yusuke1997/dblp-id-title huggingface dataset:
The architecture of Information Management System through cloud computing according to Thai Qualifications Framework for Higher Education
Towards Self-Regulated Individual Learning Path Generation Using Outcome Taxonomies and Constructive Alignment
Engineering accomplishment cultivation for engineering education accreditation oriented higher education reform: An empirical research in NJUPT
Facilitating the Development of Humor in Electrical Engineering Students
Curriculum Development to Acquire Analytical Competencies Using an Industry BOK
Arduino as an Educational Tool to Introduce Robotics
Research profiles of Australian computing education authors: A scientometric analysis
Investigating performance in a blended SPOC
SplashKit: A Development Framework for Motivating and Engaging Students in Introductory Programming
Improving High School Girls' 21st Century Skills: Design, Implementation, Assessment on megaGEMS Research Camp
Welcome to the Microworld: STEAM Education Approach to Learn Plant Ultrastructure Cell Biology
Work-in-Progress of Exploring High School Students' Science Concept During an Engineering Design Challenge
Effective Usage of Various Answer Types of Mathematics e-Learning System
An Enhanced Intelligent Teaching Support System for College Courses
The development of MIASCE learning model based on the creative problem solving process for electromagnetic wave education
Using Educational Robotics to Support Active Learning Experiences and Foster Computational Thinking Skills among Non-STEM University Students
Internet Protocol Multimedia Subsystem Security Risk Mitigation In Fix Telephone Network
Jigsaw Cooperative Learning Trials in Optical Graduate Course
Active Distance Learning: How Student Perceptions Affect Academic Performance
A Case Study of Collaborative Mobile Learning in Large-size Classes
Teaching sustainable energy course through real world case studies, projects and simulations
Application of Computer Games in the Visual Perception Assessment of Children with Autism Spectrum Disorder
Exploring the Relationship Between Collaborative Discourse, Programming Actions, and Cybersecurity and Computational Thinking Knowledge
Improving Student's Engagement Through the Use of Learning Modules, Instantaneous Feedback and Automated Marking
Evaluation of a Virtual Reality Nasal Cavity Education Tool
A pedagogical approach of "Learning from Failure" for engineering students: observation and reflection on a Robotics Competition (RoboRoarZ-Edition 2)
Access, Excellence and Scale in India's National Programme for Technology-Enabled Learning (NPTEL): Identifying the Hidden Gaps
Examining the usage of and access to online databases for academic purposes: A study at an engineering- and technology-based university in Malaysia
Design and Implementation of an Augmented Reality Application with an English Learning Lesson
Multi-disciplinary collaborative innovation capacity training scheme
Interactive Model Tool about Center of Mass during COVID-19 Pandemic: A New Learning Path in STEM for K-12 Education
Industrial Doctorate: A Case Study of Doctor of Engineering in the United Kingdom
Gamifying the Element of Forgetting in E-learning Systems
Learning Delicate Pixel-Level Representations for Bottom-Up Human Pose Estimation
A flipped mode approach to teaching an electronic system design course
Learning Analytics to study the use of virtual tutorials for teaching university general educational subjects
SEE_ME: Software Engineering Education Methodology Exploration
Comparison Experiment of Learning State Between Visual Programming Language and Text Programming Language
An Optimal Grouping and Regrouping Method for Effective Collaborative Learning: Leveraging the Group Dynamics
A Diffraction Experiment Kit with an Arduino based Programmable Rotational Sample Platform
A scheme for composite ability evaluations in an engineering introductory seminar course
Students' behavior analysis under the Sakai LMS
Embracing Cheating in Gamified Fitness Applications
Utilizing Gravity in Movement-Based Games and Play
Around the world in 8 workshops: investigating anticipated player experiences of children
The Art of Scientific Communication
Towards Emotion-based Adaptive Games: Emotion Recognition Via Input and Performance Features
Game Dynamics that Support Snacking, not Feasting
Redirection Masking Strategies: Understanding Attentional Diversion Methods for Redirection Techniques
Proteus Card Deck: Enabling Remote Play with A Physical Card Deck
Googly Eyes: Displaying User's Eyes on a Head-Mounted Display for Improved Nonverbal Communication
What's in a name?: naming practices in online video games
Diegetic Connectivity: Blending Work and Play with Storytelling in Serious Games
Playability: A Game-Centric Definition
User Experience of Mobile Proximity-Based Applications for Playful Social Interaction
Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology
Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games
"Horror, guilt and shame" - Uncomfortable Experiences in Digital Games
