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 |
Autore | Fang Xiaowen |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (355 pages) |
Collana | Lecture Notes in Computer Science Series |
ISBN | 3-031-60692-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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. |
Record Nr. | UNISA-996601560303316 |
Fang Xiaowen | ||
Cham : , : Springer International Publishing AG, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
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 II |
Autore | Fang Xiaowen |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (313 pages) |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031606953
9783031606946 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 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.
4.5 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. 3.1 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. The 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. 4 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. 5.4 Actual Play. |
Record Nr. | UNISA-996601561203316 |
Fang Xiaowen | ||
Cham : , : Springer International Publishing AG, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
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 |
Autore | Fang Xiaowen |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (355 pages) |
Collana | Lecture Notes in Computer Science Series |
ISBN | 3-031-60692-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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. |
Record Nr. | UNINA-9910865291403321 |
Fang Xiaowen | ||
Cham : , : Springer International Publishing AG, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
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 II |
Autore | Fang Xiaowen |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing AG, , 2024 |
Descrizione fisica | 1 online resource (313 pages) |
Collana | Lecture Notes in Computer Science Series |
ISBN |
9783031606953
9783031606946 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 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.
4.5 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. 3.1 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. The 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. 4 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. 5.4 Actual Play. |
Record Nr. | UNINA-9910865282503321 |
Fang Xiaowen | ||
Cham : , : Springer International Publishing AG, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
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 |
Autore | Fang Xiaowen |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (450 pages) |
Disciplina |
005.437
004.019 |
Collana | Lecture Notes in Computer Science |
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 |
ISBN | 3-031-35930-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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. |
Record Nr. | UNINA-9910734864003321 |
Fang Xiaowen | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
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 |
Autore | Fang Xiaowen |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (450 pages) |
Disciplina |
005.437
004.019 |
Collana | Lecture Notes in Computer Science |
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 |
ISBN | 3-031-35930-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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. |
Record Nr. | UNISA-996542667703316 |
Fang Xiaowen | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
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 II / / edited by Xiaowen Fang |
Autore | Fang Xiaowen |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (360 pages) |
Disciplina | 004.019 |
Collana | Lecture Notes in Computer Science |
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 |
ISBN | 3-031-35979-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 II -- Contents - Part I -- Games for Learning -- Exploring Virtual Reality (VR) to Foster Attention in Math Practice - Comparing a VR to a Non-VR Game -- 1 Introduction -- 2 Related Work -- 2.1 Connecting Prior Work -- 3 Method -- 3.1 Game Design -- 3.2 Experimental Setup -- 4 Results -- 4.1 Questionnaires -- 5 Conclusion and Discussion -- References -- Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology -- 1 Introduction -- 2 Literature Review -- 2.1 Motivators for Students Learning Through E-Textbooks -- 2.2 Students Experience with E-Textbooks -- 2.3 Teacher's Perception and Experience with E-Textbooks -- 2.4 E-Text Designs and Features -- 2.5 Student Academic Performance with E-Text -- 3 Research Methodology -- 4 Pilot Study and Discussion -- 5 Conclusions -- References -- The Gaming World of Educational Robotics. A Review Study -- 1 Introduction -- 2 The Theoretical Framework of Educational Robotics -- 3 Empirical Studies with LEGO® Robots for Improving Cognitive and Social Skills -- 4 The Effectiveness of LEGO® Robots for Assessing and Enhancing Metacognition -- 5 The Effectiveness of LEGO® Robots for Assessing and Enhancing Executive Functions -- 6 Discussion and Conclusion -- References -- Skull Hunt: An Educational Game for Teaching Biology -- 1 Introduction -- 2 Skull Hunt: The Game -- 2.1 Game Design -- 2.2 Gameplay -- 3 Dashboard -- 3.1 Schools and Visits -- 3.2 Question Editor -- 4 Implementation -- 5 Conclusion -- References.
