yusuke1997/dblp-id-title huggingface dataset:
Sign of life: A system for escalating post-disaster rescue missions in ready-made garment factories
Optimal allocation of 3G budget for smartphones running heterogeneous applications
Explainable Deep Learning for Cyber Attack Detection in Electric Vehicle Charging Stations
Cooling energy integration in SimGrid
Balancing Worker Utility and Recruitment Cost in Spatial Crowdsensing: A Nash Game Approach
Test implementation of a sensor device for measuring soil macronutrients
An Optimized Decision Tree based Android Malware Detection Approach using Machine Learning
Towards perceiving and resolving the impediments to reporting for the developing countries
Unveiling Key Predictors for Early Heart Attack Detection using Machine Learning and Explainable AI Technique with LIME
Conventional and deep feature oriented quality inspection of internal defected eggs using infrared imaging
Wireless media access depending on packet size distribution over error-prone channels
Fault tolerant optimized broadcast for wireless Ad-Hoc networks
Knowledge Distillation and Weight Pruning for Two-step Compression of ConvNets in Rice Leaf Disease Classification
Conflicting goal constrained architecture of a heterogeneous mobile sensor network
International Conference on Networking Systems and Security, NSysS 2015, Dhaka, Bangladesh, January 5-7, 2015
Design of optical waveguides considering thermo-mechanical aspects
RLB: Randomized load balanced packet forwarding strategy in name based data networking
Can Features for Phishing URL Detection Be Trusted Across Diverse Datasets? A Case Study with Explainable AI
Random Data Poisoning Attacks on Nonlinear Regression Learning
Two step verification system of highly secure social media: Possible to breach the security
A Technique to Enrich the Secrecy Level of High Capacity Data Hiding Steganography Technique in JPEG Compressed Image
Efficient UAV deployment strategy for reconnaissance
Fault-Tolerant Covering Points by UAVs
Sparse mat: A tale of devising a low-cost directional system for pedestrian counting
Incentive model design for participatory sensing: Technologies and challenges
A comparison between RSA and ElGamal based untraceable blind signature schemes
Application of Machine Learning Based Hospital Up-gradation Policy for Bangladesh
MARQUES: Distributed multi-attribute range query solution using space filling curve on DTHs
Citadel: An Automated Abuse Detection System to Detect And Prevent Abusive Behaviors over Emails
FGPGA: An efficient genetic approach for producing feasible graph partitions
An Approach Towards Multilingual Translation By Semantic-Based Verb Identification And Root Word Analysis
Chameleon: defending secret information from eavesdropping over physical environment
Determining Confused Brain Activity from EEG Sensor Signals
Smartphone-based Calorie Estimation From Food Image Using Distance Information
Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis
Designing serious games with linguistic resources
Playing between Opposite Ideologies with Focalization and Agency: A Look at Ideological Perspective in Narrative-driven Games
Don't play me: EVE Online, new players and rhetoric
Adapting in-game agent behavior by observation of players using learning behavior trees
Towards Understanding Player Behavior in Blockchain Games: A Case Study of Aavegotchi
Stories from the Bottom Up: Emergent Narratives with Composable Story Sifting Patterns
Modelling virtual camera behaviour through player gaze
The Coralize Tool for Creating Underwater Environments
Welcome to the discourse of the real: Constituting the boundaries of games and players
Multi-core processing within the frontal lobe
Examining 'RPG elements': Systems of character progression
SeekWhence a retrospective analysis tool for general game design
Mixed-initiative generation of virtual worlds - a comparative study on the cognitive load of WFC and HSWFC
International Conference on the Foundations of Digital Games, FDG '10, Pacific Grove, CA, USA, June 19-21, 2010
Exploring the Technical History of Games Through Software and Visualization
Detecting structural deadlocks in Multiplayer Games using automatically generated Petri Nets
A Framework for Analogue Game-modification Learning: Guidelines to Lower Barriers for Games in Education
Neurotype Cafe: A Case Study in Neurodiverse Self-Representation
Large-Scale Interactive Visualizations of Nearly 12, 000 Games
Introducing shared character control to existing video games
Social interactions in game jams: a jammer recommender tool
Encoding Socio-Historical Exegesis as Social Physics Predicates
Toward a domain-independent framework to automate scaffolding of task-based learning in digital games
Towards an Understanding of Character Believability
Play in the museum: Designing game-based learning environments for informal education settings
"It's Not Fair!" - Exploring Game Master Unfairness in Tabletop Role Playing Games
Optimizing adaptivity in educational games
Tutorial Level Design Guidelines for 2D Fighting Games
Emotion in interactive storytelling
Game design and development students: who are they?