Expressing Emotions With Synthetic Affect Bursts
Games and the Metaverse
How can we help? Towards a design framework for performance-accommodation mechanisms for users struggling with input
Space Probe Retrieval: A LiDAR-Based Augmented Reality Game for Forest Data Collection
The Storytelling Machine: A Playful Participatory Automated System Featuring Crowd-Sourced Story Content
Cooperation and Interdependence: How Multiplayer Games Increase Social Closeness
Do Not Play With My Emotions. Design for Emotional Accessibility
The first hour experience: how the initial play can engage (or lose) new players
Beyond gamification: designing behavior change games
Exploring Twitter as a Game Platform; Strategies and Opportunities for Microblogging-based Games
Towards Personalized Group Play in Gallery Environments
Toward a Design Theory of Sleepy Games
Grand Push Auto: A Car Based Exertion Game
Can You Rely on Human Computation?: A Large-scale Analysis of Disruptive Behavior in Games With A Purpose
SpEYEders: Adults' and children's affective responses during immersive playful gaze interactions transforming virtual spiders
Taxi trouble: communication is key
"Are Crowdsourcing Platforms Reliable for Video Game-related Research?" A Case Study on Amazon Mechanical Turk
Vulnerability and Play: Exploring the Mundane Ways in Which Games Might Harm Players
TouchMate: Understanding the Design of Body Actuating Games using Physical Touch
Methodological Challenges, Risks, and Ethical Implications in Game Research
A Canvas for Participation-Centered Game Design
Jank Accounts: We Should Study 'Broken' Games
Designing Virtual Interactive Environments for Autobiographical Memory Recall
The Role of Uncertainty in Moment-to-Moment Player Motivation: A Grounded Theory
Assessing Computational Thinking in Students' Game Designs
MagicTorch: A Context-aware Projection System for Asymmetrical VR Games
Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite
Recommendations for Building Gamified Calibration Technologies for BCI Applications
MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations
Peter the Fashionista?: Computer Programming Games and Gender Oriented Cultural Forms
The Future of Generative AI: How GenAI Would Change Human-Computer Co-creation in the Next 10 to 15 Years
Bilingual SpeechBlocks: Investigating How Bilingual Children Tinker with Words in English and Spanish
Motivating Engagement with a Wellbeing App Using Video Games and Gamification
Perspectives in Play: Printable Board Games that Teach about Foreign Policy
Designing Play to Support Hospitalized Children
Not Just for Girls: Encouraging Cross-Gender Role Play and Reducing Gender Stereotypes with a Strategy Game
Five CHI PLAY Papers I Like: On Championing Published Work That Has Merit
Designing for Engaging BCI Training: A Jigsaw Puzzle
An Optical Brain Imaging Study on the Improvements in Mathematical Fluency from Game-based Learning
Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active Breaks
I will stand by you: Measuring the perceived Social Presence towards Semi-Autonomous Companions in a 2D game
AMELIO: Evaluating the Team-building Potential of a Mixed Reality Escape Room Game
StoryBit Boards: Crafting Interactive Narratives in Paper-Based Games with Micro: bits
Lines of Play: Using Vector Tools to Place Game Objects in Augmented Reality
Better Frame Rates or Better Visuals? An Early Report of Esports Player Practice in Dota 2
Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More Transparency
Designing Interactive Toys for Elephants
Calm a Mobile based Deep Breathing Game with Biofeedback
Player strategies: achieving breakthroughs and progressing in single-player and cooperative games
GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing
Design and Preliminary Validation of The Player Experience Inventory
Trait Mindfulness and Player Experience
Unscripted, Unproduced, Unstaged: Audience Perceptions of Authenticity of Microstreamers
An Adaptive Training Framework for Increasing Player Proficiency in Games and Simulations
TouchPoints: an exertion game with strategy
Escape!Bot: Child-Robot Interaction to Promote Creative Expression During Gameplay
The Alt-Self: Investigating the Inclusivity of Self-Avatar Representations in Social VR
Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins
GMap: Supporting Free-Form Text Entry of Game Titles in Games User Research
IC-CRIME snapshots: training crime scene photographers using procedural content generation in games
Player-Computer Interaction Features for Designing Digital Play Experiences across Six Degrees of Water Contact
Anthropomorphism-Based Focus Group Protocol to Select Gamification Mechanics
Exploring the Role of Self-efficacy in Biofeedback Video Games
HIDDEN LION: a location based app game of sword lion searching
Exploring the Significance of Iterative Design: A Case Study of L'île Archéo
Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience
Mobile App based Game Mechanics to Motivate Enhanced Physical Activity in Early Adolescense
Games for the Assessment and Treatment of Mental Health
