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Keattikorn Samarnggoon, Supara Grudpan, Noppon Wongta and Konlawat Klaynak
The concept of a metaverse, a virtual world that offers immersive experiences, has gained widespread interest in recent years. Despite the hype, there is still a gap in its practical application, especially in the realm of education. This study presents ...
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Jesus GomezRomero-Borquez, J. Alberto Del Puerto-Flores and Carolina Del-Valle-Soto
This work presents a study in which the cognitive concentration levels of participants were evaluated using electroencephalogram (EEG) measures while they were playing three different categories of virtual reality (VR) video games: Challenging Puzzlers, ...
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Zhi Chen, Shuai Zhang, Sally McClean, Fionnuala Hart, Michael Milliken, Brahim Allan and Ian Kegel
Human-Computer Interaction (HCI) research has extensively employed eye-tracking technologies in a variety of fields. Meanwhile, the ongoing development of Internet Protocol TV (IPTV) has significantly enriched the TV customer experience, which is of grea...
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Inês Oliveira, Vítor Carvalho, Filomena Soares, Paulo Novais, Eva Oliveira and Lisa Gomes
In recent years, the role of emotions in digital games has gained prominence. Studies confirm emotions? substantial impact on gaming, influencing interactions, effectiveness, efficiency, and satisfaction. Combining gaming dynamics, Virtual Reality (VR) a...
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Aikaterini Georgiadou and Stelios Xinogalos
Nowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational...
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Dorota Sadowska, Tomasz Sacewicz, Kinga Rebis, Tomasz Kowalski and Justyna Krzepota
While the training of professional sports athletes and the factors determining sports success are based on well-established scientific research, esports training and markers of esports performance are not yet fully recognized or explored. Knowledge of th...
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Cleiton Pons Ferreira, Carina Soledad González González and Diana Francisca Adamatti
To obtain an accurate understanding of player experience (PE) in serious games that simulate organizational environments, many factors must be considered and intertwined, psychological, physiological and related to the game performance itself. Such eleme...
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Inmaculada Rodríguez, Anna Puig and Àlex Rodríguez
The design of gamified experiences following the one-fits-all approach uses the same game elements for all users participating in the experience. The alternative is adaptive gamification, which considers that users have different playing motivations. Som...
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Qingwei Mi and Tianhan Gao
Artificial intelligence in games is one of the most challenging tasks in academia and industry. In action role-playing games, how to manage combat effectively is a key issue related to game development and the player?s experience. The Belgian artificial ...
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Francesco Chiossi, Robin Welsch, Steeven Villa, Lewis Chuang and Sven Mayer
Virtual reality is increasingly used for tasks such as work and education. Thus, rendering scenarios that do not interfere with such goals and deplete user experience are becoming progressively more relevant. We present a physiologically adaptive system ...
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