How To Save A World: The Go-Along Interview as Game Preservation Methodology in Wurm Online
Pitch perfect or exploring pitching practices in industry and games education
Affordances of brainstorming toolkits and their use in game jams
Mammoth: a massively multiplayer game research framework
The Masquerade of Play: A Reappraisal of the Magic Circle
Towards Disambiguating Quests as a Technical Term
Designing pervasive health games for sustainability, adaptability and sociability
Thematization of actions in open-world action-adventure games
Automatic identification and generation of highlight cinematics for 3D games
JavaStrike: a Java programming engine embedded in virtual worlds
Mechanics automatically recognized via interactive observation: jumping
System for Automated Interactive Lighting (SAIL)
Game design frameworks: where do we start?
Conceptual Art Made Real: Why Procedural Content Generation is Impossible
Designing for the Dichotomy of Immersion in Location Based Games
Educational game design: an empirical study of the effects of narrative
Understanding digital play in moving spaces
Record, Review, Edit, Apply: A Motion Data Pipeline for Virtual Reality Development & Design
Telling Eyes: Linking Eye-Tracking Indicators to Affective Variables
A linguistic analysis of games: Verbs and nouns for content estimation
Cologon: a game to foster communication skills in inclusive education
Designing for Playfulness in Human-AI Authoring Tools
Towards the automatic generation of card games through grammar-guided genetic programming
A taxonomy of narrative-centric board and card games
Modelling market sellers in World of Warcraft
Uplifting Us: A BIPOC Game Design Case Study
Influence points for tactical information in navigation meshes
Teaching Older Adults to Play Minecraft
The Effects of Adaptive Procedural Levels on Engagement and Performance in an Educational Programming Game
Landspotting - Games for improving global land cover
Do Game Bots Dream of Electric Rewards?: The universality of intrinsic motivation
The Eyes, the Hands and the Brain: What can Text-to-Image Models Offer for Game Design and Visual Creativity?
"I want to let them in": Exploring Critical Consciousness Development through Roleplay and Reflection in "Papers, Please"
Analytic Procgen with Composable Design Space Expressions
Merits of Gamification: Transmediality and Spatiality of Walden, a Game
Building worlds together: understanding collaborative co-creation of game worlds
Adapting game mechanics with Micro-Machinations
The Randomizer Community does Procedural Content Generation Research
Player interaction in narrative games: structure and narrative progression mechanics
Game Mechanic Alignment Theory
Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and Development
Exploring Design Motifs and Extending Visual Representation of Style
CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets
Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique
MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions
Assessing game-themed programming assignments for CS1/2 courses
The Scored Rule Engine: Next-Generation Social Physics
Evaluating distance metrics for animation blending
But does pikachu love you?: reproductive labor in casual and hardcore games
Small, personal videogames about mental health: An informal survey of Bitsy games
Integrating games and machine learning in the undergraduate computer science classroom
Formalizing Non-Formalism: Breaking the Rules of Automated Game Design
Persuasive Content: Understanding In-Game Advertising Retention in Players and Onlookers
An enjoyment metric for the evaluation of alternate reality games
Implementing games on pinball machines
Xylem: The Code of Plants
Generative design in minecraft (GDMC): settlement generation competition
The relationship between player involvement and immersion: An experimental investigation
A web-based editor for multiplayer choice games
Building social games: from platform to product
Inferring cognitive behaviors from low-level user interactions in games
The Struggle is Spiel: On Failure and Success in Games
Enhancing wave function collapse with design-level constraints
What is procedural content generation?: Mario on the borderline
Shopping for Game levels: A Visual Analytics Approach to Exploring Procedurally Generated Content
Supporting Computational Algorithmic Thinking (SCAT): Understanding the Development of Computational Algorithmic Thinking Capabilities in African-American Middle-School Girls Through Game Design
Designing FEVR: a VR Game for Wildfire Evacuation Readiness
Metagames: on the ontology of games outside of games
The NES Video-Music Database: A Dataset of Symbolic Video Game Music Paired with Gameplay Videos
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired
Sequential Segment-based Level Generation and Blending using Variational Autoencoders
Marking new ground: Flash, HTML5 and the future of the web arcade
Affective game engines: motivation and requirements
Developing a Toolkit to Game Design: The Gamers4Nature Project: from Concept to Artefact
Visual motion in a railed shooter game: A designer study
Biotic games: Integrating real living cells into digital game play
Entropy Lost: Nintendo's Not-So-Random Sequence of 32, 767 Bits
Analysis of Uncertainty in Procedural Maps in Slay the Spire
This is fine: #ResistJam and the 2016 election in gaming
What do we value in procedural content generation?
