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HCI in games : serious and immersive games : third international conference, HCI-games 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part II / / Xiaowen Fang, editor
HCI in games : serious and immersive games : third international conference, HCI-games 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part II / / Xiaowen Fang, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (414 pages)
Disciplina 794.8
Collana Lecture Notes in Computer Science
Soggetto topico Computer games
Human-computer interaction
ISBN 3-030-77414-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part II -- Contents - Part I -- Serious Games -- Mindful Gaming: User Experiences with Headspace and Walden, a Game -- 1 Introduction and Related Literature -- 1.1 Headspace and the Gamification of Mindfulness -- 1.2 Walden and Traditions of Mindful Play -- 1.3 Qualitative Studies on User Experiences and Why They Matter for Studying Mindfulness -- 1.4 Research Questions and Scope of This Study -- 2 Theoretical Framework -- 3 Method: Phenomenological Case Study -- 4 Findings -- 4.1 Mindfulness as Contemplative Self-reflection -- 4.2 Mindfulness as a Long-Term Process -- 4.3 Mindfulness as a Byproduct of Play, and a Third-Order Design Problem -- 4.4 Mindfulness as a Tension Between Exploring vs. Completing Objectives -- 5 Practical Applications of this Research for Iterative, Playcentric Design of Mindfulness Software -- 6 Limitations and Suggestions for Future Research -- 7 Conclusions and Suggestions for How to Develop Mindfulness Software -- References -- Gamification of ERP Training in Local Governments -- 1 Introduction -- 2 Literature Review -- 2.1 Gamification Features -- 2.2 Extrinsic Motivation -- 2.3 Intrinsic Motivation -- 2.4 Retention of Information -- 2.5 The Effectiveness of Traditional ERP Training -- 2.6 Experience of Local Governments in Training for New Technology -- 2.7 Gamification Application in the Enterprise Environment -- 2.8 Gamification Models in Education -- 3 Case Study -- 4 Proposed Research Model -- 5 Conclusion -- Appendix: Proposed Sample of the Gamification Training in One Local Government -- References -- Orpheus: A Voice-Controlled Game to Train Pitch Matching -- 1 Introduction -- 2 Related Works -- 2.1 Basic Concepts in Pitch Matching -- 2.2 Serious Games for Pitch Matching -- 3 Design and Implementation.
3.1 Game Design -- 3.2 Prototype Implementation -- 4 Pilot Case Study -- 5 Conclusion -- References -- Influence of a Video Game on Children's Attention to Food: Should Games Be Served with a Character During Mealtime? -- 1 Introduction -- 2 Background -- 2.1 Related Work -- 2.2 Literature Review -- 3 Design Concepts -- 3.1 Theoretical Basis -- 3.2 Feedback Design -- 3.3 Character Design -- 4 Materials and Methods -- 4.1 Materials -- 4.2 Pre-survey -- 4.3 Procedure -- 5 Results -- 6 Conclusion and Discussion -- References -- Ludus Magnus - A Serious Game for Learning the Latin Language -- 1 Introduction -- 2 Related Work -- 3 Concept of Ludus Magnus -- 4 Story of Ludus Magnus -- 5 Important Gameplay Mechanics -- 5.1 Game Engine -- 5.2 Quest System -- 5.3 Interactive Objects -- 5.4 Equipment System -- 5.5 Combat System -- 5.6 Vocabulary Trainer -- 5.7 Grammar Exercises -- 5.8 Level Design -- 6 Future Work -- 6.1 Future Game Content -- 6.2 Future Evaluation -- 7 Conclusion -- References -- PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: A Pilot Study -- 1 Introduction -- 2 Background -- 3 Research Methodology -- 4 Solution Design Proposal -- 4.1 Interfaces and Interaction Design -- 4.2 Design Implementation -- 4.3 Preliminary Assessment -- 4.4 Results and Discussion -- 5 Conclusion and Future Work -- References -- Improve Students' Learning Experience in General Chemistry Laboratory Courses -- 1 Introduction -- 2 Literature Review of VR Applications -- 2.1 Virtual Reality -- 2.2 Laboratory Education Methods -- 2.3 VR in Higher Education -- 3 Chemistry Lab and Proposed Design with VR Technology -- 3.1 Current Solution -- 3.2 Concerns of Current Solutions -- 3.3 Expectations of Future Systems -- 3.4 Possible Solutions -- 3.5 Proposed Study -- 4 Conclusions -- References.
A Study on Serious Game Practice to Improve Children's Global Competence -- 1 Introduction -- 1.1 Literature Review -- 2 Method -- 2.1 Design Concept -- 2.2 The Snake Battle -- 2.3 You Say One, I Say Two -- 2.4 First Meet -- 2.5 Animals Go Home -- 3 Results -- 4 Discussion -- 5 Limitation -- References -- JomGames: Creating a Motivating Learning Environment -- 1 The Behavioural Effects of Games on Students -- 2 Legacy and Related Works of Game Learning and Gamification -- 3 Methodology -- 4 Results and Findings -- 5 Conclusion, Limitation, and Future Work -- References -- Multicraft: A Multimodal Interface for Supporting and Studying Learning in Minecraft -- 1 Introduction -- 2 Prior Literature -- 2.1 Autcraft -- 2.2 Ability Based Design -- 2.3 Multimodal Learning Analytics -- 2.4 Spatial Reasoning Skills -- 2.5 Summary -- 3 Multicraft -- 3.1 Design Principles -- 3.2 System Technical Architecture -- 4 Part 1: User Experiences with Multicraft -- 4.1 Overview -- 4.2 Participants -- 4.3 User Testing Tasks -- 4.4 Data Collection -- 4.5 Data Analysis -- 4.6 Observations and Findings -- 5 Part 2: Multimodal Analyses of Minecraft Gameplay -- 5.1 Overview -- 5.2 Participants -- 5.3 User Testing Tasks -- 5.4 Data Collection -- 5.5 Data Analysis -- 5.6 Observations and Findings -- 6 Discussion -- 7 Limitations -- 8 Conclusion -- References -- Gamification and Learning -- Understanding the Impact on Learners' Reading Performance and Behaviour of Matching E-Learning Material to Dyslexia Type and Reading Skill Level -- 1 Introduction -- 2 Background -- 2.1 Dyslexia in Arabic -- 2.2 Adaptation in the E-Learning Domain -- 2.3 Related Work -- 3 Experiment 1: Dyslexia Type Adaptivity -- 3.1 Data Collection -- 3.2 DysTypeTrain System -- 3.3 Method -- 3.4 Participants -- 3.5 Findings -- 4 Experiment 2: Reading Skill Level Adaptivity.
4.1 Experiment's Questions and Hypotheses -- 4.2 Measurements and Data Collection -- 4.3 DysSkillTrain System -- 4.4 Method -- 4.5 Participants -- 4.6 Results -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Scaffolding Executive Function in Game-Based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners -- 1 Computational Thinking (CT) -- 1.1 Engaging Neurodiverse Learners in CT Through Games -- 2 Productive Persistence -- 3 Executive Function -- 3.1 Designing Supports for Neurodiverse Learners in CT through Games -- 4 Overview of INFACT -- 4.1 Example 1: NumberFactory -- 4.2 Example 2: Zoombinis -- 5 Discussion -- 6 Conclusion -- References -- A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual -- 1 Introduction -- 2 Behavior Change Model -- 2.1 TTM and SNAP Model -- 3 Design -- 3.1 Background of Design -- 3.2 Content of Design -- 3.3 Gamification of Design -- 4 Application -- 4.1 Environment -- 4.2 Application of the Manual -- 4.3 Discussion -- 5 Experiment -- 5.1 Questions and Hypothesis -- 5.2 Method -- 5.3 Results -- 5.4 Discussion -- 6 Conclusion -- References -- Can Games and Gamification Improve Online Learners' Outcomes and Satisfaction on the Madrasati Platform in Saudi Arabia? -- 1 Introduction -- 2 Background -- 2.1 Games and Gamification Elements -- 3 The Madrasati Platform -- 3.1 Teachers and the Madrasati Platform -- 3.2 The Effect on Learners of Integrating Games and Gamification into Learning -- 4 Discussion -- 5 Conclusion -- References -- Methodological Considerations for Understanding Students' Problem Solving Processes and Affective Trajectories During Game-Based Learning: A Data Fusion Approach -- 1 Introduction -- 2 Research Context and Purpose -- 2.1 Data Sources and Participants.
