yusuke1997/dblp-id-title huggingface dataset:
A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field
Testing positive mood effects of playing Gris, a eudaimonic video game
Understanding the "social" nature of digital games
An entrepreneurial education game for effectively Tracing the knowledge structure of college students - based on adaptive algorithms
A Digital Game Maturity Model (DGMM)
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network
Investigating Taiwan Instagram users' behaviors for social media and social commerce development
Game information dynamic models based on fluid mechanics
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis
Storytelling variants based on semiotic relations
Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience
Player behavioural modelling for video games
Enhancing imitation learning training for non-player characters based on provenance data
Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles
Procedural feature generation for volumetric terrains using voxel grammars
Towards a system of customized video game mechanics based on player personality: Relating the Big Five personality traits with difficulty adaptation in a first-person shooter game
Monitoring player attention: A non-invasive measurement method applied to serious games
Impact of social media on the psychological well-being of rural Youth- A systematic literature review and bibliometric analysis
Using provenance data and imitation learning to train human-like bots
Training disaster communication by means of serious games in virtual environments
A framework for generic facial expression transfer
Analyzing product design system application children's toys based on sustainable materials and processes
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm
WITHDRAWN: Sustainable practices in entertainment computing
"Go-tcha!": The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go
Introduction to Serious Games Development and Applications
Mental health rehabilitation of college students based on self-regulated music psychotherapy
Mobile devices at the cinema theatre
Dynamic and personalized video summarization towards sports entertainment
Evolving action pre-selection parameters for MCTS in real-time strategy games
Psychagogy and quantum theory as conceptualizations for serious entertainment and its narrative
Solutions for Dynamic Difficulty Adjustment in digital games: A Systematic Literature Review
A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system
Human and machine collaboration for painting game assets with deep learning
Optimization of image recognition and gamification training process for entertainment robots in basketball training games based on tracking technology
Application of e-learning and interactive business experience based on edge computing in smart city tourism management
A comprehensive review and ensemble CNN approach for Bharatanatyam single-hand gesture classification
Investigating gesture-based avatar game representations in teenagers, younger and older adults
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game
An automated teaching model machine combining improved fuzzy mechanism in teaching children's drawing games
Understanding and supporting cross-platform usage in the living room
The introduction of IMO, an integrated model for designing for open-ended play
Does a gamified website matter? An extended UTAUT model with regulatory fit, user experience, engagement, and attitudes
Application of speech recognition algorithm based on interactive artificial intelligence system in English video teaching system
LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments
An evolutionary game-theoretic analysis of poker strategies
Enabling dynamic generation of levels for RTS serious games
MOBA games: A literature review
A Kinect-based natural interface for quadrotor control
Evergreen: An existential video game to increase the indices associated with existential thinking in the audience
When ignorance is bliss: The role of curiosity in online games adoption
The mediating effect of fantasy on engagement in an AR game for learning
Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model
Instruction pictograms for experience-based displays and their use cases
CyberFamily: A collaborative family game to increase children's cybersecurity awareness
Exploring older people's user experiences with VR: A case study of Taiwanese seniors
EnTube: Exploring key video features for advancing YouTube engagement
Decoding comics visual narratives: a semi-automatic review using information modelling technique
Adaptive virtual reality horror games based on Machine learning and player modeling
From immersion to metagaming: Understanding rewind mechanics in interactive storytelling
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations
Opening the world of contextually-specific player experiences
Special issue on "Entertainment for tomorrow: Sustaining AI and IoT in an eco-conscious world"
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder
Play with Coding Toys in Early Childhood Education and Care: Teachers' Pedagogical Strategies, Views and Impact on Children's Development. A Systematic Literature Review
Real-time rendering of approximate caustics under environment illumination
Using social networking evidence to examine the impact of environmental factors on social Followings: An innovative Machine learning method
Brain-computer interface controlled robotic choreography based on motor imagery EEG
Characteristics determining customer's preferences for OTT video streaming: A multivariate analysis
A case study on Service-Oriented Architecture for Serious Games
Monetization mechanisms in gacha games: The behavioral triad of pricing strategies, pity systems, and belief of luck
Does applying the principles of constructivism learning add to the popularity of serious games? A systematic mixed studies review
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA
Innovative activities of Activision Blizzard: A patent network analysis
Forecasting film audience ratings: A natural language processing approach to script and production data
Ludogenic innovation: How playing incentivizes technological innovation
Gamified digital therapy for reducing perioperative anxiety in children: Exploring multi-sensory interactive experience
Playful-consumption experiences and subjective well-being: Children's smartphone usage
BI in simulation analysis with gaming for decision making and development of knowledge management
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms
Smart controller: Introducing a dynamic interface adapted to the gameplay
Young people's engagement with digital gaming cultures - Validating and developing the digital gaming relationship theory
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches
Future-proofing entertainment: Navigating market changes in television and internet video services through predictive modeling
Consumer and critic reception of video game platforms: Trends from 2002-2022
Minecraft as a block building approach for developing spatial skills
Correlation analysis of structural characteristics of table tennis players' hitting movements and hitting effects based on data analysis
Do games have the power to reduce power distance in co-design?
