yusuke1997/dblp-id-title huggingface dataset:
Repeated experience or a virtual nose to reduce simulator sickness? - Investigating prediction of the sensorial conflict theory and the rest-frame hypothesis in two virtual games
Cognitive effect of product-based animation on interface aesthetics of web-based stores
Construction of personalized recommendation model for educational video game resources based on knowledge graph
The relationship between technology trust and behavioral intention to use Metaverse in baby monitoring systems' design: Stimulus-Organism-Response (SOR) theory
Design and implementation of a survival game towards achieving user's satisfaction by providing balanced difficulty
Simulation application of virtual robots and artificial intelligence based on deep learning in enterprise financial systems
Localized constraint based deformation framework for triangle meshes
Impact of AI Artists on the essential skills of UX designers: Adapting to technological changes
Simulation of e-learning in vocal network teaching experience system based on intelligent Internet of things technology
Exploring cultural heritage repositories with creative intelligence. The Labyrinth 3D system
An optimized deep learning approach for detection and classification of player actions in football game
Towards an immersive experience in tactical sports: A systematic review and future directions for airsoft and paintball
An empirical evaluation of user interfaces for a mobile video game
Collaborative VR environment for supporting food culture learning
Application of video adaptive sampling based on soft computing in higher education evaluation and E-learning interactive environment
Visual 3D motion acuity predicts discomfort in 3D stereoscopic environments
Multi-Agent Reinforcement Learning for creating intelligent agents in social networks-oriented role playing games
Course genres classification of music e-learning platform based on deep learning big data intelligent processing algorithm
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT3
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration
An AI-powered approach to the semiotic reconstruction of narratives
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality
AI based smart business management and control analysis based decision making by machine learning model
An emotional student model for game-play adaptation
Social entertainment robot based on artificial intelligence algorithm application in interactive mode of music classroom
On gamifying the transcription of digital video lectures
How do fandom types differ? A taxonomy of K-pop fandom with network embedding
TIṬAL - Asynchronous multiplayer shooter with procedurally generated maps
Optimization of personalized hand-drawn illustration generation strategy supported by reinforcement learning
Research on VR e-learning based on load balancing algorithm in intelligent music education system
Constructing a game engine: A proposed game engine architecture course for undergraduate students
Modeling game usage, purchase behavior and ease of use
Data mining analytics investigate Facebook Live stream users' behaviors and business models: The evidence from Thailand
Quality of experience (QoE) assessment of games on workstations and mobile
Decoding Emotions: Intelligent visual perception for movie image classification using sustainable AI in entertainment computing
Interactive Rakuchu Rakugai-zu (views in and around Kyoto)
Educational computer games for burn prevention and first aid awareness
Specification and evaluation of an assessment engine for educational games: Empowering educators with an assessment editor and a learning analytics dashboard
Entertainment computing: Inaugural Editorial
Alice Dalí augmented reality: Evaluating a cultural outdoors game for intergenerational play
A Mixed Reality neighborhood tour: Understanding visitor experience and perceptions
Toward using effective elements in adults' amblyopia treatment in a virtual reality-based gamified binocular application
Research on improving the competitiveness of live music venues based on hybrid probabilistic information and cumulative prospect theory
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms
Rapid game jams with fluidic games: A user study & design methodology
Flow framework for analyzing the quality of educational games
VirtualGym : A kinect-based system for seniors exercising at home
Smart substitutional reality: Integrating the smart home into virtual reality
Entertainment, engagement, and education: Foundations and developments in digital and physical spaces to support learning through making
Towards gamification for spatial digital learning environments
Convolutional neural network for substantiation of children's books, intelligent interactive communication and application analysis of voice question answering
Entertainment robot simulation in interactive art process based on deep learning algorithms and gesture recognition
Entertainment Interfaces
The MINWii project: Renarcissization of patients suffering from Alzheimer's disease through video game-based music therapy
From tradition to emerging practice: A hybrid computational production model for Interactive Documentary
Internet of Things for gaming: A review
Guest Editorial: SBGames 2018
Visualization-based analysis of gameplay data - A review of literature
Action capture and VR interactive system for online experimental teaching
The Magic Wardrobe : The subversion of the metaphor "coming out of the closet" as an artifact of resistance and struggle in a digital game
Proposal and generation of endgame puzzles for an imperfect information game Geister
Building imagination in 3D: The design by children with architecture and 3D printing