Predicting Tetris Performance Using Early Keystrokes
Online recruitment and engagement of students in game and simulation-based STEM learning
It's a-me / Mario: Playing as a ludic character
Effective practices in game tutorial systems
StoryWorld: Procedural Quest Generation Rooted in Variety & Believability
Sturgeon-GRAPH: Constrained Graph Generation from Examples
Investigating studio-based learning in a course on game design
AI-based Game Design Patterns
Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse
Integrating players, reputation and ranking to manage cheating in MMOGs
Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study
Crafting Game-Based Learning: An Analysis of Lessons for Minecraft Education Edition
Developing the Relic Series: Exploring the Effects of Remediating Naively Generated Narrative
The ETH game programming laboratory: a capstone for computer science and visual computing
Using navigation meshes for collision detection
PCG-based game design: creating Endless Web
Slice of Life: A Social Physics Game with Interactive Conversations using Symbolically Grounded LLM-Based Generative Dialogue
Gamified Educational Software for Data Literacy - A Research Through Design Approach to GANDALF
Games about mental health - Designing the experience of "What it's Like"
Feature-based projections for effective playtrace analysis
Tisch digital tools supporting board games
Toward a computational model of focalization in narrative
A game-independent play trace dissimilarity metric
Fine-tuning GPT-2 on annotated RPG quests for NPC dialogue generation
Cropland Capture - A Game for Improving Global Cropland Maps
Trends in Gaming - Views of Industry Professionals and Game Scholars
Scenario generation for emergency rescue training games
(In)formative play: the effects of digital games on creativity and problem-solving skills
Discourses of connectedness: Constructing the networked, mediated community
Working with Nature's Lag: Initial Design Lessons for Slow Biotic Games
Shredding with mom and dad: intergenerational physics gaming in a children's museum
Rhythm-based level generation for 2D platformers
Play, metaphor and representation - a love triangle or une liaison dangereuse?
