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
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 h...
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Format: | eBook |
Language: | English |
Published: |
Cham
Springer International Publishing
2021, 2021
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Edition: | 1st ed. 2021 |
Series: | Information Systems and Applications, incl. Internet/Web, and HCI
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Online Access: | |
Collection: | Springer eBooks 2005- - Collection details see MPG.ReNa |
Table of Contents:
- 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
- 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
- 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