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HCI 2023: Copenhagen, Denmark - Volume 37
- Xiaowen Fang:
HCI in Games - 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. Lecture Notes in Computer Science 14047, Springer 2023, ISBN 978-3-031-35978-1
Games for Learning
- Meike Belter, Heide K. Lukosch, Robert W. Lindeman, Yuanjie Wu, Frank Steinicke:
Exploring Virtual Reality (VR) to Foster Attention in Math Practice - Comparing a VR to a Non-VR Game. 3-16 - Ju Chou, Bryan Zhao, Gene Hoyt, Sheri Silva:
Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology. 17-29 - Filippo La Paglia, Daniele La Barbera, Barbara Caci:
The Gaming World of Educational Robotics. A Review Study. 30-42 - Julio Litwin Lima, Carla Denise Castanho, Luiz Belmonte, Veronica Slobodian, Guilherme Gomes Carvalho, Gabriela Hirata, Julia Klaczko:
Skull Hunt: An Educational Game for Teaching Biology. 43-60 - Jeanette Sjöberg, Eva Brooks:
Didactical Design Goes Rogue? Children's Playful Explorations While Engaged in Scaffolded Coding Activities Supported by Robots. 61-80 - Shufang Tan, Wendan Huang, Jialing Zeng, Junjie Shang:
Exploring Learners' Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective. 81-93 - Sylker Teles, Isabelly Oliveira, Suziane Cundiff, Tarcinara Tavares, Rodrigo Rosas, Brendo Teles:
Mathmages: e-Sports and Mathematics in the Amazon Region. 94-104 - Xianhe Zhang, Baosheng Wang:
Enhancing Children's Cultural Empowerment Through Participatory Game Design Based on Hometown Ceramic Culture. 105-114
Understanding Players and the Player Experience
- Amir Zaib Abbasi, Helmut Hlavacs, Umair Rehman:
Comparing Hedonic Consumption Experiences Between MOBA Games and Vrides. 117-124 - Ian Nery Bandeira, Carla Denise Castanho, Tiago Barros Pontes e Silva, Mauricio Miranda Sarmet, Ricardo P. Jacobi:
Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends - An Exploratory Study. 125-140 - Silvia Boschetti, Hermann Prossinger, Violetta Prossinger-Beck, Tomás Hladký, Daniel Ríha, Jakub Binter:
Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States "Pain", "Pleasure", and "Neutral". 141-150 - Silvia Boschetti, Hermann Prossinger, Tomás Hladký, Daniel Ríha, Lenka Príplatová, Robin Kopecky, Jakub Binter:
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. 151-161 - Matthew Copeman, Jonathan Freeman:
Understanding Individual Differences in Mental Health and Video Games. 162-175 - Khaldoon Dhou:
An Exploration of Feared Versus Fearless Attack Attitudes Using the Chess Personalities of Virtual Chess Players. 176-185 - Alexis Espinoza, Joaquín Larraín, Francisco J. Gutierrez:
Biofeedback-Controlled Video Games for Emotional Regulation. 186-197 - Monica Evans:
"Should My Best Prove Insufficient, We Will Find Another Way": Time Loop Mechanics as Expressions of Hope in Digital Games. 198-209 - Reza Hadi Mogavi, Chao Deng, Jennifer Hoffman, Ehsan ul Haq, Sujit Gujar, Antonio Bucchiarone, Pan Hui:
Your Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad Type. 210-228 - Joshua E. Heller, Nicoletta Adamo, Nandhini Giri, Derek Larson:
Does the Voice Reveal More Emotion than the Face? a Study with Animated Agents. 229-242 - Rafael V. Leite, Anderson V. C. de Oliveira:
Expected Human Performance Behavior in Chess Using Centipawn Loss Analysis. 243-252 - Siqi Li, Tao Wen, Hongyan Yan, Xiangang Qin:
Prediction of Quality of Experience (QoE) of Cloud-Gaming Through an Approach to Extracting the Indicators from User Generated Content (UGC). 253-262 - Abdelrahman Mehrez, Nicoletta Adamo, Nandhini Giri, Derek Larson:
Fiat Lux! Does the Lighting Design Affect Viewers' Perception of an Animated Character Personality? 263-272 - Hermann Prossinger, Silvia Boschetti, Daniel Ríha, Libor Pacovský, Jakub Binter:
From Stone Age to New Age Statistics: How Neural Networks Overcome the Irreproducibility Problems in Choice Based Profile Creation. 273-284 - Tânia Ribeiro, Rebeca Mendes, Ana Isabel Veloso:
Playable Characters in Digital Games: Aesthetics and Gender Identity in Digital Game Player's Preferences. 285-300 - Tânia Ribeiro, Ana Isabel Veloso, Peter Brinson:
Be a Gamer: A Psycho-Social Characterization of the Player. 301-314 - Fabiola Rivera, Francisco J. Gutierrez:
A Metamodel for Immersive Gaming Experiences in Virtual Reality. 315-326 - Owen Schaffer:
Task Significance in Digital Games: Controlled Experiment Shows Impact of Narrative Framing and Upgrades on Player Experience. 327-340
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