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HCI in Games [[electronic resource] ] : 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings Part I / / edited by Xiaowen Fang



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Autore: Fang Xiaowen Visualizza persona
Titolo: HCI in Games [[electronic resource] ] : 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings Part I / / edited by Xiaowen Fang Visualizza cluster
Pubblicazione: Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Edizione: 1st ed. 2023.
Descrizione fisica: 1 online resource (450 pages)
Disciplina: 005.437
004.019
Soggetto topico: User interfaces (Computer systems)
Human-computer interaction
Education—Data processing
Computer networks
Social sciences—Data processing
Electronic commerce
Image processing—Digital techniques
Computer vision
User Interfaces and Human Computer Interaction
Computers and Education
Computer Communication Networks
Computer Application in Social and Behavioral Sciences
e-Commerce and e-Business
Computer Imaging, Vision, Pattern Recognition and Graphics
Nota di contenuto: Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 5th International Conference on HCI in Games (HCI-Games 2023) -- HCI International 2024 Conference -- Contents - Part I -- Contents - Part II -- Game Design and Development -- Stocks Investment Decision-Making: A Theoretical Model -- 1 Introduction -- 2 Background -- 2.1 Investment Motivations -- 2.2 Transaction Cost Economics (TCE) -- 2.3 Valuation Process -- 3 Theoretical Model -- 3.1 Perceived Value -- 3.2 Perceived Benefits -- 3.3 Perceived Transaction Costs -- 3.4 Uncertainty -- 3.5 Asset Specificity -- 3.6 Transaction Frequency -- 4 Discussion and Conclusion -- References -- Games as Cinematic Experiences: Discussing Filmic Modes and Ludic Elements in Video-Game Storytelling -- 1 Introduction -- 2 Video Games and Cinema: A Brief History and Current Trends -- 3 Film Aesthetics in Video Games -- 3.1 From the Long-Take Mise En Scene to Editing Techniques as Game Mechanics -- 3.2 Film Genre as a Framework for Open-World Games: Cinephilia, Genre and Materiality -- 3.3 Point of View and Characterization: Restricted and Immutable vs. Restricted and Mutable vs. Free -- 4 Narrative and Storytelling Aspects of Films and Games -- 4.1 Categories of Games and Players -- 4.2 Narrative Structures in Films and Video-Games -- 4.3 A Discussion of Narrative Theories and Practices in Game Development and Movie Production -- 5 Concluding Remarks -- References -- A Survey on Application of Game Design Element in Edutainment -- 1 Introduction -- 2 Game Design Principles -- 2.1 Gamification -- 2.2 Edutainment -- 2.3 Serious Game -- 3 Application and Significance Game Design Components -- 3.1 Education -- 3.2 Business -- 3.3 Medicine -- 3.4 Leisure Activities -- 4 Conclusion -- References.
Level Flow Patterns in Game Design -- 1 Introduction -- 1.1 Locked Door and Puzzle Model -- 1.2 Flow Within the Boundary -- 2 Research Method -- 2.1 Data Analysis -- 2.2 Equipment -- 2.3 Protocol Design -- 3 Level Flow Patterns in Level Boundaries -- 3.1 Linear Level Flow -- 3.2 Open Level Flow -- 3.3 Maze Level Flow -- 3.4 Random Level Flow -- 3.5 Backtrack Level Flow -- 3.6 Mixing Flows -- 4 Conclusion -- References -- Making the Digital Tangible Through Analog Games: Design Retrospective of Digital Literacy Games -- 1 Introduction -- 2 Literature Review -- 2.1 Digital Issues and Digital Literacy -- 2.2 Digital Literacy Videogames -- 2.3 Digital Literacy Analog Games -- 3 Method -- 4 Results -- 4.1 Cast Study 1: Reactile -- 4.2 Case Study 2: Lizards and Lies -- 5 Discussion -- 5.1 Materiality -- 5.2 Reflection -- 5.3 Limitations -- 6 Conclusion and Lingering Questions -- References -- GPU Based Position Based Dynamics for Surgical Simulators -- 1 Introduction -- 2 Methods -- 3 Results -- 4 Conclusion -- References -- Innovative Thinking About Human-Computer Interaction in Interactive Narrative Games -- 1 Introduction -- 2 The Development Process of Interactive Narrative Games -- 3 Existing Interactions and Applications -- 3.1 Visual Interaction -- 3.2 Auditory Interaction -- 3.3 Tactile Interaction -- 3.4 Natural Gesture Interaction -- 3.5 Expression Interaction -- 3.6 Virtual Reality Interaction -- 3.7 Augmented Reality Interaction -- 3.8 Intentional Interaction -- 4 Trends of Interaction Innovation in Interactive Narrative Games -- 4.1 Compounding Innovation of Interaction Medium -- 4.2 Naturalized Innovation of Interaction Behavior -- 4.3 Receptive Innovation of Interactive Aesthetics -- 4.4 Early Warning Innovation of Interaction Ethics -- 4.5 Dual-Universe Integration of Interactive Experiences -- 5 Summary -- References.
