作者: stroke 時(shí)間: 2025-3-21 21:39 作者: Filibuster 時(shí)間: 2025-3-22 01:21 作者: construct 時(shí)間: 2025-3-22 08:19
Tradition and Experiment in English Poetryhildren with DHH difficulties. An initial set of best practices was first developed through a focus group with experts; and afterwards, by employing content analysis, a revised set of guidelines was obtained. The results should be useful for special education teachers, curriculum designers and devel作者: Urgency 時(shí)間: 2025-3-22 10:30 作者: 籠子 時(shí)間: 2025-3-22 13:58 作者: 籠子 時(shí)間: 2025-3-22 18:36
0302-9743 ition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.978-3-662-45211-0978-3-662-45212-7Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: Encumber 時(shí)間: 2025-3-22 21:42
Areej Aftab Siddiqui,Parul Singhhree reading sessions in which all participants read stories from ‘Trees of Tales’, non-interactive e-books and conventional printed books. This paper describes the design of the ‘Trees of Tales’ application as well as the results obtained with the ‘fun toolkit’.作者: Foolproof 時(shí)間: 2025-3-23 02:29
https://doi.org/10.1007/978-3-030-71718-6intended to inform players about the complexities of ecosystem management. Preliminary user study results show that SPP is an effective method of producing motivating and successful learning environments.作者: mucous-membrane 時(shí)間: 2025-3-23 08:20 作者: 要求比…更好 時(shí)間: 2025-3-23 10:48 作者: cartilage 時(shí)間: 2025-3-23 14:33 作者: 評(píng)論性 時(shí)間: 2025-3-23 21:33 作者: 繼承人 時(shí)間: 2025-3-24 00:25 作者: 猛擊 時(shí)間: 2025-3-24 05:06
Design for Creative Activity: A Framework for Analyzing the Creative Potential of Computer Gamescesses that players undertake during a game and the components of the game that allow these processes to occur. These guidelines may be used in the game design process to better facilitate creative gameplay activity.作者: 貨物 時(shí)間: 2025-3-24 09:19 作者: Vital-Signs 時(shí)間: 2025-3-24 11:07
The Active Use of Online Presence, Movies and Gameplay to Improve Classroom Engagementhe 9 year, 984 participant study indicate that the increased and active use of the entertainment based tools had a significant positive effect in terms of student engagement and a significant positive effect on learning outcomes for international students.作者: 發(fā)怨言 時(shí)間: 2025-3-24 16:05
Designing Digital Climbing Experiences through Understanding Rock Climbing Motivationing designs could embrace the themes they do not yet address. We believe this work will be important not only when designing digital climbing experiences, but also digital experiences for other extreme sports.作者: 沉默 時(shí)間: 2025-3-24 21:39
Trees of Tales: A Playful Reading Application for Arabic Childrenhree reading sessions in which all participants read stories from ‘Trees of Tales’, non-interactive e-books and conventional printed books. This paper describes the design of the ‘Trees of Tales’ application as well as the results obtained with the ‘fun toolkit’.作者: Encoding 時(shí)間: 2025-3-25 01:50 作者: assail 時(shí)間: 2025-3-25 04:03 作者: Benzodiazepines 時(shí)間: 2025-3-25 11:07
,Case History: The ‘Transax’ Story,f often complex progression design challenges that game designers find themselves engaging with. In this paper we describe how we used three game design case studies in contrasting game genres to inform the development of a tool that adapts and extends the progression planning approach.作者: cornucopia 時(shí)間: 2025-3-25 14:48
Tradition and Change in Administrative Law the use of a hybrid version of the CSRT task. This study focuses on assessing this system’s capabilities to reliably measure a time-based clinical test of fall risk. Results showed a favorable correspondence and agreement between the two systems, suggesting that this platform could be potentially useful in the clinical practice.作者: Tractable 時(shí)間: 2025-3-25 19:30