Didactical Design Goes Rogue? Children's Playful Explorations While Engaged in Scaffolded Coding Activities Supported by Robots -- 1 Introduction -- 2 Related Work -- 2.1 Educational Robots -- 2.2 Coding Activities -- 3 Theory -- 3.1 Playfulness and Exploration -- 3.2 Scaffolding -- 4 Methodology -- 4.1 Participants -- 4.2 Material -- 4.3 Procedure -- 4.4 Data Collection -- 4.5 Ethical Considerations -- 4.6 Analysis -- 5 Results -- 5.1 Theme 1: Children's Engagement/Disengagement -- 5.2 Theme 2: Children's Playful Explorations -- 6 Discussion -- 6.1 Conclusion and Implications -- References -- Exploring Learners' Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective -- 1 Introduction -- 2 Psychic Entropy: The State Opposite of Flow -- 3 Flow in Educational Games -- 3.1 Information-Processing Model in Educational Games -- 3.2 Interference Factors in the Flow -- 4 Design Strategies for Educational Games -- 4.1 Beginning of Flow -- 4.2 Flow Stage -- 4.3 Exiting of Flow -- 5 Conclusion and Reflection -- References -- Mathmages: e-Sports and Mathematics in the Amazon Region -- 1 Introduction -- 2 Contextual Learning: The ARCS-REACT Approach -- 3 Mathmages at Schools -- 3.1 Early Development -- 3.2 Development -- 3.3 Training -- 3.4 Implementation -- 3.5 Mathmages Arena Tournament -- 3.6 Big Data -- 4 Conclusions -- References -- Enhancing Children's Cultural Empowerment Through Participatory Game Design Based on Hometown Ceramic Culture -- 1 Introduction -- 2 Literature Review -- 2.1 Participatory Game Design with Children -- 2.2 Psychological Empowerment -- 3 Case Study -- 4 Cultural Empowerment Framework with Children -- 4.1 Emotion -- 4.2 Cognition -- 4.3 Relation -- 4.4 Behavior -- 5 Conclusion -- Appendix 1 -- References -- Understanding Players and the Player Experience. Comparing Hedonic Consumption Experiences Between MOBA Games and Vrides -- 1 Introduction -- 2 Underpinning Theory -- 3 Methodology -- 4 Data Analysis -- 5 Discussion -- References -- Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends - An Exploratory Study*-1pc -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Emotion -- 2.2 Psychophysiological Metrics -- 3 Experimental Setup -- 3.1 Extraction Tools and Procedures -- 3.2 Data Preprocessing -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States "Pain", "Pleasure", and "Neutral" -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- Appendix -- References -- Are Patterns Game for Our Brain? AI Identifies Individual Differences in Rationality and Intuition Characteristics of Respondents Attempting to Identify Random and Non-random Patterns -- 1 Introduction -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Stimuli -- 2.3 Questionnaire -- 2.4 Statistical Methods -- 3 Results -- 3.1 Pattern Identification -- 3.2 Associations -- 4 Discussion and Conclusion -- Appendix -- References -- Understanding Individual Differences in Mental Health and Video Games -- 1 Understanding Individual Differences in Mental Health and Video Games -- 1.1 Hierarchical Taxonomy of Psychopathology -- 1.2 Video Games and Mental Health -- 1.3 Self Determination Theory -- 1.4 Personality Traits and Game Choice -- 1.5 Aims of the Current Study -- 2 Method -- 2.1 Participants -- 2.2 Design -- 2.3 Materials -- 2.4 Procedure -- 3 Results -- 4 Discussion -- References -- An Exploration of Feared Versus Fearless Attack Attitudes Using the Chess Personalities of Virtual Chess Players*-1pc. 1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Participants -- 3.2 Materials -- 4 Results -- 4.1 The Chessmaster Agreement Percentage with the Moves Made by a Grandmaster -- 4.2 The Chessmaster Agreement Percentage with the Moves Made by a Class-A Player -- 5 General Discussion -- 6 Conclusion -- References -- Biofeedback-Controlled Video Games for Emotional Regulation -- 1 Introduction -- 2 Related Work -- 3 Video Game Design -- 3.1 Capturing Heart Rate -- 3.2 Video Game Mode 1: Color Runner - State: Excited -- 3.3 Video Game Mode 2: Mindful Fishing - State: Relaxed -- 4 Proof of Concept -- 4.1 Methodology -- 4.2 Results -- 5 Conclusion and Future Work -- References -- "Should My Best Prove Insufficient, We Will Find Another Way": Time Loop Mechanics as Expressions of Hope in Digital Games -- 1 Introduction - Digital Games as Science Fictional Medium -- 2 Time Loops as Narrative and Mechanical Devices -- 2.1 Time Loops in Fiction -- 2.2 Time and Mechanics in Digital Games -- 3 Defining the Time Loop Game -- 3.1 The Structure of Time Loop Games -- 3.2 Time Loops and Player Control -- 4 Time