E-Book, Englisch, 401 Seiten, eBook
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
Fang HCI in Games: Serious and Immersive Games
1. Auflage 2021
ISBN: 978-3-030-77414-1
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
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
E-Book, Englisch, 401 Seiten, eBook
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
ISBN: 978-3-030-77414-1
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Mindful Gaming: User Experiences with Headspace and Walden, a Game.- Gamification of ERP Training in Local Governments.- Orpheus: A Voice-Controlled Game to Train Pitch Matching.- Influence of a Video Game on Children’s Attention to Food: Should Games Be Served with a Character during Mealtime? .- LUDUS MAGNUS – A Serious Game for Learning the Latin Language.- PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: a Pilot Study.- Improve Students’ Learning Experience in General Chemistry Laboratory Courses?.- A Study on Serious Game Practice to Improve Children's Global Competence.- JomGear Grind Games: Enjoy Your Learning.- Understanding the Impact on Learners' Reading Performance and Behaviour of Matching E-Learning Material to Dyslexia Type and Reading Skill Level.- Scaffolding Executive Function in Game-based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners.- A Framework of Gamified Learning Design Targeting Behavior Change and Design of a Gamificated Time Management Training Manual.- Can Games and Gamification Improve Online Learners’ Outcomes and Satisfaction on the Madrasati Platform in Saudi Arabia? .- Methodological Considerations for Understanding Students’ Problem Solving Processes and Affective Trajectories During Game-based Learning: A Data Fusion Approach.- Using Eye Tracking for Research on Learning and Computational Thinking.- Evaluating the Use of Visual Prompts in Online Meeting Applications for Kindergarteners.- Gamification Design Predicaments for E-learning.- Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games.- Design and Application Research of Gamification in University Curriculum Taking the Course of TV Camera for Example.- Children's Learning through Touchscreen Games: The Role of Background Music and Touchscreen Experience.- Gamified Education in K-12.- Virtual Reality for Rich Interaction with Cultural Heritage Sites.- Towards the Mixed-Reality Platform for the Learning of Children with Autism Spectrum Disorder (ASD): A Case Study in Qatar.- Peruggia: A First-Person Strategy Game Studying Movement Patterns in Museums.- Research on the Interaction Method that can Alleviate Cybersickness in Virtual Reality Games.- Exploring Coordination Patterns in VR-based Rehabilitation for Stroke using the Kinect Sensor.- The Woods': A Mixed-Reality Multiplayer Cooperative Game.