https://doi.org/10.1057/9781137324603roducing competition based on real-time sharing of biometric data can cause exasperation and discouragement for some athletes. Based on our findings from the study, we discuss how technology can facilitate and modify competition in fitness exercises in general.作者: alcoholism 時(shí)間: 2025-3-25 22:47 作者: 根除 時(shí)間: 2025-3-26 02:49 作者: nullify 時(shí)間: 2025-3-26 06:57 作者: LAITY 時(shí)間: 2025-3-26 09:25 作者: nuclear-tests 時(shí)間: 2025-3-26 14:49
0302-9743 ustralia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing inclu作者: expunge 時(shí)間: 2025-3-26 19:29 作者: chemical-peel 時(shí)間: 2025-3-26 23:47
Trees of Tales: A Playful Reading Application for Arabic Childrend to motivate Arabic children to read more for pleasure. ‘Trees of Tales’ was evaluated with 18 primary school children in Oman to investigate its effectiveness as an enjoyable reading tool. To assess the impact on usability and the children’s experience of fun and reading preference, we conducted t作者: Ceremony 時(shí)間: 2025-3-27 01:22
Gamicards - An Alternative Method for Paper-Prototyping the Design of Gamified Systemshe varying knowledge of designers of these systems, not enough resources exist that can assist to guide designers through the process, ensuring important elements (such as motivation) are considered. . are an early prototype deck of cards that are designed to provide a resource for designers from a 作者: 發(fā)電機(jī) 時(shí)間: 2025-3-27 05:37 作者: 暫停,間歇 時(shí)間: 2025-3-27 10:07 作者: granite 時(shí)間: 2025-3-27 14:40 作者: LAPSE 時(shí)間: 2025-3-27 20:27 作者: GILD 時(shí)間: 2025-3-28 01:05
A Tool for Evaluating, Adapting and Extending Game Progression Planning for Diverse Game Genressupport. To address this, a concept for tool-supported “progression planning” has been proposed and implemented by Butler, Smith, Liu & Popovic for the design of their educational puzzle game .. . is a game that has relatively undemanding progression design needs. Further tool development and practi作者: 小步走路 時(shí)間: 2025-3-28 02:25
The Active Use of Online Presence, Movies and Gameplay to Improve Classroom Engagement classroom looks quite different to the entertaining online world it exists within. The design of mobile online resources, both official and unofficial, plays a key role in student engagement and learning. From the teachers perspective designing an online presence and in particular engaging online l作者: Anguish 時(shí)間: 2025-3-28 07:37 作者: 加入 時(shí)間: 2025-3-28 10:40 作者: 熔巖 時(shí)間: 2025-3-28 16:23
Assessing the Kinect’s Capabilities to Perform a Time-Based Clinical Test for Fall Risk Assessment if delivery involves the use of a custom-made dance mat device. This mat is a measurement tool that can reliably obtain step data to discriminate between fallers and non-fallers. One of the pitfalls of this test is that the technology in use still imposes an obstacle on the degree of freedom to be ab作者: glisten 時(shí)間: 2025-3-28 21:06
Code Your Own Game: The Case of Children with Hearing Impairmentsxperiences and not only mere game consumers. Different children have different needs when approaching coding and making activities. Specifically, Deaf and Hard of Hearing (DHH) children, even when provided with accessible visual translations through sign language interpreters or real-time captions, 作者: 劇毒 時(shí)間: 2025-3-28 23:32
Developing Emergent Play in Collaborative Online Experiencesgent play features, such as development of fictional worlds will be identified, followed by a discussion of player experience of emergent play. The paper proposes an system framework that invites narrative emergent play facilitated by a set of clearly defined and simplified affordances that provide 作者: badinage 時(shí)間: 2025-3-29 03:54
Race By Hearts-goers: Enjoyment and social interaction. We present a novel smartphone application, called Race By Hearts, which enables competition based on heart rate data sharing between users in real-time. Through an empirical study conducted in the gym, we show that sharing biometric data in real-time can str作者: 幻影 時(shí)間: 2025-3-29 08:27 作者: Ostrich 時(shí)間: 2025-3-29 11:35