Whatever Floats Your Boat: Balancing Mechanics in Hybrid Interactive Game Design
Exploring Gaming Wearables for Players with Upper Limb Motor Disabilities through Design Fiction and DIY
Chi Play Bingo
Placemaking for Urban Sustainability: Designing a Gamified App for Long-term, Pro-environmental Participation
The Maze: Enabling Collaborative Planning in Games Through Annotation Interfaces
Toward a Design Theory of Game-Mediated Social Experiences - A Study of Among Us
New Research Perspectives on Game Design and Development Education
Climate Connected: An Immersive VR and PC Game for Climate Change Engagement
Playing With Friends - The Importance of Social Play During the COVID-19 Pandemic
Noneliness: : A Gamified Mobile App to Reduce Loneliness Among University Students
FEVR: Exploring the Use of Virtual Reality for Pre-Evacuation Wildfire Training
A Testbed for Fun and Effective Features in Spatial Skill Training Games
Connecting through Play by Design
Pirate Dice: An Ethnomethodological Analysis of Paired Playing
Participatory design for serious game design: truth and lies
"Magic Flowerpot": An AR Game for Learning about Plants
Fictional Game Elements: Critical Perspectives on Gamification Design
eGenjiko: Scent Matching Game using a Computer-Controlled Censer
Trouble Maker: Truth or Dare Prompt Generator Based on Markov Chain
Procedural Generation of Video Game Cities for Specific Video Game Genres Using WaveFunctionCollapse (WFC)
Hover Loop: A New Approach to Locomotion in Virtual Reality
Work in Games: Exploring Player Experiences caused by In-game Activities
Roller Coaster Park Manager by Day Problem Solver by Night: Effect of Video Game Play on Problem Solving
Meaningful Choice in Strategic Unit Selection: A Case Study of Unit Rankings in StarCraft II
Identifying Optimization Potential in the Field of Learning and Game Design by Using the Example of a Pre-Alpha Prototype of "Arctic Economy"
Identity in New Realities: Future Trajectories for Forming Identities and Social Lives in Extended Realities
Towards a 2 nd Person Perspective on Bodily Play
Biofeedback-Driven Multiplayer Games: Leveraging Social Awareness and Physiological Signals for Play
The Tracer Method: The Dynamic Duo Combining Cognitive Task Analysis and Eye Tracking
Magia Transformo: Designing for Mixed Reality Transformative Play
Gamification through the Application of Motivational Affordances for Physical Activity Technology
ASCENT: a first person mountain climbing game on the oculus rift
Racial Diversity in Indie Games: Patterns, Challenges, and Opportunties
CodeFruits: Teaching Computational Thinking Skills Through Hand Gestures
HeatCraft: Playing with Ingestible Sensors via Localised Sensations
Fit to Draw: An Elevation of Location-Based Exergames
Tai Chi In The Clouds: Using Micro UAV's To Support Tai Chi Practice
Effects of Background Music on Risk-Taking and General Player Experience
GlowPhones: Designing for Proxemics Play with Low-Resolution Displays in Location-based Games
"This Is Nice but That Is Childish": Teenagers Evaluate Museum-Based Digital Experiences Developed by Cultural Heritage Professionals
Game with Breathing Control System for Learning Circular Breathing
Phonoloco: Facilitating Playful Interactions with Location Aware Smartphones
Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn Rehabilitation
Towards Predicting Hexad User Types from Mobile Banking Data: An Expert Consensus Study
I'm Glad You Are on My Side: How to Design Compelling Game Companions
Sally&Molly: A Children's Book with Real-Time Multiplayer Mobile Augmented Reality
Video Games to Study and Improve Collaboration Skills
News from the Future: Videogames from 2026 to 2035
Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2024, Tampere, Finland, October 14-17, 2024
Paradigms of games research in HCI: a review of 10 years of research at CHI
Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games
Persuasive Mobile Game Mechanics For User Retention
Out of Tune? Nudging Player Behavior Through Background Music Pitch Modulation
Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation
Minecraft as AI Playground and Laboratory
Towards Teaching Maternal Healthcare and Nutrition in Rural Ethiopia through a Serious Game
Blind Adventure - A Game Engine for Blind Game Designers
Towards Design Strategies for the Persuasive Gameplay Experience
Meaningful Play and Malicious Delight: Exploring Maldaimonic Game UX
Gaze-Based Onlooker Integration: Exploring the In-Between of Active Player and Passive Spectator in Co-Located Gaming
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022, Bremen, Germany, November 2-5, 2022
Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play
AXO: A Video Game That Encourages Recycling to Preteens
Navigation by Walking In Hyperbolic Space Using Virtual Reality
Lessons From Designing a Game to Support Playfulness in Multisensory Stimulation Environments
CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Austria, October 18-21, 2021
What Data do Players Rely on in Social Deduction Games?