Children's sensory interaction music enlightenment system based on sensory interaction and game elements
"The app market has been candy crushed": Observed and rationalized processes for selecting smartphone games
Design and user behavior analysis of an English learning social platform based on digital entertainment content recommendation algorithm
The name in the game: Patterns in character names and gamer tags
Validity of the Kinect and Myo armband in a serious game for assessing upper limb movement
The application of effective tracking model in the design of student knowledge education games
Coping with COVID-19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena
Special issue title: Entertainment in serious games and entertaining serious purposes
Application of entertainment and fitness robots based on game interaction in sports training data analysis
E-learning and speech dynamic recognition based on network transmission in music interactive teaching experience
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system
Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience
Relationship between Gaming and other game related activities: Italian validation of the Screening Test for Problematic Gaming (STPG)
Contextual affect sensing and metaphor interpretation
Featuring comedy through ludonarrative elements of video games
Health and social impacts of playing Pokémon Go on various player groups
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs
Intelligent extraction method of ethnic minority decorative patterns in Northeast China based on GABRS algorithm
Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment
An investigation of the effects of game difficulty on player enjoyment
Human motion data editing based on a convolutional automatic encoder and manifold learning
Reflection Stamps: A simple and positive method to support self-evaluation in illustration drawing
From traditional gaming to mobile gaming: Video game players' switching behaviour
Work hard, play hard: How linking rewards in games to prior exercise performance improves motivation and exercise intensity
From pixels to choices: Understanding the influence of video games on decision-making skills
"Pro Gamers" & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming
A dynamic flexible and interactive display method of digital photographs
A low-cost infrared-optical head tracking solution for virtual 3D audio environment using the Nintendo Wii-remote
A methodological approach to identifying and quantifying video game difficulty factors
Exploring reinforcement learning approaches for drafting in collectible card games
Interrogating social presence in games with experiential vignettes
Let CONAN tell you a story: Procedural quest generation
Intelligent video recommendation and interactive e-learning mode for English teaching courses based on machine learning
Existential video games: Proposal and evaluation of an interactive reflection about death
Differences in computer use for entertainment between boys and girls: Evidence from a global survey
Exploring style transfer algorithms in Animation: Enhancing visual
3D object deforming and manipulating through dynamic hand gestures
Changes in heart rate and facial actions during a gaming session with provoked boredom and stress
Game refinement theory: Paradigm shift from performance optimization to comfort in mind
Haptic robotization of the human body by data-driven vibrotactile feedback
Entertainment robots for automatic detection and mitigation of cognitive impairment in elderly populations
A comparative analysis of tools for developing location based games
Serious games continuum: Between games for purpose and experiential environments for purpose
The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process
Harnessing generative grammars and genetic algorithms for immersive 2D maps
Characterizing player responses to surprising events in 2D platform games
Adapting UX to the design of healthcare games and applications
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos
Real time feedback and E-learning intelligent entertainment experience in computer English communication based on deep learning
Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model
Green landscape 3D reconstruction and VR interactive art design experience using digital entertainment technology and entertainment gesture robots
Augmenting playspaces to enhance the game experience: A tag game case study
Proteingo: Motivation, user experience, and learning of molecular interactions in biological complexes
Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system
Gamification and serious game approaches for adult literacy tablet software
The Proteus effect in Fallout: New Vegas: Investigating gender-conforming behaviours in videogames
Immersive artificial intelligence technology based on entertainment game experience in simulation of psychological health testing for university students
Research on entertainment creation robot based on artificial intelligence speech recognition in the process of music style analysis
Opponent modelling for case-based adaptive game AI
Design methodology for educational games based on graphical notations: Designing Urano
Influence of network video film and television communication based on sampling theory
Implementing a low-cost CAVE system using the CryEngine2
Managing and controlling digital role-playing game elements: A current state of affairs
Research and application of SUP educational game framework based on mobile interaction in learning process
Interactive robots for personalised multimodal comedy experiments
Concept evaluation and usability testing of a TV based video communications system
Entertaining the similarities and distinctions between serious games and virtual heritage projects