3 Approaches to Multimodal Data Collection and Analysis -- 3.1 Emotion from Facial Expression -- 3.2 Emotion from Gameplay Sequence -- 3.3 Multimodal Data Fusion Between Facial Expression and Gameplay Data -- 4 Multimodal Data Fusion of Zoombinis Gameplay Data -- 4.1 Data Wrangling Procedure -- 4.2 Modeling Students' Problem Solving Process with Hidden Markov Models -- 5 Discussion and Implications -- References -- Using Eye Tracking for Research on Learning and Computational Thinking -- 1 Introduction -- 2 Theoretical Constructs and Perspectives -- 2.1 Eye-Mind Assumption (EMA) and Visual Attention -- 2.2 Engagement -- 2.3 Inferring Cognitive Processes, States, and Traits via Eye Tracking -- 2.4 Cognitive Load and Effort -- 3 Prior Eye-Tracking Reviews -- 3.1 Summary -- 4 A Survey and Evaluation of Existing Eye-Tracking Technologies -- 4.1 Introduction -- 4.2 Evaluation of Freeware Eye-Trackers -- 5 Conclusion and Implication -- References -- Evaluating the Use of Visual Prompts in Online Meeting Applications for Kindergarteners -- 1 Introduction -- 2 Literature Review -- 3 Methods -- 3.1 Participants -- 3.2 Equipment -- 3.3 Tasks -- 3.4 Procedures -- 3.5 Design Implementation -- 3.6 Evaluation -- 4 Results -- 4.1 Accuracy Rate -- 4.2 Completion Time -- 4.3 Optimum Visual Prompt -- 5 Discussion -- 6 Conclusion -- References -- Gamification Design Predicaments for E-learning -- 1 Introduction -- 2 Related Work -- 3 Game Theory: Background -- 4 Gamification Design Predicaments -- 5 Discussion -- 6 Conclusion -- References -- Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games -- 1 Introduction: Remote Learning for Language Acquisition -- 2 Games as Learning Facilitators -- 3 Case Study: Portuguese as Foreign Language Course -- 3.1 Research Methods.
3.2 First Results and Discussion: Challenges and Opportunities.
Record Nr. UNINA-9910488723703321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HCI in games . Part I : experience design and game mechanics : third International Conference, HCI-Games 2021, held as part of the 23rd HCI International Conference, HCII 2021, virtual event, July 24-29, 2021, proceedings / / editor, Xiaowen Fang
HCI in games . Part I : experience design and game mechanics : third International Conference, HCI-Games 2021, held as part of the 23rd HCI International Conference, HCII 2021, virtual event, July 24-29, 2021, proceedings / / editor, Xiaowen Fang
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (439 pages)
Disciplina 004.019
Collana Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI
Soggetto topico Human-computer interaction
ISBN 3-030-77277-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part I -- Contents - Part II -- Experience Design in Games -- Toward a Theory-Driven Model of Emotional Interaction Design in Mobile Games Research -- Abstract -- 1 Introduction -- 2 Theory-Driven Model of Emotional Interaction Design -- 2.1 Three Levels of Emotional Design Theory -- 2.2 Emotional Interaction Design Model -- 3 Emotional Interaction Design in Mobile Games -- 3.1 Visceral Design of the User Interface -- 3.2 Behavioral Design of the Interaction Operation -- 3.3 Reflective Design of the Interaction Experience -- 4 Conclusion -- References -- A Specific Measurable Model -- Abstract -- 1 Introduction -- 2 Theory -- 2.1 Dynamic and Static Effects on Human Sense -- 2.2 Performative and Interactive Design -- 3 Design -- 4 Experiment -- 4.1 The Chosen Players -- 4.2 Plans of the Experiment -- 4.3 Further Interview -- 4.4 Tool for the Experiment -- 5 Results, Significance and Limitation -- 5.1 Analysis of the Results -- 5.2 Significance of the Research -- 5.3 Limitation of the Research -- 6 Conclusion -- 6.1 Influences of Interactive Prototype and Manuscript on Player Tests -- 6.2 A Specific Measurable Model: How to Choose Between Interactive Prototype Test and Manuscript Test? -- References -- HEROES: An Action Game Enabling Players with and Without Disabilities to Play Together -- 1 Motivation -- 2 Research -- 2.1 Research on Disabilities -- 3 Game Design -- 3.1 Game Concept -- 4 Implementation -- 4.1 Graphics -- 5 Evaluation -- 6 Conclusion and Future Work -- References -- Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games -- 1 Introduction -- 2 Related Work -- 3 Game Design -- 4 User Study -- 4.1 Participants and Materials -- 4.2 Experimental Design -- 4.3 Procedure -- 4.4 Ethical Considerations -- 5 Results.
5.1 Player Performance -- 5.2 Player Experience -- 5.3 Discussion -- 5.4 Study Limitations -- 6 Conclusion and Future Work -- References -- Foresthlon: Investigating Gender Experience Through a Hybrid BCI Game -- 1 Introduction -- 2 Background -- 3 Foresthlon BCI Game -- 3.1 Hardware -- 3.2 Implementation -- 3.3 Game Design -- 3.4 Game Play -- 3.5 User Interface -- 4 Experiment -- 4.1 Participants and Procedure -- 4.2 Data Collection -- 5 Results -- 5.1 User Experience -- 5.2 Cognitive Load -- 5.3 Game Experiences -- 5.4 Performance -- 5.5 Qualitative Results -- 6 Conclusions -- References -- Research on User Experience Optimization of Tutorial Design for Battle Royale Games Based on Grey AHP Theory -- Abstract -- 1 Introduction -- 2 Collection of Emotional Words -- 3 Establish of the Evaluation Hierarchy -- 4 Perceptual Evaluation Experiment and Calculation of Subjective Weights -- 5 Grey Relational Analysis -- 6 Conclusions and Limitations -- References -- Horror Ludens: Using Fear to Construct Meaning in Video Games -- Abstract -- 1 Introduction -- 2 Rapid Eye Movement: A Horror Indie Game -- 3 A Word About Game Programming -- 4 Horror and Fear as Game Design Components -- 5 Final Thoughts and Conclusions -- References -- Persuasive Technology in Games: A Brief Review and Reappraisal -- 1 Persuasion -- 2 Persuasive Technology in Games -- 3 Design Models and Theoretical Frameworks -- 3.1 Functional Triad -- 3.2 Fogg's Behavior Model -- 3.3 The Eight Step Design Process -- 3.4 Behaviour Wizard -- 3.5 Persuasive Systems Design (PSD) Framework -- 4 Behaviour Change Literature -- 4.1 Behaviour Change Determinants -- 4.2 Behaviour Change Techniques -- 4.3 Behavior Change Theories -- 5 Research Gaps and Future Direction in Persuasive Technology Research -- 5.1 Lack of Evaluation Tools -- 5.2 Lack of Long-Term Empirical Studies.
5.3 Limited Application of Theory to Practice -- 5.4 Adaptive Persuasive Games -- 6 Conclusion -- References -- Analyzing and Prioritizing Usability Issues in Games -- Abstract -- 1 Usability Issues in Game User Research -- 2 Methods of Capturing Usability Issues in Games -- 3 Prioritizing Usability Issues in Games Through Severity Ratings -- 4 Analyzing Usability Issues in Games -- 4.1 Issues on Average Per Player -- 4.2 Number of Players -- 4.3 Issues Per Category -- 4.4 Issues Present in Each Task Activity -- 5 Biases in Usability Issues -- 6 Sample Size and Evaluator Effect -- 7 Ideating -- 8 Conclusion -- References -- The Design of Buttons in MMO Mobile Game's Battle Interface -- Abstract -- 1 Introduction -- 2 Related Work -- 3 First Experiment -- 3.1 Purpose -- 3.2 Participants -- 3.3 Apparatus -- 3.4 Experimental Design -- 3.5 Task and Procedure -- 3.6 Results -- 4 Second Experiment -- 4.1 Purpose -- 4.2 Participants -- 4.3 Experimental Design -- 4.4 Task and Procedure -- 4.5 Results -- 5 Discussion -- 6 Conclusion -- References -- Research on the Quantization of User Experience of Spectator Mode in Moba Games -- Abstract -- 1 Introduction -- 2 Method -- 3 Experiment 1 -- 4 Experiment 2 -- 5 Data Analysis -- 6 Result and Conclusion -- References -- User Engagement and Game Impact -- Computer-Aided Games-Based Learning for Children with Autism -- Abstract -- 1 Introduction -- 2 Motivation, Engagement and Learning -- 3 General Reward Dysfunction in Children with Autism -- 3.1 Learning in Naturalistic Settings -- 4 Discussion: Computer-Based Interventions (CBI) and Autism Spectrum Disorder -- 4.1 Learning Social and Emotional Skills Through CBI -- 4.2 Language Comprehension and CBI -- 4.3 Ethical Considerations -- 5 Conclusion -- References -- Analysis of the Competitiveness of Asymmetric Games in the Market -- Abstract -- 1 Introduction.