Operation Citadel: Exploring the Role of Docents in Mixed Reality
Wearable Learning: Multiplayer Embodied Games for Math
Through Pink and Blue Glasses: Designing a Dispositional Empathy Game Using Gender Stereotypes and Virtual Reality
Identifying Children Metacognitive Monitoring Performance Through Facial Expressions
Towards a Generic eGuide Gamification Framework for Tourist Attractions
Culture Clash: When Deceptive Design Meets Diverse Player Expectations
Scented Days: Exploring the Capacity of Smell Narratives
Jessy: A Conversational Assistant for Tutoring Digital Board Games
Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming Context
Optional Learning in Games
Automated Game Testing with ICARUS: Intelligent Completion of Adventure Riddles via Unsupervised Solving
Making the best of imperfect data: reflections on an ideal world
The Spheres of Player Motivation: Towards a New Typology for Player Motivation in Digital Games
Emotional Robocoaster: An Exploration on Emotions, Research Methods and Introspection
Exergame Development Using Body Composition Data for Obesity Care
Artificial Players in the Design Process: Developing an Automated Testing Tool for Game Level and World Design
Increasing Player Coupling in an Asymmetric Racing Game
(A)I Can Play Gomoku: An Intelligent Tutoring System for Strategic Games
PLEXQ: Towards a Playful Experiences Questionnaire
Engagement Through Play: Politics and Video Games
"One of the baddies all along": Moments that Challenge a Player's Perspective
Shinobi Valley: Studying Curiosity For Virtual Spatial Exploration Through A Video Game
Emotional and Functional Challenge in Core and Avant-garde Games
Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle Stimulation
Player Interaction with Procedurally Generated Game Play from Crowd-Sourced data
vrSensory: Designing Inclusive Virtual Games with Neurodiverse Children
Choreografish: Co-designing a Choreography-based Therapeutic Virtual Reality System with Youth Who Have Autism Spectrum Advantages
Neural Network Based Facial Expression Analysis of GameEvents: A Cautionary Tale
Ethics and Transparency in Game Data
Using Technology to Boost Employee Wellbeing? How Gamification Can Help or Hinder Results
Disambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental Behaviour
Closing the Loop in Exergaming - Health Benefits of Biocybernetic Adaptation in Senior Adults
Computer Games As Learning Tools: Teachers Attitudes & Behaviors
Preliminary Development and Evaluation of the Mini Player Experience Inventory (mPXI)
Enabling Restorative Hawaiian Futurism via a Tabletop Role-Playing Game and Digital Ha'i Mo'olelo
Gamifying the City: Pervasive Game Elements in the Urban Environment
GamiDOC: A Tool for Designing and Evaluating Gamified Solutions
Understanding the Labor of Professional eSports Players
Trusted Teammates: Commercial Digital Games Can Be Effective Trust-Building Tools
The False Dichotomy between Positive and Negative Affect in Game Play
Multimedia Showdown: A Comparative Analysis of Audio, Video, and Avatar-Based Communication
"Come on, Guys, Let's Stick Together!": Organizational Dynamics Emerging among Players in a First-Person Shooter Video Game
Point & Teleport Locomotion Technique for Virtual Reality
A diary study exploring game completion and player experience
Exaggeration of Avatar Flexibility in Virtual Reality
Rainbow Agents: A Collaborative Game For Computational Literacy
Improving player balancing in racing games
In-Car Gaming: Exploring the Global and Psychological Context
MarioMix: Creating Aligned Playstyles for Bots with Interactive Reinforcement Learning
Affective Critical Play
Behind the Screens: An Exploratory Study on Gamer Types and Identities in Game Jams
Wordcraft: Playing with Sentence Structure
INJUSTICE: Interactive Live Action Virtual Reality Experience
Motivational Impacts and Sustainability Analysis of a Wearable-based Gamified Exercise and Fitness System
Pre-Eating Play: Fabrication Experiences for Playful Human-Food Interaction
VirusBoxing: A HIIT-based VR Boxing Game
Beyond Traditional Gaming: Understanding How Social VR Streaming Creates New Forms of Play
Risking Treasure: Testing Loss Aversion in an Adventure Game
