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Titlebook: HCI in Games; 4th International Co Xiaowen Fang Conference proceedings 2022 The Editor(s) (if applicable) and The Author(s), under exclusiv

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樓主: 爆發(fā)
31#
發(fā)表于 2025-3-26 23:43:48 | 只看該作者
32#
發(fā)表于 2025-3-27 04:58:15 | 只看該作者
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發(fā)表于 2025-3-27 06:18:50 | 只看該作者
34#
發(fā)表于 2025-3-27 10:13:34 | 只看該作者
https://doi.org/10.1007/978-1-349-18373-9s Response, . “Fight or Flight Response”. We discuss the constraints and implications of current thinking around “Tend & Befriend”, the descriptive results of our initial study, present a methodology for categorising Tend & Befriend games, frame our results in the context of gaming experience, and o
35#
發(fā)表于 2025-3-27 16:17:51 | 只看該作者
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發(fā)表于 2025-3-27 18:40:10 | 只看該作者
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發(fā)表于 2025-3-28 01:06:46 | 只看該作者
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發(fā)表于 2025-3-28 05:15:05 | 只看該作者
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發(fā)表于 2025-3-28 09:42:27 | 只看該作者
Spell Painter: Motion Controlled Spellcasting for a Wizard Video Gamen this work, we present ., a fully motion-controlled spell dueling game that can be played with only a webcam. We present the game and its implementation, as well as two preliminary evaluations, which suggest the system has an accuracy between 80%–90%.
40#
發(fā)表于 2025-3-28 11:14:48 | 只看該作者
https://doi.org/10.1007/978-1-349-18373-9utline our next research steps in addition to areas of future interest. Our study suggests that Tend & Befriend can be considered as a concrete phenomenon in games, supported by data. Our findings show some games can be considered as “archetypal” titles, making them useful references for research and discourse.
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