To Kill or Not to Kill - An experimental test of moral Decision-Making in gaming
Simulation research on interactive entertainment e-learning based on visual saliency testing in music multimedia teaching system
Application of entertainment E-learning mode based on Apriori algorithm in intelligent English reading assistance mode
Playing violent videogames is unrelated to antisocial behavior in Mexican children
Music genre classification using deep neural networks and data augmentation
Predicting post-VR game experiences with wearable physiological sensors
Multiple Composite Scenarios: A Game-Based Methodology for the Prevention of Mental Disorders
Articulations on form properties and action-function couplings of maker technologies in children's education
Personalized recommendation of entertainment robots in fine arts education based on human-computer interaction and data mining
Surveilling the gamers: Privacy impacts of the video game industry
LAGARTO: A LocAtion based Games AuthoRing TOol enhanced with augmented reality features
Machine learning based business intelligence security and privacy analysis with gaming model in training complexity application
Immediate or delayed? The impact of temporal discounting on the choice of payment schemes in mobile games
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching
Collaborative play for autistic children: A systematic literature review
A bibliometric analysis of fantasy sports research
Specification of users' cognitive functions and emotions to promote their training through Serious games
Playful vs. serious instruction giving in a 3D game environment
Investigating sports behaviors and market in Taiwan for sports leisure and entertainment marketing online recommendations
Structural model proposal to explain online game addiction
Design of political classroom interaction system in social virtual reality entertainment environment based on convolutional neural network
What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results
Development of a forearm motion learning-assist system for playing the Japanese shamisen instrument
The confidence Factor: Self-Efficacy's impact on K-pop Fans' engagement and identity on social media
PaCMAn: A 'principled' framework, arising from a systematic review of the literature, to underpin design and deployment of video games for motor skill acquisition
Guest Editorial: Special issue on 'Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology'
Personalized information technology instructional design based on transformer model
E-commerce consumer privacy protection and immersive business experience simulation based on intrusion detection algorithms
Using embodied conversational agents in video games to investigate emotional facial expressions
Rethinking dynamic difficulty adjustment for video game design
Gamification of Apollo lunar exploration missions for learning engagement
Beyond the individual: Understanding social structures of an online player matchmaking website
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm
The impact of video games on Students' educational outcomes
Viewing experience of 3DTV: An exploration of the feeling of sickness and presence in a shopping mall
Exergaming and rehabilitation: A methodology for the design of effective and safe therapeutic exergames
Analysis of revisitations in online games
A novel framework for entertainment robots in personalized elderly care using adaptive emotional resonance technologies
Towards an intelligent assistive system based on augmented reality and serious games
Serious games for health
Notion meta-learner: A technique for few-shot learning in music genre recognition
Join token: A language mechanism for programming interactive games
Preface of Special issue SEED2013
Entertaining listening by means of the Stanza Logo-Motoria: an Interactive Multimodal Environment
Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture
Personalized ranking for video games based on online reviews: An S-Kano-TOPSIS method integrating requirement categories and public opinion
Digital storytelling for good with Tappetina game
Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital education
Desirable characteristics of games for older adults
Problem structuring for technical decisions in mobile games for the companies: An operational research perspective
Lessons learned from experiments with four pedal-based exergames
Adapting to the new normal: Understanding the impact of COVID-19 on technology usage and human behaviour
What makes a chess program original? Revisiting the Rybka case
Application of fuzzy decision support system in flipped classroom teaching mode of physical training theoretical
More than just a game: Understanding how internet games are used in times of stress
Research on the design of online gamified tourism education activities based on Moodle platform
Special Issue on INTETAIN 2015
Virtual agents for the production of linear animations
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study
Finding appropriate settings for fairness and engagement in a newly designed game through self-playing AI program: A case study using Japanese crossword game 'MyoGo Renju'
Towards sample efficient deep reinforcement learning in collectible card games
Smart Access Points on the road for online gaming in vehicular networks
Optimizing transmedia storytelling strategies across platforms for Maximum audience engagement
Purpose matters: Video gaming impacts on addiction symptoms and academic performance of students with disabilities
SyDRA: An approach to understand game engine architecture
BrainHex: A neurobiological gamer typology survey
Evaluating mental workload while interacting with computer-generated artificial environments
Play, watch, analyze, repeat: How do players develop competitive gaming skills?
