.4 What Are the Identified Benefits of LEGO® in Various Educational Settings for Adults? -- 4 Conclusions, Limitations and Future Work -- References -- Motion-Control Video Games to Train and Assess the Articular Range of Motion in Physical Therapy Sessions -- 1 Introduction -- 2 Related Work -- 3 Video Game Design -- 3.1 Game Mechanics -- 3.2 Motion Controls -- 3.3 Solving the Orientation Problem -- 4 Proof of Concept -- 4.1 Shoulder Joint Training -- 4.2 Elbow Joint Training -- 5 Conclusion and Future Work -- References -- Tommi - A Web-Based Serious Game for Children Incentivizing a Healthy Lifestyle Combined with Environmental Awareness -- 1 Introduction -- 2 Fundamentals for Serious Game Development -- 3 Related Work -- 3.1 Serious Games for Children - A Healthy Diet -- 3.2 Impact of Food Production on the Environment -- 4 Implementation -- 4.1 Interview About Regionality and Seasonality -- 4.2 A Game Concept to Teach About Water/Carbon Footprint -- 4.3 Adapting the Serious Content for Children -- 4.4 Building Blocks of the Serious Game Tommi. 327 $a4.5 Adapting the Difficulty Level with Eye-Tracking -- 5 Evaluation -- 5.1 User Study Evaluating the Teaching Content -- 5.2 User Study Evaluating the Adjusting Difficulty Settings -- 6 Conclusion and Outlook -- References -- An Interactive Game Design for Children's Bird Watching Based on Flow Experience Theory -- 1 Introduction -- 2 Related Work -- 2.1 Traditional Intervention Methods for Nature Deficit Disorder -- 2.2 Video Games Help Boost Cognitive Development in Children -- 3 Proposed Solution -- 3.1 Build a Bird Watching Game Experience Model -- 3.2 AR Card Collection Promotes Children's Connection with Nature -- 4 Game Development -- 4.1 Visual Design Scene Design -- 4.2 Game Experience Process Design -- 4.3 Technical Realization -- 5 Evaluation and Results -- 5.1 Participant -- 5.2 Usability Evaluation Process -- 5.3 Results (SUS Test Results) -- 6 Conclusion and Future Work -- References -- Empowering Female Founders with AI and Play: Integration of a Large Language Model into a Serious Game with Player-Generated Content -- 1 Introduction -- 2 Approach and Overview -- 2.1 Considerations and Goals -- 2.2 Game Design and Visual Elements -- 2.3 Architecture and LLM Use -- 3 Bias and Discrimination Detection -- 4 Towards Matching Players with Content -- 5 LLM-Based Visual Novel Creation Process -- 5.1 Basic Concepts -- 5.2 Visual Novel Generation Process -- 5.3 Results of the Visual Novel Generation -- 6 Evaluation of LLM-Based Feedback -- 6.1 Approach -- 6.2 Results -- 7 Conclusions and Future Work -- References -- Learning or Entertaining? A Study on the Acceptance of Serious Games in Chinese Museums -- 1 Introduction -- 2 Theorical Background -- 2.1 The Application of Serious Games in the Field of Museums -- 2.2 Technology Acceptance Model (TAM) and Its Adapted Model -- 3 Hypothesis and Research Model. 327 $a3.1 Perceived Usefulness (PU) and Perceived Ease of Use (PEU) -- 3.2 Facilitating Conditions (FC) -- 3.3 Perceived Enjoyment (PE) -- 4 Data Collection and Analysis -- 4.1 Data Collection -- 4.2 Data Analysis -- 4.3 Discussion -- 5 Design of Serious Games at the Museum -- 5.1 Experiential Game Models -- 5.2 Game Framework -- 5.3 Game Prototyping -- 6 Conclusion -- References -- The Impact of Alternate Reality Game on the Environmental Cognition for University Freshmen -- 1 Introduction -- 2 Related Work -- 2.1 Environmental Cognition -- 2.2 College Transition -- 2.3 Alternate Reality Games in Transition -- 3 Method -- 3.1 Game Design -- 3.2 Theoretical Framework -- 3.3 Procedure and Participants -- 3.4 Adjustment Categories and Measures -- 4 Results -- 4.1 Campus Familiarity and Exploration -- 4.2 Attitude Towards Challenges and Games -- 4.3 Self-esteem, Social Interaction and Anxiety -- 5 Discussion -- 5.1 Summary -- 5.2 Campus Familiarity -- 5.3 Attitude Changes -- 5.4 Psychological States -- 5.5 Social Attributes -- 6 Conclusion -- References -- Utilizing Party Game Strategies for Language Acquisition: A Novel Approach to Language Learning -- 1 Introduction -- 2 Related Works -- 2.1 Research on Game-Based Learning -- 2.2 Research on Game-Based Language Learning -- 2.3 Language Learning Dimensions -- 2.4 Language Learning Strategies SILL -- 2.5 Social Context Characteristics Model -- 2.6 MDA Game Design Framework -- 3 The MPGBLL Model -- 3.1 Model Basic Components Overview -- 3.2 The Concepts in the MPGBLL Model -- 4 Game Design of GetBack2Work -- 5 Experimental Research -- 5.1 Experimental Design -- 5.2 Experimental Process -- 5.3 Learning Session -- 5.4 Experimental Results -- 6 Questionnaire Research -- 7 Discussion and Conclusion -- 7.1 Limitations -- References. 