Areej Aftab Siddiqui,Parul Singhd to motivate Arabic children to read more for pleasure. ‘Trees of Tales’ was evaluated with 18 primary school children in Oman to investigate its effectiveness as an enjoyable reading tool. To assess the impact on usability and the children’s experience of fun and reading preference, we conducted t作者: 誘騙 時(shí)間: 2025-3-29 17:50 作者: 尊敬 時(shí)間: 2025-3-29 22:36 作者: AGONY 時(shí)間: 2025-3-30 00:01
Trade, Poverty and The Environmenta system for the interactive creation of stories. This work builds on a previous system and experiments with plan recognition and discusses the foundations of our model to allow the creation of varied and coherent stories within a genre.作者: DOTE 時(shí)間: 2025-3-30 06:50 作者: 有特色 時(shí)間: 2025-3-30 09:38
Noise, Gain and Bandwidth in Analog Designeal-world and physically-based interaction to create an immersive experience that corresponds to the dramatic storyline of the interactive narrative influenced by the actions of the user. Immersiveness is a crucial aspect of such an installation, and can be influenced by multiple factors such as vid作者: corn732 時(shí)間: 2025-3-30 15:03
,Case History: The ‘Transax’ Story,support. To address this, a concept for tool-supported “progression planning” has been proposed and implemented by Butler, Smith, Liu & Popovic for the design of their educational puzzle game .. . is a game that has relatively undemanding progression design needs. Further tool development and practi作者: aptitude 時(shí)間: 2025-3-30 19:16
https://doi.org/10.1007/978-3-319-43712-5 classroom looks quite different to the entertaining online world it exists within. The design of mobile online resources, both official and unofficial, plays a key role in student engagement and learning. From the teachers perspective designing an online presence and in particular engaging online l作者: BROW 時(shí)間: 2025-3-30 21:16
https://doi.org/10.1007/978-3-030-71718-6esent the Structural Playability Process (SPP), a new approach for designing and implementing serious games. Using the SPP designed game . as a case study, we describe the four SPP spaces: education, translation, design and engine. Ora is a forest-pest-management game based on scientific models and 作者: Proclaim 時(shí)間: 2025-3-31 00:56
,?The Spatial Organisation of Trade, are often overlooked. In this paper we focus on rock climbing and we examine existing work on climbing from varying fields, including sports science, psychology, and climbing literary works, in order to identify recurring motivational themes. In total we identify and describe five key themes from t作者: Synthesize 時(shí)間: 2025-3-31 08:55 作者: negotiable 時(shí)間: 2025-3-31 12:12 作者: 合唱隊(duì) 時(shí)間: 2025-3-31 14:40 作者: 美色花錢 時(shí)間: 2025-3-31 19:35 作者: 痛打 時(shí)間: 2025-4-1 00:45 作者: 有說(shuō)服力 時(shí)間: 2025-4-1 03:18
Trade, Poverty and The Environmenta system for the interactive creation of stories. This work builds on a previous system and experiments with plan recognition and discusses the foundations of our model to allow the creation of varied and coherent stories within a genre.作者: 決定性 時(shí)間: 2025-4-1 08:07 作者: enchant 時(shí)間: 2025-4-1 11:56
Yeats: the Creation of an Audience,gent play features, such as development of fictional worlds will be identified, followed by a discussion of player experience of emergent play. The paper proposes an system framework that invites narrative emergent play facilitated by a set of clearly defined and simplified affordances that provide recognisable metaphors for collaboration.作者: 大方一點(diǎn) 時(shí)間: 2025-4-1 17:26
Conceptual Model and System for Genre-Focused Interactive Storytellinga system for the interactive creation of stories. This work builds on a previous system and experiments with plan recognition and discusses the foundations of our model to allow the creation of varied and coherent stories within a genre.