Design, development, and analysis of validity for a computer-based cognitive rehabilitation (CBCR) program for children with specific learning disorder (SLD) - Dyslexia: A design-based approach
Evaluating usability for an AR-enabled escape room authoring ecosystem
Theme park greening VR design based on entertainment robots and genetic algorithm optimization: Digital entertainment design experience
Optimization and scheduling of leisure sports events based on fuzzy decision support system
Variations in visual sensitivity predict motion sickness in virtual reality
Reinforcement learning with optimized reward function for stealth applications
Influencing factors for building social capital on live streaming websites
Applying gamification design to a donation-based crowdfunding platform for improving user engagement
Way-finding on-board training for maritime vessels
Transposing freemium business model from casual games to serious games
Enhancing cyberbullying identification with ELECTRA-BiLSTM: A hybrid approach for improved contextual and sequential understanding
Game accessibility guidelines for people with sequelae from macular chorioretinitis
Who Makes Popular Content? Information Cues from Content Creators for Users' game Choice: Focusing on User-Created Content Platform "Roblox"
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults
Dynamic difficulty adjustment using a large language model: A case study in magic: The Gathering
The effects of juiciness in an action RPG
Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system
Designing health: the evolution of medical narratives in video games
Business simulation analysis based on leadership development with crisis management using gaming techniques and machine learning model
Evaluating a multi-player brain-computer interface game: Challenge versus co-experience
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices' identification by smartphones
Simulation of interaction E-learning mode in political courses based on virtual reality and digital entertainment environment
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior
Introduction to special issue: Video games as research instruments
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques
Towards an articulated avatar in VR: Improving body and hand tracking using only depth cameras
A concise review of intelligent game agent
Contextual influences on mobile player experience - A game user experience model
Seagull: A bird's-eye view of the evolution of technical games research
Purr-ogrammed love: A narrative review of virtual pets
Identifying fighting, balanced, and territorial go player styles with deep learning
Deep learning approaches to the game of Connect6
Review of Bernard De Koven's imagination theory: The epilogue of a playful journey
Use of virtual reality technologies as an Action-Cue Exposure Therapy for truck drivers suffering from Post-Traumatic Stress Disorder
Physioland - A serious game for physical rehabilitation of patients with neurological diseases
Open source computer game application: An empirical analysis of quality concerns
Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China
A mixed integer programming formulation for Smashed Sums puzzle: Generating and solving problem instances
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices
Exploring player agency in educational video games
Systematic literature review on health effects of playing Pokémon Go
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm
Planar character animation using genetic algorithms and GPU parallel computing
Experiencing interactive narrative: A qualitative analysis of Façade
Prevalence of Instagram addiction among Iranians: A countrywide online survey
Verbal harassment detection in online games using machine learning methods
Preface to the Special Issue of Best Papers from ICEC 2016
Data-Driven Retrospective Interviewing (DDRI): A proposed methodology for formative evaluation of pervasive games
Gamification and personality: Exploring the impact on consumer engagement and purchase intention
Draw your own story: Paper and pencil interactive storytelling
Educational games for learning vocabulary in English as a Foreign Language
A player reputation system based on belief formation among Non-Player character societies in Open-World Role-Playing games
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder
Design and development of a gamified cognitive training program targeting executive functions for older adults
A modeling environment for reinforcement learning in games
Haptic Carillon: A computationally enhanced mechanical performing instrument
Research on deep learning video game simulation algorithm based on western wind music