2 Related Work -- 2.1 The Trend of Marketing -- 2.2 Online Gaming in Marketing -- 2.3 Ways for Online Gaming Companies to Earn Profits -- 3 Definition and Competitive Analysis of Different Categories of Games -- 3.1 Definition of Traditional Symmetric Gaming -- 3.2 Definition of Asymmetric Gaming and Disputes Faced -- 3.3 Reasons for the Competitiveness of the Asymmetric Gaming -- 4 Case Analysis -- 4.1 The Example of Asymmetric Gaming: Identity V -- 4.2 Details of Identity V -- 5 Conclusion -- References -- A Systematic Review of the Effect of Gamification on Adherence Across Disciplines -- 1 Introduction -- 2 Background -- 2.1 The Concept of Adherence -- 2.2 Adherence Versus Engagement -- 2.3 Studies on Gamification and Adherence -- 3 Materials and Methods -- 3.1 Search String -- 3.2 Data Collection -- 3.3 Inclusion Criteria -- 3.4 Exclusion Criteria -- 3.5 Classification -- 3.6 Intercoder Reliability -- 4 Results -- 4.1 Effect of Gamification on Adherence -- 4.2 Adherence Measurement Variables -- 4.3 Gamification Techniques -- 4.4 Study Design Criteria -- 4.5 Scientific Fields and Gamification Studies on Adherence -- 5 Discussion -- 5.1 Impact of Gamification on Adherence -- 5.2 Pre-specifying and Justifying Adherence Measurements -- 5.3 Gamification Techniques -- 6 Limitations -- 7 Conclusions and Future Work -- References -- An Exploration of the Fear of Attack Strategy in Chess and Its Influence on Class-A Players of Different Chess Personalities: An Exploration Using Virtual Humans -- 1 Introduction -- 2 Related Work -- 2.1 Virtual Chess Players -- 2.2 The Psychology of Chess -- 3 Method -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 4 Results -- 5 General Discussion -- 6 Conclusion -- References -- The Factorial Structure and Underlying Contributors of Parents' Behavioral Involvement in Children's Video Game Use -- Abstract.
1 Introduction -- 1.1 Parents' Behavioral Involvement in Children' Video Game Use -- 1.2 The Underlying Factors in Parents' Involvement in Children's Video Games -- 1.3 The Present Study -- 2 Method -- 2.1 Respondents -- 2.2 Procedure and Materials -- 3 Results -- 3.1 Parents' Behavioral Involvement in Their Children's Video-Game Use -- 3.2 Structure of Parents' Worries About Their Children's Video-Game Use -- 3.3 Roles of Worry and Quality Evaluation in Parents' Behavioral Involvement in Children's Video Game Use -- 4 Discussion -- 4.1 Structure and Levels of Parents' Behavioral Involvement -- 4.2 Factors Underlying Parents' Involvement in Children's Video Game Use -- Acknowledgments -- References -- In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model -- Abstract -- 1 Introduction -- 2 Self-determination Theory -- 3 Related Work -- 3.1 Consumption of In-Game Virtual Content -- 3.2 Adolescents Online Game Addictive Behavior -- 4 Discussion -- 5 Contribution and Future Researches -- 6 Conclusion -- Acknowledgement -- References -- Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale -- Abstract -- 1 Introduction -- 2 Related Work -- 2.1 Gamification -- 2.2 Tailored Gamification Design -- 2.3 The Gamification User Types HEXAD Scale -- 3 Method -- 3.1 Questionnaire and Procedure -- 3.2 Participants -- 4 Results -- 4.1 Validation of the HEXAD Scale in English and German -- 4.2 HEXAD Types and Game Element Preferences -- 5 Discussion and Implications -- 6 Limitations and Future Work -- 7 Conclusion -- Appendix -- References -- The Foundations and Frontiers of Research on the Effect of Video Games on Child Development -- Abstract -- 1 Introduction -- 1.1 Video Games and Child Development -- 1.2 Scientometrics Analysis, Knowledge Mapping, and Citespace.
1.3 The Present Study.
Altri titoli varianti Human-computer interaction in games
Record Nr. UNINA-9910488717003321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HCI in games : serious and immersive games : third international conference, HCI-games 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part II / / Xiaowen Fang, editor
HCI in games : serious and immersive games : third international conference, HCI-games 2021, held as part of the 23rd HCI international conference, HCII 2021, virtual event, July 24-29, 2021, proceedings, part II / / Xiaowen Fang, editor
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (414 pages)
Disciplina 794.8
Collana Lecture Notes in Computer Science
Soggetto topico Computer games
Human-computer interaction
ISBN 3-030-77414-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part II -- Contents - Part I -- Serious Games -- Mindful Gaming: User Experiences with Headspace and Walden, a Game -- 1 Introduction and Related Literature -- 1.1 Headspace and the Gamification of Mindfulness -- 1.2 Walden and Traditions of Mindful Play -- 1.3 Qualitative Studies on User Experiences and Why They Matter for Studying Mindfulness -- 1.4 Research Questions and Scope of This Study -- 2 Theoretical Framework -- 3 Method: Phenomenological Case Study -- 4 Findings -- 4.1 Mindfulness as Contemplative Self-reflection -- 4.2 Mindfulness as a Long-Term Process -- 4.3 Mindfulness as a Byproduct of Play, and a Third-Order Design Problem -- 4.4 Mindfulness as a Tension Between Exploring vs. Completing Objectives -- 5 Practical Applications of this Research for Iterative, Playcentric Design of Mindfulness Software -- 6 Limitations and Suggestions for Future Research -- 7 Conclusions and Suggestions for How to Develop Mindfulness Software -- References -- Gamification of ERP Training in Local Governments -- 1 Introduction -- 2 Literature Review -- 2.1 Gamification Features -- 2.2 Extrinsic Motivation -- 2.3 Intrinsic Motivation -- 2.4 Retention of Information -- 2.5 The Effectiveness of Traditional ERP Training -- 2.6 Experience of Local Governments in Training for New Technology -- 2.7 Gamification Application in the Enterprise Environment -- 2.8 Gamification Models in Education -- 3 Case Study -- 4 Proposed Research Model -- 5 Conclusion -- Appendix: Proposed Sample of the Gamification Training in One Local Government -- References -- Orpheus: A Voice-Controlled Game to Train Pitch Matching -- 1 Introduction -- 2 Related Works -- 2.1 Basic Concepts in Pitch Matching -- 2.2 Serious Games for Pitch Matching -- 3 Design and Implementation.
3.1 Game Design -- 3.2 Prototype Implementation -- 4 Pilot Case Study -- 5 Conclusion -- References -- Influence of a Video Game on Children's Attention to Food: Should Games Be Served with a Character During Mealtime? -- 1 Introduction -- 2 Background -- 2.1 Related Work -- 2.2 Literature Review -- 3 Design Concepts -- 3.1 Theoretical Basis -- 3.2 Feedback Design -- 3.3 Character Design -- 4 Materials and Methods -- 4.1 Materials -- 4.2 Pre-survey -- 4.3 Procedure -- 5 Results -- 6 Conclusion and Discussion -- References -- Ludus Magnus - A Serious Game for Learning the Latin Language -- 1 Introduction -- 2 Related Work -- 3 Concept of Ludus Magnus -- 4 Story of Ludus Magnus -- 5 Important Gameplay Mechanics -- 5.1 Game Engine -- 5.2 Quest System -- 5.3 Interactive Objects -- 5.4 Equipment System -- 5.5 Combat System -- 5.6 Vocabulary Trainer -- 5.7 Grammar Exercises -- 5.8 Level Design -- 6 Future Work -- 6.1 Future Game Content -- 6.2 Future Evaluation -- 7 Conclusion -- References -- PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: A Pilot Study -- 1 Introduction -- 2 Background -- 3 Research Methodology -- 4 Solution Design Proposal -- 4.1 Interfaces and Interaction Design -- 4.2 Design Implementation -- 4.3 Preliminary Assessment -- 4.4 Results and Discussion -- 5 Conclusion and Future Work -- References -- Improve Students' Learning Experience in General Chemistry Laboratory Courses -- 1 Introduction -- 2 Literature Review of VR Applications -- 2.1 Virtual Reality -- 2.2 Laboratory Education Methods -- 2.3 VR in Higher Education -- 3 Chemistry Lab and Proposed Design with VR Technology -- 3.1 Current Solution -- 3.2 Concerns of Current Solutions -- 3.3 Expectations of Future Systems -- 3.4 Possible Solutions -- 3.5 Proposed Study -- 4 Conclusions -- References.
