Vai al contenuto principale della pagina

HCI in Games : 6th 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 I / / edited by Xiaowen Fang



(Visualizza in formato marc)    (Visualizza in BIBFRAME)

Autore: Fang Xiaowen Visualizza persona
Titolo: HCI in Games : 6th 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 I / / edited by Xiaowen Fang Visualizza cluster
Pubblicazione: Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Edizione: 1st ed. 2024.
Descrizione fisica: 1 online resource (355 pages)
Disciplina: 5,437
4,019
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 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 I -- Contents - Part II -- Game Design and Gamification -- Lost in Gamification Design: A Scientometric Analysis -- 1 Introduction -- 2 Methods -- 2.1 Literature Search and Settings -- 2.2 Analysis -- 2.3 Metrics -- 2.4 Clustering -- 3 Results -- 3.1 Document Co-citation Analysis -- 3.2 Author Co-citation Analysis -- 3.3 Keyword Co-occurrence Analysis -- 4 Discussion -- 4.1 (RQ1) What Are the Most Influential Documents in Relation to the Design of Gameful Systems? -- 4.2 (RQ2) Who Are the Most Influential Authors in Relation to the Design of Gameful systems? -- 4.3 (RQ3) How Have Research Trends Changed over Time in Relation to the Design Of gameful Systems? -- 5 Conclusions -- 6 Future Agenda -- References -- Personalize Mobile Game Interface Design -- 1 Introduction -- 2 Literature Review -- 2.1 UI/UX -- 2.2 Game Usability -- 2.3 Cognitive Load Theory -- 3 Research Model and Game Design -- 3.1 Research Model -- 3.2 Game Design -- 4 Results and Discussion -- 5 Conclusions -- References -- Long-Term Gamification: A Survey -- 1 Introduction -- 2 Survey Method -- 3 Main Findings -- 3.1 Customization and Personalization -- 3.2 Integrated Social Connectivity -- 3.3 Narrative Immersion -- 3.4 Regular Introduction of New Content and Updates -- 4 Conclusion and Directions for Future Work -- References -- Experiential Affordance: Explore Gamification in Dating Apps Advertisements -- 1 Introduction -- 2 Literature Review: Gamification -- 2.1 Contextualization of Four Key Elements in Gamification in App Advertisements -- 2.2 Methodology: Qualitative Content Analysis.
3 Analysis/Results -- 4 Conclusion -- Appendix -- References -- Optimizing Tutorial Design for Video Card Games Based on Cognitive Load Theory: Measuring Game Complexity -- 1 Introduction -- 2 Underpinning Theory -- 2.1 Theory Background -- 2.2 Measure CL and Complexity -- 3 How to Build a Good Tutorial -- 3.1 Measure CL After Play Game -- 3.2 Measure Knowledge Complexity in Game -- 3.3 Measure Task Complexity in Game -- 3.4 Tutorial Design Principles for Card Games -- 4 Experiment in Self-made Game -- 4.1 Tutorial Design -- 4.2 Experiment -- 5 Discussion -- References -- Who is the GOAT (Greatest of All Time) Formula One Racer-Hamilton, Schumacher, Verstappen, Vettel, or Some Other Driver, Perhaps Fangio? Statistical Analyses Provide Answers and Information for Game Designers -- 1 Introduction: The Challenge -- 1.1 Ranking Issues -- 1.2 The Gaming Industry -- 2 Materials: Formula One Race Results -- 3 Methods -- 3.1 Conventional Rules and Questionable Comparisons -- 3.2 Rigorous Statistical Comparisons of Point Systems -- 3.3 Ranking Based on Bayesian Statistics -- 4 Findings -- 5 Complications in the Real World of Formula One -- 6 Conclusion -- References -- The Impact of Playfulness Trait on Attitude and Intention Towards Gamified Health Behavior -- 1 Introduction -- 2 Hypothesis -- 3 Methodology -- 3.1 Sample and Data Collection -- 3.2 Instrument -- 3.3 Data Analysis -- 4 Results -- 4.1 Participants -- 4.2 Confirmatory Factor Analysis of APTS -- 4.3 PLS-SEM of the Research Model -- 5 Discussion -- 6 Conclusion -- Appendix -- References -- Exploring the Variables of Empathy in Gamers: A Comprehensive Survey -- 1 Introduction -- 1.1 The Survey Inductive Approach -- 2 Survey Design -- 2.1 The Variables of the Subject -- 2.2 The Variables of the Emphatic Communicator: The Playable Character -- 3 Survey Validation: Focus Group Sessions.
3.1 ES1 Outcomes: -- 3.2 ES2 Outcomes: -- 3.3 GS3 Outcomes: -- 3.4 Survey Implementation Strategy -- 4 Discussion -- 5 Conclusion, Limitations, and Further Research Directions -- References -- Portfolio Management and Stock Request Behavior: Implications for Developer- and Economy-Oriented Game Design -- 1 Introduction: The Stock Acquisition Game -- 1.1 Overview -- 1.2 Specifics of Investing -- 1.3 Heuristics and Biases Influencing Individual Investment Decision-Making -- 1.4 Stock Market Games and Simulations -- 1.5 The Current Study -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Rules of the Game -- 2.3 Rigorous Statistical Analyses of Share Acquisition -- 3 Findings -- 4 Discussion -- 5 Conclusion: Inferences for Future Game Designs -- References -- Digital Gamification Design of Chinese Landscape Painting Based on Gesture Interaction -- 1 Introduction -- 2 Background -- 3 Design and Implementation -- 3.1 Design Purpose -- 3.2 Gamification System Design -- 4 User Experience and Assessment -- 4.1 Experimental Design -- 4.2 Result -- 5 Conclusion -- References -- Game-Based Learning -- Enhancing Emergency Decision-Making Skills Through Game-Based Learning: A Forest Fire Simulation Exercise Game -- 1 Introduction -- 2 Related Work -- 2.1 Emergency Exercises -- 2.2 Simulation Exercises -- 2.3 Simulation for Environment - Geographical Modeling -- 2.4 Simulation for Forestfire - Spread Model -- 3 Methods -- 3.1 Survey -- 3.2 Current Research Gaps -- 3.3 Framework Design -- 3.4 Gamification -- 4 Process and Result -- 4.1 Forestfire Simulator - Game Development -- 4.2 Preliminary Evaluation -- 5 Discussion -- 5.1 Contributions -- 5.2 Limitations and Future Work -- 5.3 Conclusion -- References -- Making Learning Engaging and Productive: SimLab, a VR Lab to Bridge Between Classroom Theory and Industrial Practice in Chemical Engineering Education.