Visual Guidance in Game Level Design -- 1 Aim -- 2 Background -- 3 Method -- 4 Level Design -- 5 The Need for Visual Guidance -- 5.1 Color -- 5.2 Affordance -- 5.3 Moving Objects -- 5.4 Targets -- 6 Conclusion -- References -- Toward a Toolkit for Co-designing Collaborative Play Tool with and for Autistic Children -- 1 Introduction -- 2 Methods -- 2.1 Study Design -- 2.2 Participant Recruitment and Data Collection -- 2.3 Interaction Analysis -- 3 Results -- 3.1 Levels of Interaction -- 3.2 Relation Between the Skills and Interactions -- 3.3 Relation Between the Senses and Interactions -- 4 Discussion -- 4.1 Recommendations Toward a Toolkit -- 4.2 Limitation and Future Work -- 5 Conclusion -- References -- Visual Summarisations for Computer-Assisted Live Color Casting and Direction in League of Legends -- 1 Introduction -- 2 Background and Context -- 2.1 Overview and Classification of Related Work -- 2.2 Context of the Proposed Work -- 3 Designing a Usable Solution -- 3.1 Co-design with Esports Experts -- 3.2 Elicited End-User Goals and Preferences -- 3.3 Requirements and Design Specifications -- 4 Description of the Proposed Solution -- 4.1 Live Graphics Setup and Instantiation -- 4.2 Decision-Making Back-End Server -- 4.3 Color Caster's Dashboard -- 4.4 Director's Dashboard -- 5 Usability Evaluation -- 5.1 Methodology -- 5.2 Results -- 6 Discussion -- 7 Conclusions and Future Work -- References -- Toward Computationally-Supported Roleplaying for Perspective-Taking -- 1 Introduction -- 2 Literature Review -- 2.1 Roleplaying for Perspective-Taking -- 2.2 Bullying -- 2.3 Hypotheses -- 3 Computationally Supported Visual Novel -- 3.1 Narrative Engine -- 3.2 Narrative Script Development -- 3.3 Pilot Study -- 4 Main Study -- 4.1 Experimental Design -- 4.2 Sample -- 4.3 Visual Novel -- 4.4 Procedure -- 4.5 Results -- 5 Discussion and Conclusion.