Loops as Expressions of Hope -- 4.1 Returnal: Time Loops and Acceptance -- 4.2 Deathloop: Time Loops and Familial Bonds -- 4.3 Outer Wilds: Time Loops, Curiosity, and Hope -- 5 Conclusion -- References -- Your Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad Type -- 1 Introduction -- 1.1 Background -- 1.2 Research Context -- 1.3 Key Contributions -- 2 Literature Review -- 2.1 Gamer Archetypes -- 2.2 Gamification and Hexad -- 3 Method -- 3.1 Participant Recruitment -- 3.2 Survey Collection -- 3.3 Stack Exchange Data -- 3.4 Correlation Analysis and Ablation Study -- 4 Findings -- 4.1 Interesting Correlations -- 4.2 Predicting the Dominant User Behavior -- 4.3 Predicting the Hexad Type -- 5 Discussion -- 5.1 Limitations. 5.2 Agenda for Future Research -- 6 Conclusion -- References -- Does the Voice Reveal More Emotion than the Face? a Study with Animated Agents -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Subjects -- 3.2 Materials -- 3.3 Procedure -- 4 Data Analysis -- 4.1 Cross-Modal Identification of Emotion -- 4.2 Analysis of Ratings of Emotion Typicality, Sincerity and Intensity -- 5 Discussion and Conclusion -- References -- Expected Human Performance Behavior in Chess Using Centipawn Loss Analysis -- 1 Introduction -- 2 Centipawn Loss Metric -- 3 Designing a Model -- 4 Experimental Results -- 5 Conclusions -- References -- Prediction of Quality of Experience (QoE) of Cloud-Gaming Through an Approach to Extracting the Indicators from User Generated Content (UGC) -- 1 Introduction -- 2 Related Work -- 2.1 Structured and Quantitative QoE Evaluation Approach Based on Questionnaires -- 2.2 Emotion Distribution Learning Approach Based on an Emotion Dictionary -- 3 Method for EDL -- 4 Experiment -- 4.1 Dataset -- 4.2 Extraction of Feature Words Based on the UGC Dataset -- 4.3 Text EDL Approaches -- 5 Results -- 5.1 Reliability and Validity -- 5.2 Structure of EDL -- 6 Discussion and Future Work -- References -- Fiat Lux! Does the Lighting Design Affect Viewers' Perception of an Animated Character Personality? -- 1 Introduction -- 2 Related Work -- 2.1 The Five-Factor Model of Personality -- 2.2 Lighting and Animated Characters -- 3 Methods -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 3.4 Findings -- 4 Discussion and Conclusion -- References -- From Stone Age to New Age Statistics: How Neural Networks Overcome the Irreproducibility Problems in Choice Based Profile Creation -- 1 Introduction -- 2 Materials -- 2.1 Questionnaire -- 2.2 Participants -- 3 Methods -- 3.1 Age Distributions, Male Versus Female. 3.2 Feature vector construction: One-hot encoding. |
Record Nr. | UNISA-996542669803316 |
Fang Xiaowen | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
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 II / / edited by Xiaowen Fang |
Autore | Fang Xiaowen |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (360 pages) |
Disciplina | 004.019 |
Collana | Lecture Notes in Computer Science |
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 |
ISBN | 3-031-35979-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 II -- Contents - Part I -- Games for Learning -- Exploring Virtual Reality (VR) to Foster Attention in Math Practice - Comparing a VR to a Non-VR Game -- 1 Introduction -- 2 Related Work -- 2.1 Connecting Prior Work -- 3 Method -- 3.1 Game Design -- 3.2 Experimental Setup -- 4 Results -- 4.1 Questionnaires -- 5 Conclusion and Discussion -- References -- Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology -- 1 Introduction -- 2 Literature Review -- 2.1 Motivators for Students Learning Through E-Textbooks -- 2.2 Students Experience with E-Textbooks -- 2.3 Teacher's Perception and Experience with E-Textbooks -- 2.4 E-Text Designs and Features -- 2.5 Student Academic Performance with E-Text -- 3 Research Methodology -- 4 Pilot Study and Discussion -- 5 Conclusions -- References -- The Gaming World of Educational Robotics. A Review Study -- 1 Introduction -- 2 The Theoretical Framework of Educational Robotics -- 3 Empirical Studies with LEGO® Robots for Improving Cognitive and Social Skills -- 4 The Effectiveness of LEGO® Robots for Assessing and Enhancing Metacognition -- 5 The Effectiveness of LEGO® Robots for Assessing and Enhancing Executive Functions -- 6 Discussion and Conclusion -- References -- Skull Hunt: An Educational Game for Teaching Biology -- 1 Introduction -- 2 Skull Hunt: The Game -- 2.1 Game Design -- 2.2 Gameplay -- 3 Dashboard -- 3.1 Schools and Visits -- 3.2 Question Editor -- 4 Implementation -- 5 Conclusion -- References.