A Study on Serious Game Practice to Improve Children's Global Competence -- 1 Introduction -- 1.1 Literature Review -- 2 Method -- 2.1 Design Concept -- 2.2 The Snake Battle -- 2.3 You Say One, I Say Two -- 2.4 First Meet -- 2.5 Animals Go Home -- 3 Results -- 4 Discussion -- 5 Limitation -- References -- JomGames: Creating a Motivating Learning Environment -- 1 The Behavioural Effects of Games on Students -- 2 Legacy and Related Works of Game Learning and Gamification -- 3 Methodology -- 4 Results and Findings -- 5 Conclusion, Limitation, and Future Work -- References -- Multicraft: A Multimodal Interface for Supporting and Studying Learning in Minecraft -- 1 Introduction -- 2 Prior Literature -- 2.1 Autcraft -- 2.2 Ability Based Design -- 2.3 Multimodal Learning Analytics -- 2.4 Spatial Reasoning Skills -- 2.5 Summary -- 3 Multicraft -- 3.1 Design Principles -- 3.2 System Technical Architecture -- 4 Part 1: User Experiences with Multicraft -- 4.1 Overview -- 4.2 Participants -- 4.3 User Testing Tasks -- 4.4 Data Collection -- 4.5 Data Analysis -- 4.6 Observations and Findings -- 5 Part 2: Multimodal Analyses of Minecraft Gameplay -- 5.1 Overview -- 5.2 Participants -- 5.3 User Testing Tasks -- 5.4 Data Collection -- 5.5 Data Analysis -- 5.6 Observations and Findings -- 6 Discussion -- 7 Limitations -- 8 Conclusion -- References -- Gamification and Learning -- Understanding the Impact on Learners' Reading Performance and Behaviour of Matching E-Learning Material to Dyslexia Type and Reading Skill Level -- 1 Introduction -- 2 Background -- 2.1 Dyslexia in Arabic -- 2.2 Adaptation in the E-Learning Domain -- 2.3 Related Work -- 3 Experiment 1: Dyslexia Type Adaptivity -- 3.1 Data Collection -- 3.2 DysTypeTrain System -- 3.3 Method -- 3.4 Participants -- 3.5 Findings -- 4 Experiment 2: Reading Skill Level Adaptivity.
4.1 Experiment's Questions and Hypotheses -- 4.2 Measurements and Data Collection -- 4.3 DysSkillTrain System -- 4.4 Method -- 4.5 Participants -- 4.6 Results -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Scaffolding Executive Function in Game-Based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners -- 1 Computational Thinking (CT) -- 1.1 Engaging Neurodiverse Learners in CT Through Games -- 2 Productive Persistence -- 3 Executive Function -- 3.1 Designing Supports for Neurodiverse Learners in CT through Games -- 4 Overview of INFACT -- 4.1 Example 1: NumberFactory -- 4.2 Example 2: Zoombinis -- 5 Discussion -- 6 Conclusion -- References -- A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual -- 1 Introduction -- 2 Behavior Change Model -- 2.1 TTM and SNAP Model -- 3 Design -- 3.1 Background of Design -- 3.2 Content of Design -- 3.3 Gamification of Design -- 4 Application -- 4.1 Environment -- 4.2 Application of the Manual -- 4.3 Discussion -- 5 Experiment -- 5.1 Questions and Hypothesis -- 5.2 Method -- 5.3 Results -- 5.4 Discussion -- 6 Conclusion -- References -- Can Games and Gamification Improve Online Learners' Outcomes and Satisfaction on the Madrasati Platform in Saudi Arabia? -- 1 Introduction -- 2 Background -- 2.1 Games and Gamification Elements -- 3 The Madrasati Platform -- 3.1 Teachers and the Madrasati Platform -- 3.2 The Effect on Learners of Integrating Games and Gamification into Learning -- 4 Discussion -- 5 Conclusion -- References -- Methodological Considerations for Understanding Students' Problem Solving Processes and Affective Trajectories During Game-Based Learning: A Data Fusion Approach -- 1 Introduction -- 2 Research Context and Purpose -- 2.1 Data Sources and Participants.
3 Approaches to Multimodal Data Collection and Analysis -- 3.1 Emotion from Facial Expression -- 3.2 Emotion from Gameplay Sequence -- 3.3 Multimodal Data Fusion Between Facial Expression and Gameplay Data -- 4 Multimodal Data Fusion of Zoombinis Gameplay Data -- 4.1 Data Wrangling Procedure -- 4.2 Modeling Students' Problem Solving Process with Hidden Markov Models -- 5 Discussion and Implications -- References -- Using Eye Tracking for Research on Learning and Computational Thinking -- 1 Introduction -- 2 Theoretical Constructs and Perspectives -- 2.1 Eye-Mind Assumption (EMA) and Visual Attention -- 2.2 Engagement -- 2.3 Inferring Cognitive Processes, States, and Traits via Eye Tracking -- 2.4 Cognitive Load and Effort -- 3 Prior Eye-Tracking Reviews -- 3.1 Summary -- 4 A Survey and Evaluation of Existing Eye-Tracking Technologies -- 4.1 Introduction -- 4.2 Evaluation of Freeware Eye-Trackers -- 5 Conclusion and Implication -- References -- Evaluating the Use of Visual Prompts in Online Meeting Applications for Kindergarteners -- 1 Introduction -- 2 Literature Review -- 3 Methods -- 3.1 Participants -- 3.2 Equipment -- 3.3 Tasks -- 3.4 Procedures -- 3.5 Design Implementation -- 3.6 Evaluation -- 4 Results -- 4.1 Accuracy Rate -- 4.2 Completion Time -- 4.3 Optimum Visual Prompt -- 5 Discussion -- 6 Conclusion -- References -- Gamification Design Predicaments for E-learning -- 1 Introduction -- 2 Related Work -- 3 Game Theory: Background -- 4 Gamification Design Predicaments -- 5 Discussion -- 6 Conclusion -- References -- Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games -- 1 Introduction: Remote Learning for Language Acquisition -- 2 Games as Learning Facilitators -- 3 Case Study: Portuguese as Foreign Language Course -- 3.1 Research Methods.
3.2 First Results and Discussion: Challenges and Opportunities.
Record Nr. UNISA-996464397503316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
HCI in games . Part I : experience design and game mechanics : third International Conference, HCI-Games 2021, held as part of the 23rd HCI International Conference, HCII 2021, virtual event, July 24-29, 2021, proceedings / / editor, Xiaowen Fang
HCI in games . Part I : experience design and game mechanics : third International Conference, HCI-Games 2021, held as part of the 23rd HCI International Conference, HCII 2021, virtual event, July 24-29, 2021, proceedings / / editor, Xiaowen Fang
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (439 pages)
Disciplina 004.019
Collana Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI
Soggetto topico Human-computer interaction
ISBN 3-030-77277-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2021 Thematic Areas and Affiliated Conferences -- Contents - Part I -- Contents - Part II -- Experience Design in Games -- Toward a Theory-Driven Model of Emotional Interaction Design in Mobile Games Research -- Abstract -- 1 Introduction -- 2 Theory-Driven Model of Emotional Interaction Design -- 2.1 Three Levels of Emotional Design Theory -- 2.2 Emotional Interaction Design Model -- 3 Emotional Interaction Design in Mobile Games -- 3.1 Visceral Design of the User Interface -- 3.2 Behavioral Design of the Interaction Operation -- 3.3 Reflective Design of the Interaction Experience -- 4 Conclusion -- References -- A Specific Measurable Model -- Abstract -- 1 Introduction -- 2 Theory -- 2.1 Dynamic and Static Effects on Human Sense -- 2.2 Performative and Interactive Design -- 3 Design -- 4 Experiment -- 4.1 The Chosen Players -- 4.2 Plans of the Experiment -- 4.3 Further Interview -- 4.4 Tool for the Experiment -- 5 Results, Significance and Limitation -- 5.1 Analysis of the Results -- 5.2 Significance of the Research -- 5.3 Limitation of the Research -- 6 Conclusion -- 6.1 Influences of Interactive Prototype and Manuscript on Player Tests -- 6.2 A Specific Measurable Model: How to Choose Between Interactive Prototype Test and Manuscript Test? -- References -- HEROES: An Action Game Enabling Players with and Without Disabilities to Play Together -- 1 Motivation -- 2 Research -- 2.1 Research on Disabilities -- 3 Game Design -- 3.1 Game Concept -- 4 Implementation -- 4.1 Graphics -- 5 Evaluation -- 6 Conclusion and Future Work -- References -- Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games -- 1 Introduction -- 2 Related Work -- 3 Game Design -- 4 User Study -- 4.1 Participants and Materials -- 4.2 Experimental Design -- 4.3 Procedure -- 4.4 Ethical Considerations -- 5 Results.