Mission HydroSci: a progress report on a transformational role playing game for science learning
Proceedings of the 19th International Conference on the Foundations of Digital Games, FDG 2024, Worcester, MA, USA, May 21-24, 2024
Addressing industry issues in a multi-disciplinary course on game design
Towards generative emotions in games based on cognitive modeling
An Internet-assisted Dixit-playing AI
Deep convolutional player modeling on log and level data
Cellular automata for real-time generation of infinite cave levels
Toward proccedural decorative ornamentation in games
Human factors in entertainment computing: designing for diversity
Comparing paid and volunteer recruitment in human computation games
The effect of a persuasive game on attitude towards the homeless
Language-Driven Play: Large Language Models as Game-Playing Agents in Slay the Spire
How psychophysiology can aid the design process of casual games: a tale of stress, facial muscles, and paper beasts
TownSim: agent-based city evolution for naturalistic road network generation
A Slower Speed of Light: Developing intuition about special relativity with games
Modulith: A Game Engine Made for Modding
Collaborative Agent Gameplay in the Pandemic Board Game
Using Proof Theory to Study Game Mechanics
Behaviour oriented design for real-time-strategy games
FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, FDG22, Athens, Greece, September 5-8, 2022
A new look at World of Warcraft's social landscape
Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 Pandemic
Synthesizing interpretable strategies for solving puzzle games
FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, Montreal, QC, Canada, August 3-6, 2021
Core or Chore? How Hybridity Impacts Player Experience
Statistical Analysis of Player Behavior in Minecraft
Lessons in teaching game design
Towards generating textual game assets from real-world data
"I never gave up": engagement with playable characters and esports players of overwatch
'The bandwidth comes and goes': Gaming preferences, habits and attitudes in a persistent low mood population
A Pattern-Based Game Mechanics Design Assistant
If Your Empire Last More Than Two Centuries, You May Need to Speak to Your Doctor: The Effects of Historicizing Discourse in the Crusader Kings 3 Community
Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games
Youth offenders developing social and technical skills through game creation
Designing excuses for interaction to facilitate social curiosity
Spooky Dodgeball at a Distance
Semantic constraints for procedural generation of virtual worlds
Game2Learn: improving the motivation of CS1 students
Applications of Graph Theory and Probability in the Board Game Ticket to Ride
Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play
Gameplay analysis through state projection
Teaching gameful design
Towards the next generation of board game opponents
Balancing physical and cognitive challenge: A study of players' psychological responses to exergame play
Tessera: A Practical System for Extended WaveFunctionCollapse
Semantic Descriptions for Logical Content Generation
The Kerdroya Postmortem: Navigating the Labyrinth of Co-creative Design and Collective Vision
A design framework for playful wearables
Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry
Narrative involvement in games
Towards a Human-in-the-Loop System for Authoring Game AI using Behavior Languages
AI-assisted analysis of player strategy across level progressions in a puzzle game
Enabling Real-Time Prediction of In-game Deaths through Telemetry in Counter-Strike: Global Offensive
Addressing the fundamental tension of PCGML with discriminative learning
Integrating Players' Perspectives in AI-Based Games: Case Studies of Player-AI Interaction Design
Academics without borders
Analysis of players' in-game performance vs rating: Case study of Heroes of Newerth
Evaluating the evaluation tools
Immersive Gameplay via Improved Natural Language Understanding
Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games
On creating a native real-time-strategy game user interface for multi-touch devices
Alphabet Soup: Design and development of a short form game
Teamwork and adaptation in games (TAG): a survey to gauge teamwork
Three corners of reward in computer games
Understanding representation in playable simulations
Gender differences in videogame development classes: U.S. and the U.A.E
Shifting Genres: Limits of Video Game Genre Taxonomy in Roguelikes
StoryAssembler: an engine for generating dynamic choice-driven narratives
Analysis of level design 'push & pull' within 21 games
Perspectives, frame rates and resolutions: it's all in the game
Periodic load balancing heuristics in massively multiplayer online games
Play and Viz: Using Entertainment Games for Exploring Data Visualizations
A new game mechanic: game entity social mapping
Measuring risk in stealth games
Introducing: the game jam license
Operating a computer science game degree program
A Pattern-Based Bayesian Network for the Game of Nine Men's Morris
Village Voices: An adaptive game for conflict resolution
Investigating behavior change indicators and cognitive measures in persuasive health games
Satire at Play: A Game Studies Approach to Satire
Genetic Game Criticism
Mapping the field of organism-involved computer games
Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games
ABC-Sprints: adapting Scrum to academic game development courses
