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Titlebook: HCI in Games; Second International Xiaowen Fang Conference proceedings 2020 Springer Nature Switzerland AG 2020 artificial intelligence.com

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21#
發(fā)表于 2025-3-25 05:16:15 | 只看該作者
Building Human-Autonomy Teaming Aids for Real-Time Strategy Gamesom SC2 to build human-autonomy teaming (HAT) aids, AI-driven software tools for human interactivity, for players to improve their skills. The human-machine interface (HMI) that houses these tools breaks the game into different components and visually represents each HAT aid to increase situational awareness and decrease response time.
22#
發(fā)表于 2025-3-25 07:44:45 | 只看該作者
Conference proceedings 2020 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..
23#
發(fā)表于 2025-3-25 14:30:41 | 只看該作者
Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with solutions, and also support study of game-playing by allowing (within-player) comparison between games, or (within-game) comparison between players (human and AI)..Here we detail requirements for functional adaptive AI, arguing from first-principles drawn from games research literature, and propose
24#
發(fā)表于 2025-3-25 18:21:38 | 只看該作者
Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming user and VR game [I?→?(technology – world)] that indicates presence can be understood as a feeling of place or placehood in VR and is intentionally the state aimed for as optional in VR games. The importance of technological intentionality as a co-constructor of embodiment and presence is exemplifi
25#
發(fā)表于 2025-3-25 23:23:45 | 只看該作者
Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?show that gamification affects learners with different personality dimensions in different ways. Some personality dimensions gain significant benefits from some forms of gamification, while other personality dimensions do not. This variation in the results shows that it can be useful to use personal
26#
發(fā)表于 2025-3-26 03:37:26 | 只看該作者
27#
發(fā)表于 2025-3-26 06:32:40 | 只看該作者
28#
發(fā)表于 2025-3-26 11:29:14 | 只看該作者
29#
發(fā)表于 2025-3-26 15:38:45 | 只看該作者
30#
發(fā)表于 2025-3-26 17:08:54 | 只看該作者
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