yusuke1997/dblp-id-title huggingface dataset:
CWcollab: Presenting multimedia with web-based context-aware collaboration
Influence of social robots and digital media based on edge computing on dance performance entertainment environment
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners
Can we engage players with extended reality in gaming applications? A Stimulus-Organism-Response framework
Simulation of E-learning in English learner writing teaching based on natural language processing and machine learning algorithms
Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game
The effect of in-game moral choices and NPCs' identities on players' intergroup attitudes
Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines
Videogame-based tool for learning in the motor, cognitive and socio-emotional domains for children with Intellectual Disability
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software
A design strategy for Geo AR mobile game sustainable success emphasizing game completeness
"We won" vs. "They lost": Exploring ego-enhancement and self-preservation tendencies in the context of video game play
Predicting subscription renewal using binary classification in World of Warcraft
Research on digital entertainment media in English writing e-learning system based on interactive game learning method
Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project
Video game personalisation techniques: A comprehensive survey
Adaptive storytelling based on personality and preference modeling
Emotion recognition using deep learning models in Chinese speech
On exploiting transformers for detecting explicit song lyrics
Improving Learners' Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach
Analyzing the sophistication of Chinese checkers
A game-theoretic analysis of traditional song selection rules in rhythm game tournaments
An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations
Federated learning based privacy preserved English accent training ecosystem for people with Indian language accent
The application of gaming virtual scenarios generated by point cloud 3D in inducing psychological intervention
Preface to the Special Issue of best papers from ICEC 2009
Design and research of educational mode in context of teaching gamification
An interactive simulation-based game of a manufacturing process in heavy industry
Application of gaming robot based on gait recognition algorithm in sports training and assistance system
Analyzing cross-platform gaming experiences using topic modeling
Video game scenery analysis with eye tracking
Collocated interactive outdoor games for children: A systematic literature review
Fighting to the beat: Multi-instrumental adaptive background music approach
The playful chronicles: investigating adolescents' video game engagement with an entertainment flair
Exergames in formal school teaching: A pre-post longitudinal field study on the effects of a dance game on motor learning, physical enjoyment, and learning motivation
An extensive structural model proposal to explain online gaming behaviors
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa
How to play a MOOC: Practices and simulation
Effects of industrial design properties of game controllers on player experience
Enhancing the learning process of folk dances using augmented reality and non-invasive brain stimulation
Aligning story and gameplay through narrative goals
Schumann's Papillons reimagined through emotion-driven LSTM composition: A pilot study
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study
Are you a Hunter or Camper? A phase-based framework for real-time survival prediction in battle royale using FightScore and ActiveScore
Exploring game-based psychological empowerment and its motivational and wellbeing effects
Streamlined approach to 2nd/3rd graders learning basic programming concepts
A mixed-initiative design framework for procedural content generation using reinforcement learning
Digital media and interactive E-learning application in art teaching process based on big data platform
Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game
A card-playing humanoid playmate for human behavioral analysis
Preface of the special issue on virtual puppetry
Chronology of self-competition in virtual reality exergames: A historical review
A motivational framework for analyzing player and virtual agent behavior
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students
Entertainment robots based on smartphone terminals for mobile network music E-learning mode
Examining the influence of target-distractor similarity on difficulty in a working memory game
The unexpected comfort of wearing headphones: Emotional and cognitive effects of headphone use when playing a bloody video game
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities
Specification and evaluation of an assessment engine for educational games: Integrating learning analytics and providing an assessment authoring tool
Relating conversational topics and toxic behavior effects in a MOBA game
User performance and engagement in multi-user gaming Environments: An experimental investigation through the group eye tracking (GET) paradigm
Computer use for entertainment among young men and women in Qatar: Evidence from a national sample
Move similarity analysis in chess programs
Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms
The expression method of Chinese creative elements in animation films based on artificial intelligence technology
Deep analysis on the color language in film and television animation works via semantic segmentation technique
Player behavior and personality modeling for interactive storytelling in games
New modalities for interactive entertainment
Personalizing empathy training with immersive virtual reality games: Development and user experience study
Tagore and neuroscience: A non-linear multifractal study to encapsulate the evolution of Tagore songs over a century
A transmedia storytelling system to transform recorded film memories into visual history
Application of e-learning and new media teaching platform based on human computer interaction technology in civil and commercial law courses
Mediating effect of self-esteem on the purchase intention of problematic online gamers
Conceptual models and mental models in operation: Frustration, performance and flow with two different video game controllers
Game aids application combined with listening music therapy in the teaching of exceptional child
A system for mobile music authoring and active listening
An analysis of players' personality type and preferences for game elements and mechanics
The application of virtual reality technology in the teaching of clarinet music art under the mobile wireless network learning environment
Optimizing experiential learning in science education: The role of two-tier testing in digital game-based learning
Investigating media use and the television user experience in the home
Typical opinions mining based on Douban film comments in animated movies
Research on entertainment robots based on artificial intelligence interaction for human posture recognition and sports activity monitoring
Construction of an innovative entrepreneurship project learning platform introducing a group recommendation algorithm for college students
Linguistic factors in digital entertainment success: How review readability affects movie outcomes on Chinese online platforms
Can visual familiarity influence attitudes towards brands? An exploratory study of advergame design and cross-cultural consumer behaviour
Looking for archetypes: Applying game data mining to hearthstone decks
Deep learning based emotion recognition for analyzing students' psychological states during competitions
Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt
Becoming someone in Esports: Identity, aspiration, and psychological commitment in a digital entertainment ecosystem
Using search algorithm statistics for assessing maze and puzzle difficulty
Top concerns of user experiences in Metaverse games: A text-mining based approach
An approach to automated videogame beta testing
Comic-Shelf vectors: Convoluting the co-occurrence among comics on the bookshelf
Using gamification to enhance learning: A college course case study
Internet gaming disorder's correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students
Developing an advanced machine learning model for identifying virtual montages in digital media
The HEXACO model of personality and video game preferences
Revolutionizing learning - A journey into educational games with immersive and AI technologies
Exploring alternatives with Unreal Engine's Blueprints Visual Scripting System
Improving video game project scope decisions with data: An analysis of achievements and game completion rates
What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games?