Level design as model transformation: a strategy for automated content generation
Exploring adolescent's STEM learning through scaffolded game design
A Foundation for the Persuasive Gameplay Experience
STRIVE: Socio-behavioral Taxonomy Representation for Interactive Virtual Environments
Understanding Flow, Identification with Game Characters and Players' Attitudes
Towards explainable prediction of player frustration in video games
Lessons Learned from Video Game Players Sorting Genomes
Analyzing the expressive range of a level generator
Research Quest: Critical Thinking through Video Games and Interdisciplinary Collaboration
All Good Things Come in Threes: Assessing Student-Designed Games via Triadic Game Design
Level up: a frame work for the design and evaluation of educational games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010
Next-gen content creation for next-gen AI
Making text annotation fun with a clicker game
Predicting future states in DotA 2 using value-split models of time series attribute data
Chronologically nonlinear techniques in traditional media and games
SpyFeet: an exercise RPG
Patterns, Dungeons and Generators
An analysis and comparative user study on interactions in mobile virtual reality games
Questgram [Qg]: Toward a Mixed-Initiative Quest Generation Tool
Towards a game-independent model and data-structures in digital board games: an overview of the state-of-the-art
The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis
Formalizing Casual Tabletop Games for Language Teaching
Learning in Collaborative and Motivational Virtual Environments
Is the Jedi Force Pull Method Effective? Evaluating Eye-Tracked Object Grabbing in VR
Automated Testing in Super Metroid with Abstraction-Guided Exploration
Weatherlings: a new approach to student learning using web-based mobile games
Exploring the Possibility Space of 1 Billion Spells
Tool-supported iterative learning of component-based software architecture for games
Session details: Workshop on Eudaimonia in Digital Games
A different approach to teaching Chinese through serious games
Author assistance visualizations for Ice-Bound, a combinatorial narrative
Guided open story generation using probabilistic graphical models
V-Light: Leveraging Edge Computing For The Design of Mobile Augmented Reality Games
Subjective documentary: the Cat and the Coup
Understanding mario: an evaluation of design metrics for platformers
Impact of BCI-Informed Visual Effect Adaptation in a Walking Simulator
Beyond Barbie and Mortal Kombat: new perspectives on girls and games
Compositional procedural content generation
Generative agents for player decision modeling in games
Evaluating user performance in 3D stereo and motion enabled video games
Where do we go now?: anytime algorithms for path planning
Feedback-based gameplay metrics
Peak-end rule in narrative videogames: analysis of players' perceptions on social media about "The Last of Us Part II" and "God of War"
High-tech low-tech authenticity: The creation of independent style at the Independent Games Festival
On the harmfulness of secondary game objectives
KryptonEyed: Playing with Gaze Without Looking
Publication and evaluation challenges in games & interactive media
"Slow down and look": Desirable aspects of failure in video games, from the perspective of players
A generative model of group conversation
Tarot-based narrative generation
Generating game content from open data
The adventures of Ms. Meta: chapter one demo
Interactive genetic engineering of evolved video game content
Analysis of Business Model Transition Based on Active User and Review Value
Kanakatana: Teaching Japanese through Game Mechanics
Crunch on video game production: practices to avoid for healthier workplaces in Game Development
Towards Non-Technical Designer Control over PCG Systems: Investigating an Example-Based Mechanism for Controlling Graph Grammars
Generating Responsive Life-Like Biped Characters
Educational impact of digital visualization and auditing tools on a digital character production course
In Your Face(t) Impact of Personality and Context on Gameplay Behavior
Authoring conversational narratives in games with the Chimeria platform
Retrieving videogame moments with natural language queries
S 4 LVE: shareable videogame analysis and visualization
Bringing a pioneer games project to the next level
Method in the madness: the design of games as valid and reliable scientific tools
Anti-heuristics for maintaining immersion through believable non-player characters
Minstrel remixed: a reconstruction and exploration
Evaluation of a template-based puzzle generator for an educational programming game
Engaging young learners in making games: an exploratory study
Refugeoly: Building a Serious Game through refugee testimonies
A qualitative study of Ragnarök Online private servers: in-game sociological issues
SimBully: A 'bullying in schools' simulation
A model for socially intelligent merchants
Exploring the hearthstone deck space
Narrative engagement in games - A continuation desire perspective
Organic building generation in minecraft
Explicit domain modelling in video games
The effects of anthropomorphic avatars vs. non-anthropomorphic avatars in a jumping game
Characterizing and understanding game reviews
Toward personalized guidance in interactive narratives
Games for therapy: Defining a grammar and implementation for the recognition of therapeutic gestures
It's Badging Time!: Permanence, Expiration, and Lifespan of Digital Badges