5.1 Player Performance -- 5.2 Player Experience -- 5.3 Discussion -- 5.4 Study Limitations -- 6 Conclusion and Future Work -- References -- Foresthlon: Investigating Gender Experience Through a Hybrid BCI Game -- 1 Introduction -- 2 Background -- 3 Foresthlon BCI Game -- 3.1 Hardware -- 3.2 Implementation -- 3.3 Game Design -- 3.4 Game Play -- 3.5 User Interface -- 4 Experiment -- 4.1 Participants and Procedure -- 4.2 Data Collection -- 5 Results -- 5.1 User Experience -- 5.2 Cognitive Load -- 5.3 Game Experiences -- 5.4 Performance -- 5.5 Qualitative Results -- 6 Conclusions -- References -- Research on User Experience Optimization of Tutorial Design for Battle Royale Games Based on Grey AHP Theory -- Abstract -- 1 Introduction -- 2 Collection of Emotional Words -- 3 Establish of the Evaluation Hierarchy -- 4 Perceptual Evaluation Experiment and Calculation of Subjective Weights -- 5 Grey Relational Analysis -- 6 Conclusions and Limitations -- References -- Horror Ludens: Using Fear to Construct Meaning in Video Games -- Abstract -- 1 Introduction -- 2 Rapid Eye Movement: A Horror Indie Game -- 3 A Word About Game Programming -- 4 Horror and Fear as Game Design Components -- 5 Final Thoughts and Conclusions -- References -- Persuasive Technology in Games: A Brief Review and Reappraisal -- 1 Persuasion -- 2 Persuasive Technology in Games -- 3 Design Models and Theoretical Frameworks -- 3.1 Functional Triad -- 3.2 Fogg's Behavior Model -- 3.3 The Eight Step Design Process -- 3.4 Behaviour Wizard -- 3.5 Persuasive Systems Design (PSD) Framework -- 4 Behaviour Change Literature -- 4.1 Behaviour Change Determinants -- 4.2 Behaviour Change Techniques -- 4.3 Behavior Change Theories -- 5 Research Gaps and Future Direction in Persuasive Technology Research -- 5.1 Lack of Evaluation Tools -- 5.2 Lack of Long-Term Empirical Studies.
5.3 Limited Application of Theory to Practice -- 5.4 Adaptive Persuasive Games -- 6 Conclusion -- References -- Analyzing and Prioritizing Usability Issues in Games -- Abstract -- 1 Usability Issues in Game User Research -- 2 Methods of Capturing Usability Issues in Games -- 3 Prioritizing Usability Issues in Games Through Severity Ratings -- 4 Analyzing Usability Issues in Games -- 4.1 Issues on Average Per Player -- 4.2 Number of Players -- 4.3 Issues Per Category -- 4.4 Issues Present in Each Task Activity -- 5 Biases in Usability Issues -- 6 Sample Size and Evaluator Effect -- 7 Ideating -- 8 Conclusion -- References -- The Design of Buttons in MMO Mobile Game's Battle Interface -- Abstract -- 1 Introduction -- 2 Related Work -- 3 First Experiment -- 3.1 Purpose -- 3.2 Participants -- 3.3 Apparatus -- 3.4 Experimental Design -- 3.5 Task and Procedure -- 3.6 Results -- 4 Second Experiment -- 4.1 Purpose -- 4.2 Participants -- 4.3 Experimental Design -- 4.4 Task and Procedure -- 4.5 Results -- 5 Discussion -- 6 Conclusion -- References -- Research on the Quantization of User Experience of Spectator Mode in Moba Games -- Abstract -- 1 Introduction -- 2 Method -- 3 Experiment 1 -- 4 Experiment 2 -- 5 Data Analysis -- 6 Result and Conclusion -- References -- User Engagement and Game Impact -- Computer-Aided Games-Based Learning for Children with Autism -- Abstract -- 1 Introduction -- 2 Motivation, Engagement and Learning -- 3 General Reward Dysfunction in Children with Autism -- 3.1 Learning in Naturalistic Settings -- 4 Discussion: Computer-Based Interventions (CBI) and Autism Spectrum Disorder -- 4.1 Learning Social and Emotional Skills Through CBI -- 4.2 Language Comprehension and CBI -- 4.3 Ethical Considerations -- 5 Conclusion -- References -- Analysis of the Competitiveness of Asymmetric Games in the Market -- Abstract -- 1 Introduction.
2 Related Work -- 2.1 The Trend of Marketing -- 2.2 Online Gaming in Marketing -- 2.3 Ways for Online Gaming Companies to Earn Profits -- 3 Definition and Competitive Analysis of Different Categories of Games -- 3.1 Definition of Traditional Symmetric Gaming -- 3.2 Definition of Asymmetric Gaming and Disputes Faced -- 3.3 Reasons for the Competitiveness of the Asymmetric Gaming -- 4 Case Analysis -- 4.1 The Example of Asymmetric Gaming: Identity V -- 4.2 Details of Identity V -- 5 Conclusion -- References -- A Systematic Review of the Effect of Gamification on Adherence Across Disciplines -- 1 Introduction -- 2 Background -- 2.1 The Concept of Adherence -- 2.2 Adherence Versus Engagement -- 2.3 Studies on Gamification and Adherence -- 3 Materials and Methods -- 3.1 Search String -- 3.2 Data Collection -- 3.3 Inclusion Criteria -- 3.4 Exclusion Criteria -- 3.5 Classification -- 3.6 Intercoder Reliability -- 4 Results -- 4.1 Effect of Gamification on Adherence -- 4.2 Adherence Measurement Variables -- 4.3 Gamification Techniques -- 4.4 Study Design Criteria -- 4.5 Scientific Fields and Gamification Studies on Adherence -- 5 Discussion -- 5.1 Impact of Gamification on Adherence -- 5.2 Pre-specifying and Justifying Adherence Measurements -- 5.3 Gamification Techniques -- 6 Limitations -- 7 Conclusions and Future Work -- References -- An Exploration of the Fear of Attack Strategy in Chess and Its Influence on Class-A Players of Different Chess Personalities: An Exploration Using Virtual Humans -- 1 Introduction -- 2 Related Work -- 2.1 Virtual Chess Players -- 2.2 The Psychology of Chess -- 3 Method -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 4 Results -- 5 General Discussion -- 6 Conclusion -- References -- The Factorial Structure and Underlying Contributors of Parents' Behavioral Involvement in Children's Video Game Use -- Abstract.
1 Introduction -- 1.1 Parents' Behavioral Involvement in Children' Video Game Use -- 1.2 The Underlying Factors in Parents' Involvement in Children's Video Games -- 1.3 The Present Study -- 2 Method -- 2.1 Respondents -- 2.2 Procedure and Materials -- 3 Results -- 3.1 Parents' Behavioral Involvement in Their Children's Video-Game Use -- 3.2 Structure of Parents' Worries About Their Children's Video-Game Use -- 3.3 Roles of Worry and Quality Evaluation in Parents' Behavioral Involvement in Children's Video Game Use -- 4 Discussion -- 4.1 Structure and Levels of Parents' Behavioral Involvement -- 4.2 Factors Underlying Parents' Involvement in Children's Video Game Use -- Acknowledgments -- References -- In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model -- Abstract -- 1 Introduction -- 2 Self-determination Theory -- 3 Related Work -- 3.1 Consumption of In-Game Virtual Content -- 3.2 Adolescents Online Game Addictive Behavior -- 4 Discussion -- 5 Contribution and Future Researches -- 6 Conclusion -- Acknowledgement -- References -- Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale -- Abstract -- 1 Introduction -- 2 Related Work -- 2.1 Gamification -- 2.2 Tailored Gamification Design -- 2.3 The Gamification User Types HEXAD Scale -- 3 Method -- 3.1 Questionnaire and Procedure -- 3.2 Participants -- 4 Results -- 4.1 Validation of the HEXAD Scale in English and German -- 4.2 HEXAD Types and Game Element Preferences -- 5 Discussion and Implications -- 6 Limitations and Future Work -- 7 Conclusion -- Appendix -- References -- The Foundations and Frontiers of Research on the Effect of Video Games on Child Development -- Abstract -- 1 Introduction -- 1.1 Video Games and Child Development -- 1.2 Scientometrics Analysis, Knowledge Mapping, and Citespace.
1.3 The Present Study.
Altri titoli varianti Human-computer interaction in games
Record Nr. UNISA-996464493203316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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HCI in Games [[electronic resource] ] : Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / / edited by Xiaowen Fang
HCI in Games [[electronic resource] ] : Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / / edited by Xiaowen Fang
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (XX, 534 p. 279 illus., 132 illus. in color.)