Evaluation on game concentration with multi-scale fuzzy entropy based on EEG signals
The influence of social distance perception among gamers on relationships between game motivation and interpersonal competency
User experience of english online classroom E-learning based on routing algorithm and data visualization analysis
Gamifying online entrepreneurship education and digital entrepreneurial intentions: An empirical study
The effect of temporal adaptation granularity and game genre on the time-balancing abilities of adaptive time-varying minigames
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games
Playing educational math games at home: The Monkey Tales case
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming
Acceleration model of online educational games based on improved ensemble ML algorithm
Exploring the technological experience and impact assessment of Augmented Reality in outdoor cultural heritage guided tours: A case study of the Chiayi Sawmill
Study of gender perspective in STEM degrees and its relationship with video games
Exercising at home: Real-time interaction and experience sharing using avatars
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback
Visualizing popular Movies' narrative structures using a Machine learning approach
A survey on user studies and technical aspects of mobile multimedia applications
Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal
Learning principles and interaction design for 'Green My Place': A massively multiplayer serious game
The revised model for initial and continued involvement in fantasy football
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis
Online piano learning game design method: Piano music style recognition based on CRNNH
3D Gesture classification with linear acceleration and angular velocity sensing devices for video games
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm
App types, user psychological and instrumental needs, and user experience in the sharing economy: An empirical research
The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning
Participatory Minecraft mapping: Fostering students participation in disaster awareness
Apps for life change: Critical review and solution directions
Generating background NPCs motion and grouping behavior based on real video sequences
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis
A self-determination theory-based laboratory experiment on social aspects of playing multiplayer first-person shooter games
Research on the application value of Multimedia-Based virtual reality technology in drama education activities
Virtual reality with e-learning model in business management and knowledge complex environment for gaming analysis
The emerging adolescent World of Warcraft video gamer: A five factor exploratory profile model
A novel parallax engine for animation using hybrid graphics software
Nudging and shoving: Using in-game cues to guide player exertion in exergames
Wobble Strings: Spatially divided stroboscopic effect for augmenting wobbly motion of string instruments
Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games
Evaluating player experience for children's outdoor pervasive games
The only good orc is a dead orc: does playing good or evil monster races influence ethnocentrism in real life? A brief report
Exploring the psychological mechanisms of metaverse game experiences: Identity construction and emotional impact
Components of game experience: An automatic text analysis of online reviews
A video game for the neuropsychological screening of children
How does live streaming impact media content consumption? The effect of game live streaming on game players
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform
Going out of business: Auction house behavior in the Massively Multi-player Online Game Glitch
Gaming motives, mental health, and belonging among Asian students in Canada and White Canadian university students: A cross-sectional study
Evolution of global music trends: An exploratory and predictive approach based on Spotify data
Metrics for desired structural features for narrative renderings of game logs
Dynamic difficulty adjustment on MOBA games
A study on the ecological teaching reform of college mathematics supported by Internet technology
Introduction to user experience design for TV Apps
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation
Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games
Analysing the influence of the fitness function on genetically programmed bots for a real-time strategy game
Accelerating autonomous vehicle safety through Real-Time Immersive virtual reality gaming simulations
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions
Unveiling gender bias in LLM-generated hero and heroine narratives
Interactive storytelling in a mixed reality environment: The effects of interactivity on user experiences
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots
Navigating in 3D space with a handheld flexible device
Madeira Story Generator: Prospecting serendipitous storytelling in public spaces
Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works
Teachers' experience with digital games in Czech primary schools
An initial understanding of how game users explore virtual environments
The impossibility of a perfect tournament
The influence of graphical elements on user's attention and control on a neurofeedback-based game
Understanding the role of culture and cultural attributes in digital game localization
PMG-Net: Persian music genre classification using deep neural networks
Two perspectives on gaming social capital among Korean adolescents' gamers
Exercise health belief related to "Fit-Fun" exergame play interest, anxiety, practicing attitude, and exergaming performance
Personalized recommendation based on improved speech recognition algorithm in music e-learning course simulation
Investigating the use of Spatialized Audio Augmented Reality to enhance the outdoor running experience
Video games become more mainstream
Serious games for health: An empirical study of the game "Balance" for teenagers with diabetes mellitus
