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HCI in Games

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Cover of 'HCI in Games'

Table of Contents

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    Book Overview
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    Chapter 1 Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing
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    Chapter 2 Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming
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    Chapter 3 A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis
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    Chapter 4 Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?
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    Chapter 5 Pixel Perfect: Fashion Styling in Virtual Character Design Process
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    Chapter 6 A System to Reduce Discomfort of Taunted Player in Multiplayer Online Games
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    Chapter 7 InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games
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    Chapter 8 Building Human-Autonomy Teaming Aids for Real-Time Strategy Games
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    Chapter 9 Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health
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    Chapter 10 Applying Social Gamification in a Gamified Point System
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    Chapter 11 The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital Games
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    Chapter 12 Guidance Is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game Enjoyment
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    Chapter 13 Gender Differences When School Children Develop Digital Game-Based Designs: A Case Study
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    Chapter 14 Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of Place
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    Chapter 15 Wizard of Oz and the Design of a Multi-player Mixed Reality Game
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    Chapter 16 Gender and Genre Differences in Multiplayer Gaming Motivations
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    Chapter 17 Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games
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    Chapter 18 A Warning: Potential Damages Induced by Playing XR Games
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    Chapter 19 Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety Among Male University Students
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    Chapter 20 The Role of Parenting Styles and Parents’ Involvement in Young Children’s Videogames Use
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    Chapter 21 The Relation Between Video Game Experience and Children’s Attentional Networks
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    Chapter 22 Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children?
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    Chapter 23 Relationship Between Young Children’s Problematic Behaviors, Videogaming Status, and Parenting Styles
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    Chapter 24 Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions During Game Play
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    Chapter 25 Brain-Controlled Drone Racing Game: A Qualitative Analysis
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    Chapter 26 An Analysis of Engagement Levels While Playing Brain-Controlled Games
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    Chapter 27 A Cooperative Storytelling Card Game for Conflict Resolution and Empathy
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    Chapter 28 A Self-adaptive Serious Game for Eye-Hand Coordination Training
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    Chapter 29 Serious Game Design for and with Adolescents: Empirically Based Implications for Purposeful Games
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    Chapter 30 Games for Cybersecurity Decision-Making
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    Chapter 31 Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): From the Requirement Gathering to Its Initial Evaluation
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    Chapter 32 WeRehab: Assisting Cannabis Rehabilitation via Mobile Application
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    Chapter 33 Learning Programming in Virtual Reality Environments
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    Chapter 34 Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young Generation
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    Chapter 35 Adaptive Puzzle Generation for Computational Thinking
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    Chapter 36 A Systematic Review of Game Learning Research in China
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    Chapter 37 Conceptual Change in Preschool Science Education: Evaluating a Serious Game Designed with Image Schemas for Teaching Sound Concept
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    Chapter 38 A Mixed Method Approach to Evaluate Web 2.0 Applications in Business Games
Attention for Chapter 24: Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions During Game Play
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Chapter title
Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions During Game Play
Chapter number 24
Book title
HCI in Games
Published by
Springer, Cham, July 2020
DOI 10.1007/978-3-030-50164-8_24
Book ISBNs
978-3-03-050163-1, 978-3-03-050164-8

Dines Rae Selvig, Henrik Schoenau-Fog, Rae Selvig, Dines, Schoenau-Fog, Henrik

Mendeley readers

The data shown below were compiled from readership statistics for 2 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 2 100%

Demographic breakdown

Readers by professional status Count As %
Student > Doctoral Student 1 50%
Unknown 1 50%
Readers by discipline Count As %
Engineering 1 50%
Unknown 1 50%