Didactical Design Goes Rogue? Children's Playful Explorations While Engaged in Scaffolded Coding Activities Supported by Robots -- 1 Introduction -- 2 Related Work -- 2.1 Educational Robots -- 2.2 Coding Activities -- 3 Theory -- 3.1 Playfulness and Exploration -- 3.2 Scaffolding -- 4 Methodology -- 4.1 Participants -- 4.2 Material -- 4.3 Procedure -- 4.4 Data Collection -- 4.5 Ethical Considerations -- 4.6 Analysis -- 5 Results -- 5.1 Theme 1: Children's Engagement/Disengagement -- 5.2 Theme 2: Children's Playful Explorations -- 6 Discussion -- 6.1 Conclusion and Implications -- References -- Exploring Learners' Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective -- 1 Introduction -- 2 Psychic Entropy: The State Opposite of Flow -- 3 Flow in Educational Games -- 3.1 Information-Processing Model in Educational Games -- 3.2 Interference Factors in the Flow -- 4 Design Strategies for Educational Games -- 4.1 Beginning of Flow -- 4.2 Flow Stage -- 4.3 Exiting of Flow -- 5 Conclusion and Reflection -- References -- Mathmages: e-Sports and Mathematics in the Amazon Region -- 1 Introduction -- 2 Contextual Learning: The ARCS-REACT Approach -- 3 Mathmages at Schools -- 3.1 Early Development -- 3.2 Development -- 3.3 Training -- 3.4 Implementation -- 3.5 Mathmages Arena Tournament -- 3.6 Big Data -- 4 Conclusions -- References -- Enhancing Children's Cultural Empowerment Through Participatory Game Design Based on Hometown Ceramic Culture -- 1 Introduction -- 2 Literature Review -- 2.1 Participatory Game Design with Children -- 2.2 Psychological Empowerment -- 3 Case Study -- 4 Cultural Empowerment Framework with Children -- 4.1 Emotion -- 4.2 Cognition -- 4.3 Relation -- 4.4 Behavior -- 5 Conclusion -- Appendix 1 -- References -- Understanding Players and the Player Experience. Comparing Hedonic Consumption Experiences Between MOBA Games and Vrides -- 1 Introduction -- 2 Underpinning Theory -- 3 Methodology -- 4 Data Analysis -- 5 Discussion -- References -- Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends - An Exploratory Study*-1pc -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Emotion -- 2.2 Psychophysiological Metrics -- 3 Experimental Setup -- 3.1 Extraction Tools and Procedures -- 3.2 Data Preprocessing -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States "Pain", "Pleasure", and "Neutral" -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- Appendix -- References -- Are Patterns Game for Our Brain? AI Identifies Individual Differences in Rationality and Intuition Characteristics of Respondents Attempting to Identify Random and Non-random Patterns -- 1 Introduction -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Stimuli -- 2.3 Questionnaire -- 2.4 Statistical Methods -- 3 Results -- 3.1 Pattern Identification -- 3.2 Associations -- 4 Discussion and Conclusion -- Appendix -- References -- Understanding Individual Differences in Mental Health and Video Games -- 1 Understanding Individual Differences in Mental Health and Video Games -- 1.1 Hierarchical Taxonomy of Psychopathology -- 1.2 Video Games and Mental Health -- 1.3 Self Determination Theory -- 1.4 Personality Traits and Game Choice -- 1.5 Aims of the Current Study -- 2 Method -- 2.1 Participants -- 2.2 Design -- 2.3 Materials -- 2.4 Procedure -- 3 Results -- 4 Discussion -- References -- An Exploration of Feared Versus Fearless Attack Attitudes Using the Chess Personalities of Virtual Chess Players*-1pc. 1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Participants -- 3.2 Materials -- 4 Results -- 4.1 The Chessmaster Agreement Percentage with the Moves Made by a Grandmaster -- 4.2 The Chessmaster Agreement Percentage with the Moves Made by a Class-A Player -- 5 General Discussion -- 6 Conclusion -- References -- Biofeedback-Controlled Video Games for Emotional Regulation -- 1 Introduction -- 2 Related Work -- 3 Video Game Design -- 3.1 Capturing Heart Rate -- 3.2 Video Game Mode 1: Color Runner - State: Excited -- 3.3 Video Game Mode 2: Mindful Fishing - State: Relaxed -- 4 Proof of Concept -- 4.1 Methodology -- 4.2 Results -- 5 Conclusion and Future Work -- References -- "Should My Best Prove Insufficient, We Will Find Another Way": Time Loop Mechanics as Expressions of Hope in Digital Games -- 1 Introduction - Digital Games as Science Fictional Medium -- 2 Time