Improved Non-Player Character (NPC) behavior using evolutionary algorithm - A systematic review
An interactive greeting system using convolutional neural networks for emotion recognition
Navigating user engagement and cultural transitions in entertainment technology and social media based on activity management
The effect of gamified learning monitoring systems on Students' learning behavior and Achievement: An empirical study
3D image processing technology based on interactive entertainment application in cultural and creative product design
Factors determining player drop-out in Massive Multiplayer Online Games
AsapRealizer in practice - A modular and extensible architecture for a BML Realizer
Eliciting and modelling expertise for serious games in project management
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions
Building and mining a repository of design pattern instances: Practical and research benefits
Guest Editorial: Special issue on selected papers from the Brazilian Symposium on Games and Digital Entertainment (SBGames 2019-2020)
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players
Game development from a software and creative product perspective: A quantitative literature review approach
Preface for the special issue on Games and AI
A robust controller for a two-layered approach applied to the game of billiards
Comparing interaction techniques for serious games through brain-computer interfaces: A user perception evaluation study
Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment
Playing first-person shooter games with machine learning techniques and methods using the VizDoom Game-AI research platform
Oh Gosh!! Why is this game so hard? Identifying cycle patterns in 2D platform games using provenance data
The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving
Construction of teaching game evaluation model based on ISSA-BPNN
Integrating artificial intelligence and gamification in rehabilitation: A scoping review
Improved BTM topic embedding method for Web text data extraction
Refining esports: A quantitative cartography of esports literature
The application of artificial intelligence technology in the tactical training of football players
The Game Element and Mechanic (GEM) framework: A structural approach for implementing game elements and mechanics into game experiences
Child computer interactions: Cognitive development and segmenting unsafe video contents: A review
Serious games and the development of an entrepreneurial mindset in higher education engineering students
I-Ulysses: A technical report
Impacts of Game-based psychotherapy intervention to elderly with memory disorder
Exploring the impact of smartphone dependency on real-life recreational activities: A theory of planned behaviour study
Detecting long-range cause-effect relationships in game provenance graphs with graph-based representation learning
First Time User Experiences in mobile games: An evaluation of usability
StepAR: A personalized exergame for people with multiple sclerosis based on video-mapping
E-learning and AI search decision based on deep learning algorithms application in economic and legal optimization
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to
MARIO: Mid-air Augmented Reality Interaction with Objects
Influence of visual background complexity and task difficulty on action video game players' performance
Assessing the mental state of attention using a neurofeedback system and serious game tool
The Concrete Ecology Digital Game: A Review of How Gaming Affects Climate Change By Benjamin J. Abraham, Digital games after climate change , AG, Switzerland: Palgrave Macmillan, 2022, 269pp. 3030917045. $96.58
Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM
An affective serious game for collaboration between humans and robots
Music-driven generative dance movement teaching game based on a multi-feature fusion strategy
A study on the design of a deep learning model for classroom based on user participation and game chemistry processes
A scoping literature review on influencing factors in live-streaming spectatorship experience
Learning through play: Gamification model in university-level distance learning
Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions
What keeps them motivated? Children's views on an applied game for anxiety
Understanding dance semantics using spatio-temporal features coupled GRU networks
Diabetes prediction using Hybrid Bagging Classifier
Kinect-based human finger tracking method for natural haptic rendering
Social robots based on sensor technology simulate user music interaction experience
Reactions to video games that evoke a feeling of liminality
Algorithmic adaptation and generalization of physically-constrained games
The key elements of gamification in corporate training - The Delphi method
Media enjoyment as a function of control over characters
Tilt-Touch synergy: Input control for "dual-analog" style mobile games
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect
Particle swarm optimization for procedural content generation in an endless platform game
A game engine plug-in for efficient development of investigation mechanics in serious games
Preface for the Special Issue on Intelligent Technologies for Interactive Entertainment
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices
The power bases in multiplayer video games
Explainable e-sports win prediction through Machine Learning classification in streaming
Is gaming stress or Relaxation? An HRV-Based Investigation of physiological responses in young adults
Exploring video games that invoke curiosity
Using a serious game to promote community-based awareness and prevention of neglected tropical diseases
Hybrid Generation: Perceptions of social networks among Generation X in Portugal
Social entertainment robot based on neural network algorithm in personalized music course simulation
Controlling VR games: control schemes and the player experience
Solving NP-Complete Akari games with deep learning
A digital manipulative for embodied "stage-narrative" creation
The function of video game violence: Training, discipline, and hybridity
Design of online teaching interaction mode for vocational education based on gamified-learning
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction
A machine learning approach to predict the winner in StarCraft based on influence maps
MFCSNet: A Musician-Follower Complex Social Network for Measuring Musical Influence
A personality-based emotional model for embodied conversational agents: Effects on perceived social presence and game experience of users
The "lonely gamer" revisited
Immersive human-computer interaction and digital entertainment new media application in English e-learning mode
Physical and/or cognitive warm-up effects on first-person shooter video-games performances
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning
Piano harmony automatic adaptation system based on deep reinforcement learning
Effects of mobile support on situation awareness and navigation in a field and game environment
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application
Hateful tweet detection using a BiLSTM-BiGRU: An ensemble perspective
Modality specific assessment of video game player's experience using the Emotiv
Classifying games in container terminal logistics field: A systematic review
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms
Application of Learning Analytics in educational videogames
The enduring appeal of Mahjong: Navigating the challenges of AI integration
Virtual robots based on digital images and machine learning in green landscape design
Current serious game genres for stroke neurorehabilitation: A scoping review of randomized controlled trials
Improving Sleep-Wake Behaviors Using Mobile App Gamification
Setting the digital stage: Defining game streaming as an entertainment experience
Entertainment analysis in gaming model for business management with decision making and Machine learning model
Game environment art with modular architecture
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary
Analysis of interactive impact and student behavior of teaching online courses based on gamified learning
Talking to Teo: Video game supported speech therapy
Entertainment gesture robot based on wireless sensor network for singing learning perception and interactive experience simulation
Them and Us: An indoor pervasive gaming experience
Assessing the player interaction experiences based on playability
Exploring music-based attachment to video games through affect expressions in written memories
Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum
Game-based learning approach in computer science in primary education: A systematic review
Procedurally generating a digital math game's levels: Does it impact players' in-game behavior?
