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200806s2020 sz a o 101 0 eng d |
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|a 1196141578
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|a 1198253536
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|a 9783030501648
|q (electronic bk.)
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|a 3030501647
|q (electronic bk.)
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|z 9783030501631
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|a 10.1007/978-3-030-50164-8
|2 doi
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|a (OCoLC)1182630876
|z (OCoLC)1196141578
|z (OCoLC)1197538077
|z (OCoLC)1198253536
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|a HCDD
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|a HCI-Games (Conference)
|n (2nd :
|d 2020 :
|c Online)
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|a HCI in games :
|b second International Conference, HCI-Games 2020, held as part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19-24, 2020, Proceedings /
|c edited by Xiaowen Fang.
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246 |
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|a HCI-Games 2020
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264 |
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|a Cham, Switzerland :
|b Springer,
|c 2020.
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300 |
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|a 1 online resource (xx, 534 pages) :
|b illustrations (some color)
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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1 |
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|a Lecture notes in computer science ;
|v 12211
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490 |
1 |
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|a LNCS Sublibrary: SL 3, Information systems and applications, incl. internet/web, and HCI
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|a International conference proceedings.
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|a "The conference was held virtually due to the COVID-19 pandemic."
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|a Includes author index.
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|a Online resource; title from PDF title page (SpringerLink, viewed August 6, 2020).
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|a I. 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.
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|a II. 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.
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|a III. 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.
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|a This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic. --
|c Provided by publisher.
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650 |
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|a Computer games
|v Congresses.
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|a Human-computer interaction
|v Congresses.
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|a Computer games
|2 fast
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|a Human-computer interaction
|2 fast
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|a proceedings (reports)
|2 aat
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|a Conference papers and proceedings
|2 fast
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|a Conference papers and proceedings.
|2 lcgft
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|a Actes de congrès.
|2 rvmgf
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|a Fang, Xiaowen,
|e editor.
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2 |
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|a International Conference on Human-Computer Interaction
|n (22nd :
|d 2020 :
|c Online)
|
758 |
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|i has work:
|a HCI in games (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGvRHYX4kcKXWhDj8dRD7b
|4 https://id.oclc.org/worldcat/ontology/hasWork
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776 |
0 |
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|z 3030501639
|
830 |
|
0 |
|a Lecture notes in computer science ;
|v 12211.
|
830 |
|
0 |
|a LNCS sublibrary.
|n SL 3,
|p Information systems and applications, incl. Internet/Web, and HCI.
|
856 |
4 |
0 |
|u https://holycross.idm.oclc.org/login?auth=cas&url=https://link.springer.com/10.1007/978-3-030-50164-8
|y Click for online access
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|a SPRING-COMP2020
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|a 92
|b HCD
|