References -- Critical Success Factors to Evaluate Startup Success -- 1 Introduction -- 2 Literature Review -- 2.1 Entrepreneurship - Necessity vs Opportunity -- 2.2 Challenges in Entrepreneurship -- 2.3 Startups in the Current Market -- 2.4 Lean Startup -- 2.5 Startup Life Cycle -- 2.6 Business Model - Startup -- 2.7 Pre-startup Planning -- 2.8 Success Factors for Startups -- 2.9 Indicators for Success -- 2.10 Failure Factors for Startups -- 2.11 Sustainability in Startups -- 3 Research Framework -- 3.1 Lifecycle of the Company -- 3.2 Research Framework -- 4 Case Study -- 4.1 Background of the Company -- 5 Discussion -- 5.1 Predicting the Success Using Critical Success Factors -- 5.2 Additional Predicting Factors -- 6 Conclusions -- References -- A More Reasonable Mecha Design Approach in AI - Mecha Characters with Tang Dynasty Elements as an Example -- 1 Introduction -- 2 The Transformation of 2D Images and 3D Models -- 3 Mecha Modeling Research -- 3.1 PEST Analysis -- 3.2 Production Process Analysis -- 4 AI Recognition Segmentation Area Method -- 4.1 Multiple Combination Structure Description -- 4.2 AI Image Geometry Extraction and Mapping Surface Cutting -- 4.3 Mapping Surface Area Division and Model Generation -- 5 Design Evaluation -- 6 Conclusion -- References -- Gamification and Serious Games -- Driving Consumer Value Co-creation and Repurchase Intention and e-WOM by Gameful Experience in Gamification -- 1 Introduction -- 2 Literature Review -- 3 Theoretical Framework and Hypothesis -- 4 Research Method and Data Collect -- 4.1 Samples and Scales -- 4.2 Design/Methodology/Approach -- 5 Results -- 5.1 Structural Model -- 5.2 Construct Reliability and Validity -- 5.3 Discriminant Validity -- 5.4 Heterotrait-Monotrait (HTMT) -- 5.5 Outer Loadings -- 5.6 Square -- 5.7 Hypothesis Testing -- 5.8 Mediation -- 6 Conclusion -- References.
"Escapad" Dance Serious Game: Designing a Therapeutic Tool for Elderly with Mild Cognitive Impairment -- 1 Introduction -- 1.1 Context -- 1.2 Cognitive Rehabilitation Using SG -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Escapad -- 2.3 Experimentation Phases -- 2.4 Evaluation -- 3 Results -- 3.1 Results of Phase 1 and Phase 2 -- 3.2 Delphi Results -- 4 Implementation and Testing of Escapad in Rehabilitation -- 4.1 Participants -- 4.2 Assessment Protocol -- 4.3 Intervention -- 4.4 Data Analysis -- 4.5 Results -- 5 Discussion and Conclusions -- References -- Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary Lifestyle -- 1 Introduction -- 2 Related Work -- 2.1 Interrupted Prolonged Sedentary Lifestyle -- 2.2 Exergames -- 2.3 Casual Games -- 2.4 Casual Exergames -- 3 Methods -- 3.1 Design and Development of the Casual Exergame -- 3.2 Technical Setup -- 3.3 Evaluation Setting, Participants, and Method -- 4 Results -- 4.1 Balloon Pump - A Casual Exertion Game -- 4.2 Evaluation of the Casual Exertion Game -- 5 Discussion -- 5.1 Contributions and Findings -- 5.2 Limitations and Further Research -- 6 Conclusion -- References -- Rethinking Gamification Through Artificial Intelligence -- 1 Introduction -- 2 Gamification -- 2.1 Game Design Elements -- 2.2 Benefits and Challenges of Gamification -- 2.3 Towards Personalized and Adaptive Gamification -- 3 Research Question -- 4 Methodology -- 5 Results -- 5.1 Dynamic Difficulty Adjustment -- 5.2 Dynamic Reward Computation -- 5.3 Personalized Feedforward -- 5.4 Prediction -- 5.5 Quantity and Quality of Data -- 5.6 Privacy and Ethical Considerations -- 6 Conclusion -- References -- Serious Game Design for High-Risk Training - The Case of Offshore Wind Turbine Maintenance Personnel Training -- 1 Introduction -- 1.1 Background -- 1.2 Research Purpose.
2 Literature.
Sommario/riassunto: This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.
Titolo autorizzato: HCI in Games  Visualizza cluster
ISBN: 3-031-35930-5
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910734864003321
Lo trovi qui: Univ. Federico II
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Serie: Lecture Notes in Computer Science, . 1611-3349 ; ; 14046
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