No Game, No Pain?: Towards a Mobile Exergame for Rehabilitation
Training While Playing?: Enhancing Cognitive Control Through Digital Games
"Always a Tall Order": Values and Practices of Professional Game Designers of Serious Games for Health
The Impact of Rewards and Trait Reward Responsiveness on Player Motivation
Kindness is Contagious: Exploring Engagement in a Gamified Persuasive Intervention for Wellbeing
Responsive Environmental Diegetic Audio Feedback for Hand Gestures in Audio-Only Games
Krinkle Cube: A Collaborative VR Game Using Natural Interaction
The Longest Walk: A Retrospective of Biographical Game Design
Say Cheese!: Games for Successful Academic and Student Networking
Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games
Incremental Game Mechanics Applied to Text Annotation
Exploring the Potential of Vertical Jump Training in Virtual Reality
Examining the impact of game interventions on depression among older adults
Chatterbox Opener: A Game to Support Healthy Communication and Relationships
A Playful Wildfire Simulation System in Two Minigames
Tracing the Development of a Haptically-enhanced Simulation for Teaching Phase Change
Disability and Play - What to consider beyond accessibility
Utilizing Virtual Play to Help Adopted Children with Trauma
Beyond Addiction: Positive and Negative Parent Perceptions of Minecraft Play
Supporting Computing-centred Intuitions for Quantum Computing through Play
Streaks and Coping: Decoding Player Performance in League of Legends Using Big Data from Top Players' Matches
Hiki-game-ori: A Proposed Framework for Therapeutic Game Development for Socially Isolated Audiences
How Can I Interact?: Comparing Full Body Gesture Visualizations
Effect of Digitally Augmented Toys on Young Children's Experience in Pretend Play
Sailing Skweezee: An Exploration of Squeeze Interaction in VR
Gaming the Iron Curtain: Making, Playing, and Copying Computer Games in Communist Czechoslovakia
Screening for Mild Cognitive Impairment through Digital Biomarkers of Cognitive Performance in Games
AutoGym: An Exertion Game for Autonomous Driving
Action RPG Game Space Created by Listening: Spatial Exploration and Cognition without Vision
Kinetics: A Mathematical Model for an On-Screen Gamepad Controllable by Finger-Tilting
Designing for and Identifying Plural Goals in a Science Museum Game Exhibit
Maze commander: a collaborative asynchronous game using the oculus rift & the sifteo cubes
Using Serious Game Analytics to Inform Digital Curricular Sequencing: What Math Objective Should Students Play Next?
Virtual Materiality: Realistic Clay Sculpting in VR
Prototyping a Grip Pressure-Sensing Controller for Video Games
Opening the Black Box of Play: Strategy Analysis of an Educational Game
A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games
Your Move Sounds So Predictable!
DigiGlo: Exploring the Palm as an Input and Display Mechanism through Digital Gloves
Design Rationales of a Mobile Game-Based Intervention for German Dyslexic Children
Kawaii Game Vocalics: A Preliminary Model
The Falling of Momo: A Myo-Electric Controlled Game to Support Research in Prosthesis Training
Adaptive Play: Examining Game-Based Coping Behaviour as an Individualized Stress Response
More than Looking: Using Eye Movements Behind the Eyelids as a New Game Mechanic
The Things We Play with Roles of Technology in Social Play
Videogame Rewards and Prosocial Behaviour
Ad hoc genre switching: a concept for generalized parametrizable game mechanics
Ghost Gait: Cultic Feedback and Meme-Driven Accountability in Wearable AR Fitness Play
Paying Customer, not Necessarily a Retained Customer in Freemium Games
Designing Embodied AR Games Through PT Movement Logics: A Spectacles-Based Study
Designing an immersive and entertaining pervasive gameplay experience with spheros as game and interface elements
Game-Based Myoelectric Training
Unpacking Mathematical Play within Makerspaces using Embodied Cognition
ABOVE WATER: An Educational Game for Anxiety
Modeling Routinization in Games: An Information Theory Approach
You Should Have Stayed Home: How to Captivate an Audience in VR Theatre
Leveraging Design Patterns to Support Designer-Therapist Collaboration When Ideating Brain Injury Therapy Games