327 $aThe Challenge of Perception Tower: Fine Art Education Game Design Based on Visual Thinking Strategies -- 1 Introduction -- 2 Related Work -- 2.1 Fine Art Education Game -- 2.2 Visual Thinking -- 3 Method -- 3.1 Concept -- 3.2 Seeing Mechanics -- 3.3 Imagining Mechanics -- 3.4 Drawing -- 3.5 Dynamics and Aesthetics -- 4 Process and Result -- 4.1 Interaction Layer -- 4.2 Presentation Layer -- 4.3 Logic Layer -- 4.4 Data Layer -- 5 Pilot User Study -- 6 Conclusion and Future Work -- References -- Player Experience and Engagement -- The Influence of Game Aesthetics on Game Engagement and Retention in Open-World, Single-Player Games -- 1 Introduction -- 1.1 The Link Between Game Aesthetics and Engagement -- 1.2 The Link Between Game Aesthetics and Retention -- 1.3 The Link Between Engagement and Retention -- 2 Methods -- 2.1 Data Collection -- 2.2 Measures -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Which Exergame Is Better for Older Adults? an Exploratory Study on User Perspectives of Virtual Reality, Exercube, and 2D Exergames -- 1 Introduction -- 2 Related Work -- 2.1 Exergaming and Older Adults -- 2.2 Technology Acceptance and Adoption Among Older Adults -- 3 Method -- 3.1 Participants -- 3.2 Exergame Introduction to Participants -- 3.3 Data Collection and Further Exploration -- 4 Ethical Considerations -- 5 Findings -- 5.1 RQ1: Criteria for Platform Selection -- 5.2 RQ2: Platform Preferences and Comparisons -- 6 Discussion -- 6.1 Suggestions and Implications -- 6.2 Limitations and Future Work -- 7 Conclusion -- References -- "I Hope There Are Beasties in the Next One": Positivity Through Interaction in Death-Themed Digital Games -- 1 Introduction - Death and Digital Games -- 2 Interacting with Death in Digital Games -- 2.1 Death as Failure State -- 2.2 Death as Core Game Experience -- 3 Death-Themed Games and Coziness. 327 $a4 Death-Themed Games and Positivity Through Mechanics -- 4.1 I Am Dead: Interacting with Memory Through Objects -- 4.2 Spiritfarer: Interacting with Characters Through Care -- 4.3 Outer Wilds: Interacting with the Universe Through Curiosity -- 5 Conclusion -- References -- Prototyping a Virtual Reality Therapeutic Video Game to Support the Social Reinsertion of Burned Children -- 1 Introduction -- 2 Related Work -- 3 Video Game Design -- 4 Proof of Concept -- 4.1 Focus Group with Domain Experts -- 4.2 Formative User Study -- 5 Conclusion and Future Work -- References -- How StarCraft II Players Cope with Toxicity: Insights from Player Interviews -- 1 Introduction -- 2 Background -- 2.1 Theoretical Perspective: The Coping Theory of Lazarus and Folkman -- 2.2 Previous Research on Coping with Toxicity in Multiplayer Online Games -- 2.3 Study Context: The RTS Game StarCraft II -- 3 Materials and Methods -- 3.1 Data Collection -- 3.2 Analysis -- 4 Findings -- 4.1 Reciprocal Reactance -- 4.2 Psychological Maneuvering -- 4.3 Social Silencing -- 4.4 Functional Detachment -- 4.5 Affective Detachment -- 4.6 Interpersonal Bargaining -- 4.7 Crisis Signaling -- 4.8 Eroding Trust -- 5 Discussion -- 5.1 Key Findings -- 5.2 Theoretical and Practical Contributions -- 5.3 Limitations and Future Work -- 6 Conclusion -- References -- Human Use of Vintage Beings: How to Harness the Shock of the Old -- 1 Introduction -- 2 Current Art Worlds and Terms of Importance in TTRPGs -- 3 Background -- 3.1 Early Enthusiast Computing & -- the Shift from the Parlor to an Industry -- 3.2 Early Role-Playing Games -- 3.3 Early Video Games -- 3.4 Computer-Science Education or Computing Education Research -- 4 Data -- 4.1 Targeted Recruitment -- 4.2 Method -- 4.3 Instrument -- 5 Analysis -- 5.1 Respondent Backgrounds -- 5.2 Gaming Identity -- 5.3 Affiliations and Scene Participation. 327 $a5.4 Actual Play. 410 0$aLecture Notes in Computer Science Series 700 $aFang$b Xiaowen$0846724 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a996601561203316 996 $aHCI in Games$92885143 997 $aUNISA