Disciplina 794.8
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Application software
User interfaces (Computer systems)
Optical data processing
Artificial intelligence
Education—Data processing
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Image Processing and Computer Vision
Artificial Intelligence
Computer Appl. in Social and Behavioral Sciences
Computers and Education
ISBN 3-030-50164-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Designing Games and Gamified Interactions -- Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing -- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming -- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis -- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes? -- Pixel Perfect: Fashion Styling in Virtual Character Design Process -- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games -- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games -- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games -- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health -- Applying Social Gamification in a Gamified Point System -- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games -- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment -- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study -- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place -- Wizard of Oz and the Design of a Multi-player Mixed Reality Game -- Gender and Genre Differences in Multiplayer Gaming Motivations -- User Engagement and Game Impact -- Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games -- A Warning: Potential Damages Induced by Playing XR Games -- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students -- The Role of Parenting Styles and Parents’ Involvement in Young Children’s Videogames Use -- The Relation between Video Game Experience and Children's Attentional Networks -- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial -- Relationship between Young Children’s Problematic Behaviors, Videogaming Status, and Parenting Styles -- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play -- Brain-Controlled Drone Racing Game: A Qualitative Analysis -- An Analysis of Engagement Levels While Playing Brain-Controlled Games -- Serious Games -- A Cooperative Storytelling Card Game for Conflict Resolution and Empathy -- A Self-Adaptive Serious Game for Eye-Hand Coordination Training -- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games -- Games for Cybersecurity Decision-making -- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation -- WeRehab: Assisting Cannabis Rehabilitation Via Mobile Application -- Learning Programming in Virtual Reality Environments -- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation -- Adaptive Puzzle Generation for Computational Thinking -- A Systematic Review of Game Learning Research in China -- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept -- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games.
Record Nr. UNISA-996418310503316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
HCI in Games : Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / / edited by Xiaowen Fang
HCI in Games : Second International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / / edited by Xiaowen Fang
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (XX, 534 p. 279 illus., 132 illus. in color.)
Disciplina 794.8
004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Application software
User interfaces (Computer systems)
Optical data processing
Artificial intelligence
Education—Data processing
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Image Processing and Computer Vision
Artificial Intelligence
Computer Appl. in Social and Behavioral Sciences
Computers and Education
ISBN 3-030-50164-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Designing Games and Gamified Interactions -- Generalised Player Modelling: why Artificial Intelligence in Games should Incorporate Meaning, with a Formalism for So Doing -- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming -- A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis -- Can we Predict the Best Gamification Elements for a User based on their Personal Attributes? -- Pixel Perfect: Fashion Styling in Virtual Character Design Process -- A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games -- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games -- Building Human-Autonomy Teaming Aids for Real-Time Strategy Games -- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health -- Applying Social Gamification in a Gamified Point System -- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games -- Guidance is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment -- Gender Differences When School Children Develop Digital Game-based Designs: A Case Study -- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place -- Wizard of Oz and the Design of a Multi-player Mixed Reality Game -- Gender and Genre Differences in Multiplayer Gaming Motivations -- User Engagement and Game Impact -- Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games -- A Warning: Potential Damages Induced by Playing XR Games -- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety among Male University Students -- The Role of Parenting Styles and Parents’ Involvement in Young Children’s Videogames Use -- The Relation between Video Game Experience and Children's Attentional Networks -- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? A Randomized Controlled Trial -- Relationship between Young Children’s Problematic Behaviors, Videogaming Status, and Parenting Styles -- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions during Game Play -- Brain-Controlled Drone Racing Game: A Qualitative Analysis -- An Analysis of Engagement Levels While Playing Brain-Controlled Games -- Serious Games -- A Cooperative Storytelling Card Game for Conflict Resolution and Empathy -- A Self-Adaptive Serious Game for Eye-Hand Coordination Training -- Serious Games Design for and with Adolescents: Empirically based Implications for Purposeful Games -- Games for Cybersecurity Decision-making -- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): from the Requirement Gathering to its Initial Evaluation -- WeRehab: Assisting Cannabis Rehabilitation Via Mobile Application -- Learning Programming in Virtual Reality Environments -- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation -- Adaptive Puzzle Generation for Computational Thinking -- A Systematic Review of Game Learning Research in China -- Conceptual Change in Preschool Science Education: Evaluating A Serious Game Designed with Image Schemas for Teaching Sound Concept -- Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games.
Record Nr. UNINA-9910413443403321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HCI in Games [[electronic resource] ] : First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / / edited by Xiaowen Fang
HCI in Games [[electronic resource] ] : First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / / edited by Xiaowen Fang
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XX, 464 p. 196 illus., 150 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Application software
User interfaces (Computer systems)
Optical data processing
Computer graphics
Education—Data processing
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Image Processing and Computer Vision
Computer Graphics
Computers and Education
Computer Appl. in Social and Behavioral Sciences
ISBN 3-030-22602-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Game Design -- Gaming Experience -- Serious Games -- Gamification.
Record Nr. UNISA-996466362903316
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
HCI in Games : First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / / edited by Xiaowen Fang
HCI in Games : First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / / edited by Xiaowen Fang
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Descrizione fisica 1 online resource (XX, 464 p. 196 illus., 150 illus. in color.)
Disciplina 004.019
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Application software
User interfaces (Computer systems)
Optical data processing
Computer graphics
Education—Data processing
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Image Processing and Computer Vision
Computer Graphics
Computers and Education
Computer Appl. in Social and Behavioral Sciences
ISBN 3-030-22602-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Game Design -- Gaming Experience -- Serious Games -- Gamification.
Record Nr. UNINA-9910349312503321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HCI International 2023 - Late Breaking Papers : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editors
HCI International 2023 - Late Breaking Papers : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (456 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science Series
Soggetto topico Human-computer interaction
ISBN 3-031-48050-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 25th International Conference on Human-Computer Interaction (HCII 2023) -- HCI International 2024 Conference -- Contents - Part V -- eXtended Reality Interactions -- Interaction Techniques to Control Information Clutter in a Pervasive Augmented Reality Scenario -- 1 Introduction -- 2 Related Work -- 3 Pilot Study -- 3.1 Participants -- 3.2 Protocol -- 3.3 Outcomes -- 4 Experimental Study -- 4.1 Pervasive Environment and Constraints -- 4.2 Four Strategies to Control an Augmented Environment -- 4.3 Tasks -- 4.4 Variables -- 4.5 Pretests -- 4.6 Participants -- 4.7 Procedure -- 4.8 Results -- 5 Discussion and Future Works -- 6 Conclusion -- References -- Development of an Index for Evaluating VIMS Using Gaze Data of Young People -- 1 Introduction -- 2 Method -- 2.1 Experimental Stimulus and Devices -- 2.2 Participants -- 2.3 Measurement of Gaze Data -- 2.4 Statistical Analyses -- 3 Results -- 4 Discussions -- 5 Conclusion -- References -- Meta-experience via VR and Telepresence Systems -- 1 Introduction -- 2 Multisensory and Space -- 3 Active Experience -- 4 Passive Experience -- 5 Multisensory Reliving Experience -- 6 Remote Presence Experience -- 7 Meta-experience -- 8 Conclusion -- References -- AR and VR - A Review on Recent Progress and Applications -- 1 Introduction and Background -- 2 Procedures and Results -- 2.1 Databases and Initial Search -- 2.2 Trend Diagram (Web of Science and Google nGram) -- 2.3 Engagement (Vicinitas) -- 2.4 VOS Viewer and Citespace -- 2.5 Leading Tables -- 3 Discussion, Future Work, and Conclusion -- References -- Exploring Hand Tracking and Controller-Based Interactions in a VR Object Manipulation Task -- 1 Introduction -- 1.1 Natural User Interactions -- 1.2 Hand Tracking.
1.3 Embodiment and Performance -- 1.4 Current Experiment -- 2 Method -- 2.1 Participants and Design -- 2.2 Materials -- 2.3 Procedure -- 3 Results -- 3.1 Performance -- 3.2 User Perceptions -- 4 Discussion -- 4.1 Limitations and Future Research -- 5 Conclusion -- References -- A Multimodal Virtual Reality Inventory System -- 1 Introduction -- 2 Inventory System Framework and Considerations -- 2.1 Interaction in Virtual Reality and Virtual Environments -- 2.2 User Requirements for Inventory Systems -- 2.3 Inventory System Framework -- 2.4 Vision-Based Hand Tracking and OpenXR Compatibility -- 3 User Testing -- 3.1 Questionnaires -- 3.2 Testing Environment -- 4 Results and Discussion -- 4.1 Self-Evaluation Questionnaire Results -- 4.2 Briefing and Supervised Testing -- 4.3 Inventory System Questionnaire Results -- 5 Conclusion and Future Work -- References -- Modulation of the Walking Speed by Moving Avatars with Age Stereotype Stimuli -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Avatars Walking Alongside -- 2.4 Elderly Priming -- 2.5 Procedures -- 2.6 Data -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Flow State and Physiological Responses During Alternative Uses Task in Real and Virtual Working Environments -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Procedure -- 2.3 Alternative Uses Task -- 2.4 Subjective Assessments -- 2.5 Physiological Assessments -- 2.6 Statistical Analysis -- 3 Results and Discussion -- 3.1 AUT Scores -- 3.2 Subjective Score -- 3.3 Physiological Indices -- 4 Discussions -- 5 Conclusion -- References -- A Virtual Reality Object Interaction System with Complex Hand Interactions -- 1 Introduction -- 2 Object Interaction System for Complex Interactions -- 2.1 Complex Interaction Model -- 2.2 System Design and Development -- 3 User Study Design.
