• Fri frakt över 249 kr
  • •
  • Snabba leveranser
  • •
  • Billiga böcker
Kundservice

Du är på sajten för privatpersoner.

Företag, bibliotek eller offentlig verksamhet?

Du handlar på classic.bokus.com, där alla dina funktioner finns intakta.
Till classic.bokus.com
Bokus logotyp. Gå till startsidan.
  • Erbjudanden
  • Student
  • Topplistor
  • Barn & ungdom
  • Bokus Play
  • E-böcker
  • Ljudböcker
  • Pocketböcker
  • Spel och pussel

Pocketfynda! Hundratals böcker för 49 kr/st →

Sidfot

Mina sidor

    Hjälp

    • Kundservice
    • Vanliga frågor och svar
    • Frakt och leverans
    • Retur vid ångerrätt
    • Reklamera vara
    • Betalning
    • Köpvillkor
    • Allmänna villkor
    • Information om webbplatsens tillgänglighet

    Om Bokus

    • Om oss
    • Pressrum
    • För studenter
    • För företag
    • För bibliotek och offentlig verksamhet
    • För leverantörer
    • Hållbarhet

    Populärt

    • Aktuella erbjudanden
    • Presentkort
    • Studentlitteratur
    • Nya böcker
    • Topplistor
    • Signerade böcker
    • Engelska böcker

    Inspiration

    • Boktips
    • BookTok
    • Barnbokskaraktärer
    • Populära författare
    Logotyp för Bokus
    Följ oss på Facebook (extern länk)Följ oss på Instagram (extern länk)Följ oss på YouTube (extern länk)Följ oss på TikTok (extern länk)
    bokus @ CookiesAnpassa cookiesIntegritetspolicyKöpvillkor
    Till Citymail hemsida (extern länk)Till Budbee hemsida (extern länk)Till Postnord hemsida (extern länk)Till Schenker hemsida (extern länk)Till Early Bird hemsida (extern länk)Till Walleys hemsida (extern länk)
    1. Data och IT
    2. Programmeringsböcker
    3. Spelutveckling och spelprogrammering

    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

    AvXiaowen Fang

    Häftad, Engelska, 2021

    Del i serien Lecture Notes in Computer Science

    559 kr

    Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

    Beskrivning

    This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually.The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games.

    Produktinformation

    • Utgivningsdatum:2021-06-03
    • Mått:155 x 235 x undefined mm
    • Format:Häftad
    • Språk:Engelska
    • Serie:Lecture Notes in Computer Science
    • Antal sidor:401
    • Förlag:Springer Nature Switzerland AG
    • ISBN:9783030774134

    Utforska kategorier

    • Spelutveckling och spelprogrammering inom Data och IT
    • Människa – datorinteraktion inom Data och IT
    • Datorspelsdesign inom Data och IT

    Innehållsförteckning

    • 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.