Loops as Narrative and Mechanical Devices -- 2.1 Time Loops in Fiction -- 2.2 Time and Mechanics in Digital Games -- 3 Defining the Time Loop Game -- 3.1 The Structure of Time Loop Games -- 3.2 Time Loops and Player Control -- 4 Time Loops as Expressions of Hope -- 4.1 Returnal: Time Loops and Acceptance -- 4.2 Deathloop: Time Loops and Familial Bonds -- 4.3 Outer Wilds: Time Loops, Curiosity, and Hope -- 5 Conclusion -- References -- Your Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad Type -- 1 Introduction -- 1.1 Background -- 1.2 Research Context -- 1.3 Key Contributions -- 2 Literature Review -- 2.1 Gamer Archetypes -- 2.2 Gamification and Hexad -- 3 Method -- 3.1 Participant Recruitment -- 3.2 Survey Collection -- 3.3 Stack Exchange Data -- 3.4 Correlation Analysis and Ablation Study -- 4 Findings -- 4.1 Interesting Correlations -- 4.2 Predicting the Dominant User Behavior -- 4.3 Predicting the Hexad Type -- 5 Discussion -- 5.1 Limitations. 5.2 Agenda for Future Research -- 6 Conclusion -- References -- Does the Voice Reveal More Emotion than the Face? a Study with Animated Agents -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Subjects -- 3.2 Materials -- 3.3 Procedure -- 4 Data Analysis -- 4.1 Cross-Modal Identification of Emotion -- 4.2 Analysis of Ratings of Emotion Typicality, Sincerity and Intensity -- 5 Discussion and Conclusion -- References -- Expected Human Performance Behavior in Chess Using Centipawn Loss Analysis -- 1 Introduction -- 2 Centipawn Loss Metric -- 3 Designing a Model -- 4 Experimental Results -- 5 Conclusions -- References -- Prediction of Quality of Experience (QoE) of Cloud-Gaming Through an Approach to Extracting the Indicators from User Generated Content (UGC) -- 1 Introduction -- 2 Related Work -- 2.1 Structured and Quantitative QoE Evaluation Approach Based on Questionnaires -- 2.2 Emotion Distribution Learning Approach Based on an Emotion Dictionary -- 3 Method for EDL -- 4 Experiment -- 4.1 Dataset -- 4.2 Extraction of Feature Words Based on the UGC Dataset -- 4.3 Text EDL Approaches -- 5 Results -- 5.1 Reliability and Validity -- 5.2 Structure of EDL -- 6 Discussion and Future Work -- References -- Fiat Lux! Does the Lighting Design Affect Viewers' Perception of an Animated Character Personality? -- 1 Introduction -- 2 Related Work -- 2.1 The Five-Factor Model of Personality -- 2.2 Lighting and Animated Characters -- 3 Methods -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 3.4 Findings -- 4 Discussion and Conclusion -- References -- From Stone Age to New Age Statistics: How Neural Networks Overcome the Irreproducibility Problems in Choice Based Profile Creation -- 1 Introduction -- 2 Materials -- 2.1 Questionnaire -- 2.2 Participants -- 3 Methods -- 3.1 Age Distributions, Male Versus Female. 3.2 Feature vector construction: One-hot encoding. |
Record Nr. | UNINA-9910734866903321 |
Fang Xiaowen | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
HCI in games : 4th International Conference, HCI GAMES 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings / / Xiaowen Fang |
Autore | Fang Xiaowen |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer International Publishing, , [2022] |
Descrizione fisica | 1 online resource (675 pages) |
Disciplina | 794.8 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Video games
Human-computer interaction |
ISBN |
9783031056376
9783031056369 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996478870103316 |
Fang Xiaowen | ||
Cham, Switzerland : , : Springer International Publishing, , [2022] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
HCI in games : 4th International Conference, HCI GAMES 2022, held as part of the 24th HCI International Conference, HCII 2022, Virtual event, June 26-July 1, 2022, proceedings / / Xiaowen Fang |
Autore | Fang Xiaowen |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer International Publishing, , [2022] |
Descrizione fisica | 1 online resource (675 pages) |
Disciplina | 794.8 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Video games
Human-computer interaction |
ISBN |
9783031056376
9783031056369 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910768472403321 |
Fang Xiaowen | ||
Cham, Switzerland : , : Springer International Publishing, , [2022] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|