Special issue: Ten years of Advances in Computer Entertainment
Application of social entertainment robot based on sensor and edge computing in collaborative music performance
Research on the effectiveness of interactive e-learning mode based on artificial intelligence in English learning
Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games
GAINE - A portable framework for the development of edutainment applications based on multitouch and tangible interaction
Application of social entertainment robots based on machine learning algorithms and the Internet of Things in collaborative art performances
User experience in a kinect-based conducting system for visualization of musical structure
Can we predict the Oscar winner? A machine learning approach with social network services
Predicting learning effects of computer games using the Gamified Knowledge Encoding Model
Storytelling in mobile games: Cross-cultural analysis of narrative engagement, retention, and monetization
Interactive technologies for preschool game-based instruction: Experiences and future challenges
Foreword for the Elsevier Entertainment Computing Special Issue from the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS Games 2013)
Benchmarking reinforcement learning algorithms in first-person shooter games using VizDoom
Playing with evidence: Using video games in the courtroom
Unlocking the potential of play: A TF-IDF analysis of 'MapleStory' as a serious game for cognitive enhancement in seniors
Technology-enhanced role-play for social and emotional learning context - Intercultural empathy
Investigating informative performance metrics for a multicore game world server
Application of entertainment virtual technology based on network information resources in piano teaching
Entertainment performance robots application in music network classroom based on speech sensor recognition and artificial intelligence
Empirical investigation of key business factors for digital game performance
Participatory design of augmented reality games for word learning in autistic children: the parental perspective
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations
The moderating effect of algorithm literacy on Over-The-Top platform adoption
Impact of different immersive techniques on the perceived sense of presence measured via subjective scales
Segmented episode control system for interactive narrative entertainment
A shape grammar approach to computational creativity and procedural content generation in massively multiplayer online role playing games
Music teaching software development based on neural network algorithm and user analysis
Leveraging deep reinforcement learning for dynamic NPC behavior and enhanced player experience in unity3d
Digital gaming during the COVID-19 pandemic: Examining the interplay of psychosocial problems, gaming motivations, and gaming disorder severity
Regarding color psychology principles in adventure games to enhance the sense of immersion
Sports game teaching and high precision sports training system based on virtual reality technology
Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario
Evaluation of consumer usage behavior for interactive entertainment: A Netflix case study
Improving level design through game user research: A comparison of methodologies
Dynamic notification placement based on gaze concentration in HMD-VR
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition
Effects of conflicts on outcomes: The case of multiplayer online games
The role of motivation to change and mindsets in a game promoted for mental health
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers
Entertainment type robots based on machine learning and game teaching mode applied in dance action planning of art teaching
Visualized sound effect icons for improved multimedia accessibility: A pilot study
Practicing drum on VR to promote rhythm performance: Exploring the learning progress related to incremental belief of rhythm, gameplay anxiety, flow experience, and perceived learning value
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm
A comparative analysis of game experience in treadmill running applications
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching
Cognitive screening of older adults using serious games: An empirical study
Using machine learning to identify the top predictors of adolescent's interactive technology use for entertainment: Evidence from a longitudinal study
Prediction of physical fitness and performance of Wushus athletes based on machine learning and fuzzy TOPSIS method
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey
Considerations for the use of commercial video games in controlled experiments
Improving girls' perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision
Cost-Effective digital twin Design for entertainment Enterprise's through Machine learning
DreamThrower: An audio/visual display for influencing dreams
Head movement and facial expressions as game input
Identifying communities and fan practices in online retrogaming forums
BBFS-STT: An efficient algorithm for number rotation puzzle
WebGL enabled smart avatar warping for body weight animated evolution
Supporting teachers, engaging students: A collaborative model for K-12 computing education
Game transfer phenomena as a particular form of involuntary cognitions: The role of internet gaming disorder, and other psychopathological and cognitive predictors
Exploring how players use emergent narrative in strategy games
Understanding game sessions through provenance
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students
Depth gaze and ECG based frequency dynamics during motion sickness in stereoscopic 3D movie
Research on the promotion of intelligent entertainment voice robots in personalized English learning based on data mining and gamified teaching experience
Beyond action video games: Differences in gameplay and ability preferences among gaming genres
Research and implementation of unified access technology in the field of health and elderly care
A new non-deterministic drama manager for adaptive interactive storytelling