SEMU: A semantic knowledge management system of musical information
The relationship between co-playing and socioemotional status among older-adult game players
The effect of video game context and player relationships on prosocial behavior: The mediating role of reciprocal expectations
Special issue on Serious Games
Designing for meaningful social interaction in digital serious games
Convolutional neural network and recommendation algorithm for the new model of college music education
Contextualizing deceit in videogames
Enhancing auction experiences: Game dynamics and customer experience design
Haptic forces and gamification on epidural anesthesia skill gain
Modeling the user experience in virtual and real world transition by understanding the user goal value
Embodied functions and symbolic meaning of eyewear items in varied game environments
Software architecture for digital game mechanics: A systematic literature review
Hidden Markov Model based gesture recognition on low-cost, low-power Tangible User Interfaces
Design guidelines for developing customised serious games for Parkinson's Disease rehabilitation using bespoke game sensors
Auto-encoder neural network based prediction of Texas poker opponent's behavior
Relationship between long-term recreational video gaming and visual processing
ACA game for individuals with Autism Spectrum Disorder
Voice coding interactive music game teaching mode based on wireless network
Behavioural realism and the activation of aggressive concepts in violent video games
Design requirements for educational serious games with focus on player enjoyment
The role of perceived consumer value dimensions in predicting behavioral intention toward car-sharing: An empirical study based on the extended technology acceptance model
Smart Reckoning: Reducing the traffic of online multiplayer games using machine learning for movement prediction
Rehabilite Game+: Pose estimation-based serious games for forearm and hand movement rehabilitation
Beyond the Game: Understanding why people enjoy viewing Twitch
Action video game players require greater EEG coupling between prefrontal cortices to adequately perform a dual task
Recommendations for games to attract women to computing courses
Pervasive virtuality in digital entertainment applications and its quality requirements
Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality
Theories, methodologies, and effects of affect-adaptive games: A systematic review
A Wii remote-based infrared-optical tracking system
Evaluating the user experience of omnidirectional VR walking simulators
Chasing the Rush: How horror games trigger adrenaline and fuel Fear-Inducing elements
Design considerations for a serious game for children after hematopoietic stem cell transplantation
Application of E-Learning entertainment learning based on intelligent interactive experience in English reading assistance mode
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model
Analysis of the college underachievers' transformation via gamified learning experience
Turning shortcomings into challenges: Brain-computer interfaces for games
More than skills: A novel matching proposal for multiplayer video games
Gaming disorder and its association with depression, social anxiety, and risk perception during the COVID-19 pandemic: A study using a Gaussian graphical model and moderated network models
Intelligent e-learning design for art courses based on adaptive learning algorithms and artificial intelligence
Learning transferable collaborative behaviors for multiple agents in the game environment
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars
Play, watch, create: Unpacking community views on esports, game-related content creation, & gameplay careers
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information
Nature of arcade games
Cultivation model of football training group cohesion from the perspective of group psychology
Virtual robots based on multi task scheduling algorithms in visual graphic design and digital art applications
The act of playing and the logical and mathematical reasoning in digital games: The mathematical experience in the digital games
Casual games with a pervasive twist
Fun in Making: Understanding the experience of fun and learning through curriculum-based Making in the elementary school classroom
Serious games to improve social and emotional intelligence in children with autism
Empirical studies on the Maker Movement, a promising approach to learning: A literature review
Social accessibility in multiplayer games: Theory and praxis
The Intellectual Structure of Esports Research
Is there a better approach to assessing the value of variety shows? A dual-driven method integrating data and knowledge
Personal space-based simulation of non-verbal communications
E-learning application in immersive music entertainment teaching system based on genetic network algorithm
Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players
Plagiarism in game programming competitions
Entertainment robots based on internet of things and artificial intelligence in the process of student stress and emotion recognition