3.1 Testing Environment -- 3.2 Test Interactions -- 3.3 Research Procedure -- 4 Results and Discussion -- 4.1 INTUI Questionnaire Results -- 4.2 Interaction Preference -- 4.3 Overall Version Preference -- 4.4 Limitations -- 5 Conclusion and Future Work -- References -- Grip Comfort Study of Virtual Reality Handles -- 1 Introduction -- 1.1 Background -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Subjective Assessment Experiment -- 2.4 3D Scanning and Model Processing -- 2.5 Statistical Analysis -- 3 Results -- 3.1 Handle Use and Subjective Evaluation -- 3.2 Objective Fitness Test -- 4 Discussion -- 5 Conclusion -- References -- Effect of Electrical Stimulation Frequency on Vibratory Sensation Induced by Nerve Bundle Stimulation -- 1 Introduction -- 2 Method -- 2.1 Experimental Apparatus -- 2.2 Screening Phase -- 2.3 Measuring Threshold Phase -- 2.4 Measuring Equivalent Frequency Phase -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- 3-D Mental Rotation Ability Testing with Mixed Reality -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 3-D Purdue Spatial Visualization Test: Rotations -- 3.2 Procedure -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Design of a Mixed Reality Approach to Enhance Understanding of Reverse Total Shoulder Arthroplasty -- 1 Introduction -- 1.1 Related Works -- 2 Research Methodology -- 2.1 Participatory Design -- 2.2 Creation of Surgical Training Modules -- 2.3 Validity of Simulation -- 3 Knowledge Assessment Results -- 4 Results and Discussion -- 5 Comprehension Assessment -- 6 Conclusion and Future Work -- References -- Emotional Experience in Real and Virtual Environments - Does Prior VR Experience Matter? -- 1 Introduction -- 1.1 Prior Experience with Virtual Reality -- 1.2 Emotion Induction -- 1.3 Emotional Experience in Real and Virtual Environments.
1.4 Emotion Recognition -- 1.5 Aim of the Study -- 2 Method -- 2.1 Participants -- 2.2 Material -- 2.3 Procedure -- 2.4 Statistical Analysis -- 3 Results -- 3.1 Experimental Part: Real and Virtual Environments -- 3.2 Exploratory Part: 360° Videos in Virtual Environments -- 4 Discussion -- References -- Predictive Indicators of Virtual Reality Sickness: A Look into Skin Temperature Disturbance -- 1 Background -- 1.1 About Virtual Reality -- 1.2 Expansion of VR Market -- 1.3 About VR Sickness -- 1.4 Existing Research on VR Sickness -- 1.5 Previous Research on Pre-detection of VR Sickness -- 1.6 Current VR Pre-detection Problems -- 1.7 Noncontact VR Sickness Detection Index -- 1.8 Previous Research on VR Sickness Detection Using Body Temperature -- 2 Objective -- 3 Methods -- 3.1 Research Policy -- 3.2 Experiment Environment -- 3.3 Measurement Environment -- 3.4 Participant Selection -- 3.5 Measurement of Nasal Area Temperature Using Thermal Imaging Camera During HMD Use -- 3.6 Experimental Procedure -- 3.7 SSQ -- 3.8 Analysis Method -- 4 Results and Discussions -- 4.1 Analysis Results for Each Participant -- 4.2 Relationship Between VR Sickness and Body Temperature Transition -- 5 Conclusion and Future Works -- 5.1 Conclusion -- 5.2 Future Works -- References -- Temporal Aspects of Self-rotation Perception and Nystagmus: A Study on Disappearance and Onset Time -- 1 Introduction -- 1.1 Virtual Reality (VR) Technology -- 1.2 Walking Technology in VR Space -- 1.3 Proposed Method -- 1.4 Problems with Previously Proposed Method -- 1.5 Objectives -- 2 Methods -- 2.1 Vestibulo-Ocular Reflex -- 2.2 Experimental Environment -- 2.3 Experimental Task -- 2.4 Participants -- 3 Results -- 3.1 Time to Disappearance of Self-rotation Perception -- 3.2 Relationship Between Self-rotation Perception and Nystagmus -- 4 Discussion -- 5 Conclusion -- References.
An Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 1 Introduction -- 2 Related Research -- 2.1 Feature-Based Filtering Technology -- 2.2 MPEG-I/MIV Standardization -- 2.3 SURF -- 3 Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 4 Experiments and Results -- 5 Conclusion -- References -- Gaming and Gamification Experiences -- Effects of Heart Rate Based Potential Color Environment Stimuli on Users in VR Games -- 1 Introduction -- 2 Related Work -- 3 Procedure -- 3.1 Experiment Schedule -- 4 Evaluation Method -- 4.1 Physiological Index -- 4.2 Psychological Index -- 4.3 Hypothesis -- 5 Result -- 5.1 Awareness of Potential Color Stimuli -- 5.2 Physiological Index -- 5.3 Psychological Index -- 6 Consideration -- 6.1 Physiological Index -- 6.2 Psychological Index -- 7 Summary -- References -- Gamification Through the Lens of Safety Engineering -- 1 Introduction -- 2 Purpose of Study -- 3 Research Methodology -- 3.1 Databases -- 3.2 Trend Analysis -- 4 Results -- 4.1 Co-citation Analysis -- 4.2 Content Analysis -- 4.3 Cluster Analysis -- 5 Discussion -- 5.1 Gamification in Driving -- 5.2 Gamification in Safety Training and the Workplace -- 5.3 Concerns with Gamification -- 6 Conclusion -- 7 Future Work -- References -- Fitness Bow: An Intelligent Supervised Motion System -- 1 Introduction -- 2 Related Works -- 2.1 HCI and Sedentary Behavior -- 2.2 Archery -- 3 Design -- 3.1 System Configuration -- 3.2 Hardware Design -- 3.3 Software Design -- 4 Conclusion and Future Work -- References -- The Incorporation of Gamification into Safety: A Systematic Review -- 1 Introduction and Background -- 1.1 Problem Statement -- 1.2 Purpose of This Study -- 1.3 Literature Review -- 2 Co-citation Analysis/Co-author Analysis -- 2.1 VOS Viewer -- 2.2 Cite Space -- 3 Discussion -- 3.1 Research Fields.
3.2 Patient Safety.
Record Nr. UNINA-9910767550003321
Cham, Switzerland : , : Springer, , [2023]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
HCI International 2023 - Late Breaking Papers : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editors
HCI International 2023 - Late Breaking Papers : 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V / / Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editors
Edizione [First edition.]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2023]
Descrizione fisica 1 online resource (456 pages)
Disciplina 004.019
Collana Lecture Notes in Computer Science Series
Soggetto topico Human-computer interaction
ISBN 3-031-48050-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 25th International Conference on Human-Computer Interaction (HCII 2023) -- HCI International 2024 Conference -- Contents - Part V -- eXtended Reality Interactions -- Interaction Techniques to Control Information Clutter in a Pervasive Augmented Reality Scenario -- 1 Introduction -- 2 Related Work -- 3 Pilot Study -- 3.1 Participants -- 3.2 Protocol -- 3.3 Outcomes -- 4 Experimental Study -- 4.1 Pervasive Environment and Constraints -- 4.2 Four Strategies to Control an Augmented Environment -- 4.3 Tasks -- 4.4 Variables -- 4.5 Pretests -- 4.6 Participants -- 4.7 Procedure -- 4.8 Results -- 5 Discussion and Future Works -- 6 Conclusion -- References -- Development of an Index for Evaluating VIMS Using Gaze Data of Young People -- 1 Introduction -- 2 Method -- 2.1 Experimental Stimulus and Devices -- 2.2 Participants -- 2.3 Measurement of Gaze Data -- 2.4 Statistical Analyses -- 3 Results -- 4 Discussions -- 5 Conclusion -- References -- Meta-experience via VR and Telepresence Systems -- 1 Introduction -- 2 Multisensory and Space -- 3 Active Experience -- 4 Passive Experience -- 5 Multisensory Reliving Experience -- 6 Remote Presence Experience -- 7 Meta-experience -- 8 Conclusion -- References -- AR and VR - A Review on Recent Progress and Applications -- 1 Introduction and Background -- 2 Procedures and Results -- 2.1 Databases and Initial Search -- 2.2 Trend Diagram (Web of Science and Google nGram) -- 2.3 Engagement (Vicinitas) -- 2.4 VOS Viewer and Citespace -- 2.5 Leading Tables -- 3 Discussion, Future Work, and Conclusion -- References -- Exploring Hand Tracking and Controller-Based Interactions in a VR Object Manipulation Task -- 1 Introduction -- 1.1 Natural User Interactions -- 1.2 Hand Tracking.