1 Introduction -- 2 Related Works -- 3 System Design and Interaction Framework -- 3.1 Design of the 3D Virtual Chemical Plant -- 3.2 Single-User Interaction Mode -- 3.3 Multi-user Interaction Mode -- 4 Experimental Setup -- 4.1 Study Participants -- 4.2 Protocol -- 4.3 User Survey (Questionnaire) -- 4.4 Ethics -- 5 Results -- 5.1 SimLab, 2D Lab and Physical Lab -- 5.2 SimLab Single-User and Multi-user Interaction -- 6 Findings and Discussion -- 6.1 Main Findings -- 6.2 Contributions and Practical Implications -- 6.3 Limitation and Future Improvement -- 7 Conclusion -- References -- Immersive Interactive Game Design for Cultural Relics and Monuments Based on Situated Cognition Theory -- 1 Introduction -- 2 Theoretical Background and Related Work -- 2.1 Digitalization of Cultural Relics -- 2.2 Situated Cognition Theory -- 2.3 Mixed Reality Technology -- 2.4 Simulation Game Design -- 3 Game Design Model -- 3.1 Construction of the Immersive Situated Cognition Interaction Design Model -- 3.2 Immersive Interactive Game Design Framework for Cultural Heritage and Monuments -- 4 "Voices of Yungang": an Immersive Interactive Game at the Yungang Grottoes -- 4.1 Overview of "Voices of Yungang" Immersive Interactive Game -- 4.2 Design Concept of "Voices of Yungang" -- 4.3 Development and Operational Environment for "Voices of Yungang" -- 5 User Test -- 5.1 Experimental Tools -- 5.2 Experimental Process -- 5.3 Results Analysis -- 6 Conclusion and Future Work -- References -- Computer Game Design for Eye Contact Exercise for Children with Autism -- 1 Introduction -- 2 Relative Research -- 2.1 Game Interventions -- 2.2 Research on Eye Contact and Shared Attention -- 3 User Research and Design Developing -- 3.1 Interviews -- 3.2 Field Research and Feedback -- 4 Gameplay Design -- 4.1 Game Introduction -- 4.2 Game Prototyping -- 5 Experiment.
5.1 Recruitment and Preparation -- 5.2 Result -- 5.3 Tracking Experiment -- 6 Conclusion -- References -- Cloth Tiger Hunt: An Embodied Experiential Educational Game for the Intangible Cultural Heritage of Artistic Handicraft -- 1 Introduction -- 2 Related Work -- 2.1 Theoretical Basis of the Embodied Experience Game Model -- 2.2 The Architecture of the Embodied Experience Game Model and Its Application in Digitizing Handicraft ICH -- 3 Methods -- 3.1 Architecture of the Embodied Experience Game Model -- 3.2 Digitization of Handicraft Intangible Cultural Heritage -- 4 Game Design -- 4.1 Contextual Perception Module -- 4.2 Gameplay Module -- 4.3 Kinesthetic Interaction Module -- 5 Experimental Research -- 5.1 Questionnaire Development and Implementation -- 5.2 Evaluation of Learning Outcomes Through Objective Testing -- 5.3 Conducting Semi-Structured Interviews -- 6 Results -- 6.1 Analysis of Questionnaire Responses -- 6.2 Analysis of Objective Test Outcomes -- 6.3 Thematic Analysis of Semi-Structured Interview Transcripts -- 7 Conclusion and Discussion -- References -- Games and Artificial Intelligence -- Navigating Between Human and Machine-Based Evaluation: Judgment and Objectivity in Economic Games Exemplified in the Analysis of MMA Fights -- 1 Introduction -- 2 Materials -- 2.1 Matches -- 2.2 Winners -- 3 Methods -- 3.1 Objective Winners -- 3.2 Judges' Verdicts -- 3.3 Confusion Matrices -- 3.4 Tournament Rules -- 4 Findings -- 5 Our Suggestion for a Non-holistic Game Design -- 6 Further Developments -- 7 Conclusions -- References -- Managing the Personality of NPCs with Your Interactions: A Game Design System Based on Large Language Models -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 The Architecture of System -- 3.2 Adaptive Personality Model Manager -- 3.3 Drama Mechanism Manager Based on RAG -- 3.4 Pipeline and Game Design.
4 Results and Discussion.
Sommario/riassunto: This book constitutes the refereed proceedings of the 6th International Conference on HCI in Games, held as part of the 26th International Conference, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The two volume set of HCI-Games 2024 proceedings were organized in the following topical sections: Volume 14730: Part I: Game Design and Gamification; Part II: Game-based Learning; Part III: Games and Artificial Intelligence Volume 14731: Part I: Advancing Education Through Serious Games; Part II: Player Experience and Engagement.
Titolo autorizzato: HCI in Games  Visualizza cluster
ISBN: 3-031-60692-2
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910865291403321
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serie: Lecture Notes in Computer Science, . 1611-3349 ; ; 14730