1.3 Embodiment and Performance -- 1.4 Current Experiment -- 2 Method -- 2.1 Participants and Design -- 2.2 Materials -- 2.3 Procedure -- 3 Results -- 3.1 Performance -- 3.2 User Perceptions -- 4 Discussion -- 4.1 Limitations and Future Research -- 5 Conclusion -- References -- A Multimodal Virtual Reality Inventory System -- 1 Introduction -- 2 Inventory System Framework and Considerations -- 2.1 Interaction in Virtual Reality and Virtual Environments -- 2.2 User Requirements for Inventory Systems -- 2.3 Inventory System Framework -- 2.4 Vision-Based Hand Tracking and OpenXR Compatibility -- 3 User Testing -- 3.1 Questionnaires -- 3.2 Testing Environment -- 4 Results and Discussion -- 4.1 Self-Evaluation Questionnaire Results -- 4.2 Briefing and Supervised Testing -- 4.3 Inventory System Questionnaire Results -- 5 Conclusion and Future Work -- References -- Modulation of the Walking Speed by Moving Avatars with Age Stereotype Stimuli -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Avatars Walking Alongside -- 2.4 Elderly Priming -- 2.5 Procedures -- 2.6 Data -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Flow State and Physiological Responses During Alternative Uses Task in Real and Virtual Working Environments -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Procedure -- 2.3 Alternative Uses Task -- 2.4 Subjective Assessments -- 2.5 Physiological Assessments -- 2.6 Statistical Analysis -- 3 Results and Discussion -- 3.1 AUT Scores -- 3.2 Subjective Score -- 3.3 Physiological Indices -- 4 Discussions -- 5 Conclusion -- References -- A Virtual Reality Object Interaction System with Complex Hand Interactions -- 1 Introduction -- 2 Object Interaction System for Complex Interactions -- 2.1 Complex Interaction Model -- 2.2 System Design and Development -- 3 User Study Design.
3.1 Testing Environment -- 3.2 Test Interactions -- 3.3 Research Procedure -- 4 Results and Discussion -- 4.1 INTUI Questionnaire Results -- 4.2 Interaction Preference -- 4.3 Overall Version Preference -- 4.4 Limitations -- 5 Conclusion and Future Work -- References -- Grip Comfort Study of Virtual Reality Handles -- 1 Introduction -- 1.1 Background -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Subjective Assessment Experiment -- 2.4 3D Scanning and Model Processing -- 2.5 Statistical Analysis -- 3 Results -- 3.1 Handle Use and Subjective Evaluation -- 3.2 Objective Fitness Test -- 4 Discussion -- 5 Conclusion -- References -- Effect of Electrical Stimulation Frequency on Vibratory Sensation Induced by Nerve Bundle Stimulation -- 1 Introduction -- 2 Method -- 2.1 Experimental Apparatus -- 2.2 Screening Phase -- 2.3 Measuring Threshold Phase -- 2.4 Measuring Equivalent Frequency Phase -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- 3-D Mental Rotation Ability Testing with Mixed Reality -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 3-D Purdue Spatial Visualization Test: Rotations -- 3.2 Procedure -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Design of a Mixed Reality Approach to Enhance Understanding of Reverse Total Shoulder Arthroplasty -- 1 Introduction -- 1.1 Related Works -- 2 Research Methodology -- 2.1 Participatory Design -- 2.2 Creation of Surgical Training Modules -- 2.3 Validity of Simulation -- 3 Knowledge Assessment Results -- 4 Results and Discussion -- 5 Comprehension Assessment -- 6 Conclusion and Future Work -- References -- Emotional Experience in Real and Virtual Environments - Does Prior VR Experience Matter? -- 1 Introduction -- 1.1 Prior Experience with Virtual Reality -- 1.2 Emotion Induction -- 1.3 Emotional Experience in Real and Virtual Environments.
1.4 Emotion Recognition -- 1.5 Aim of the Study -- 2 Method -- 2.1 Participants -- 2.2 Material -- 2.3 Procedure -- 2.4 Statistical Analysis -- 3 Results -- 3.1 Experimental Part: Real and Virtual Environments -- 3.2 Exploratory Part: 360° Videos in Virtual Environments -- 4 Discussion -- References -- Predictive Indicators of Virtual Reality Sickness: A Look into Skin Temperature Disturbance -- 1 Background -- 1.1 About Virtual Reality -- 1.2 Expansion of VR Market -- 1.3 About VR Sickness -- 1.4 Existing Research on VR Sickness -- 1.5 Previous Research on Pre-detection of VR Sickness -- 1.6 Current VR Pre-detection Problems -- 1.7 Noncontact VR Sickness Detection Index -- 1.8 Previous Research on VR Sickness Detection Using Body Temperature -- 2 Objective -- 3 Methods -- 3.1 Research Policy -- 3.2 Experiment Environment -- 3.3 Measurement Environment -- 3.4 Participant Selection -- 3.5 Measurement of Nasal Area Temperature Using Thermal Imaging Camera During HMD Use -- 3.6 Experimental Procedure -- 3.7 SSQ -- 3.8 Analysis Method -- 4 Results and Discussions -- 4.1 Analysis Results for Each Participant -- 4.2 Relationship Between VR Sickness and Body Temperature Transition -- 5 Conclusion and Future Works -- 5.1 Conclusion -- 5.2 Future Works -- References -- Temporal Aspects of Self-rotation Perception and Nystagmus: A Study on Disappearance and Onset Time -- 1 Introduction -- 1.1 Virtual Reality (VR) Technology -- 1.2 Walking Technology in VR Space -- 1.3 Proposed Method -- 1.4 Problems with Previously Proposed Method -- 1.5 Objectives -- 2 Methods -- 2.1 Vestibulo-Ocular Reflex -- 2.2 Experimental Environment -- 2.3 Experimental Task -- 2.4 Participants -- 3 Results -- 3.1 Time to Disappearance of Self-rotation Perception -- 3.2 Relationship Between Self-rotation Perception and Nystagmus -- 4 Discussion -- 5 Conclusion -- References.
An Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 1 Introduction -- 2 Related Research -- 2.1 Feature-Based Filtering Technology -- 2.2 MPEG-I/MIV Standardization -- 2.3 SURF -- 3 Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 4 Experiments and Results -- 5 Conclusion -- References -- Gaming and Gamification Experiences -- Effects of Heart Rate Based Potential Color Environment Stimuli on Users in VR Games -- 1 Introduction -- 2 Related Work -- 3 Procedure -- 3.1 Experiment Schedule -- 4 Evaluation Method -- 4.1 Physiological Index -- 4.2 Psychological Index -- 4.3 Hypothesis -- 5 Result -- 5.1 Awareness of Potential Color Stimuli -- 5.2 Physiological Index -- 5.3 Psychological Index -- 6 Consideration -- 6.1 Physiological Index -- 6.2 Psychological Index -- 7 Summary -- References -- Gamification Through the Lens of Safety Engineering -- 1 Introduction -- 2 Purpose of Study -- 3 Research Methodology -- 3.1 Databases -- 3.2 Trend Analysis -- 4 Results -- 4.1 Co-citation Analysis -- 4.2 Content Analysis -- 4.3 Cluster Analysis -- 5 Discussion -- 5.1 Gamification in Driving -- 5.2 Gamification in Safety Training and the Workplace -- 5.3 Concerns with Gamification -- 6 Conclusion -- 7 Future Work -- References -- Fitness Bow: An Intelligent Supervised Motion System -- 1 Introduction -- 2 Related Works -- 2.1 HCI and Sedentary Behavior -- 2.2 Archery -- 3 Design -- 3.1 System Configuration -- 3.2 Hardware Design -- 3.3 Software Design -- 4 Conclusion and Future Work -- References -- The Incorporation of Gamification into Safety: A Systematic Review -- 1 Introduction and Background -- 1.1 Problem Statement -- 1.2 Purpose of This Study -- 1.3 Literature Review -- 2 Co-citation Analysis/Co-author Analysis -- 2.1 VOS Viewer -- 2.2 Cite Space -- 3 Discussion -- 3.1 Research Fields.
3.2 Patient Safety.
Record Nr. UNISA-996565867103316
Cham, Switzerland : , : Springer, , [2023]
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