yusuke1997/dblp-id-title huggingface dataset:
Becoming Citizens Through Game-Based Learning: A Values-Driven, Process Approach to Citizenship Education
Well-Being, Motives and Experiences in Live and Online Game Settings: Case of Contract Bridge
Adaptive Interactive Narrative Model to Teach Ethics
Digital Game based Learning for Undergraduate Calculus Education: Immersion, Calculation, and Conceptual Understanding
Behaviour and Emotions of Working Professionals Towards Online Learning Systems: Sentiment Analysis
Feature Extraction Method of Piano Performance Technique Based on Recurrent Neural Network
Political Agenda: Designing a Cognitive Game for Political Perspective Taking
A Practical View of Gamifying Information Systems for the Future
Exploring the Design of Game Enjoyment Through the Perspectives of Novice Game Developers
Beyond Choices: A Typology of Ethical Computer Game Designs
When People Get in the Way: Promoting Civic Thinking Through Epistemic Gameplay
Computer-Generated Three-Dimensional Training Environments: The Simulation, User, and Problem-Based Learning (SUPL) Approach
The Moderating Role of Well-Being in the Relationship Between Gaming Motivation and Problematic Gaming
Using 360-Video Virtual Reality to Influence Caregiver Emotions and Behaviors for Childhood Literacy
Load Frequency Control Strategy for Islanded Microgrid Based on SCQ(λ) Algorithm
On Computerizing the Ancient Game of Ṭāb
Design and Development of a Simulation for Testing the Effects of Instructional Gaming Characteristics on Learning of Basic Statistical Skills
How Interventions Might Improve Cognition in Healthy Older Adults
Simulation-Based Machine Learning for Predicting Academic Performance Using Big Data
News Presentation and the Third-Person Effect of Violent Video Games
Multi-Scale Feature Aligned for Object Detection
Lessons Learned and Best Practices of Stealth Assessment
Forecasting Post-Epidemic Air Passenger Flow Among Hub Cities in China Based on PLS and GA-SVR Model
A Tripartite Evolutionary Game Model for Chinese-Style Education Investment in ASEAN Under Local Government Policy
Women and Gaming
Researching and Developing Serious Games as Interactive Learning Instructions
Research on the Construction of an AI Platform for Haipai New Year Paintings Based on the Stable Diffusion Model
Using Virtual Rehearsal in a Simulator to Impact the Performance of Science Teachers
Investigating Epistemic Stances in Game Play with Data Mining
Modeling Games in the K-12 Science Classroom
Design of a MobilNetV2-Based Retrieval System for Traditional Cultural Artworks
Literature Synthesis on Evaluative Measures in Healthcare Simulation
The Relation of Motivation Factors for Online Games With Personality Disorders, Addiction, Shyness, and Loneliness in Kuwait
Learning Geography Through Serious Games: The Effects of 2-Dimensional and 3-Dimensional Games on Learning Effectiveness, Motivation to Learn and User Experience
Better Birth through Games: The Design of the Prepared Partner and Digital Birth
Game Design for Older Adults: Lessons from a Life Course Perspective
Engineering Sociability: Friendship Drive, Visibility, and Social Connection in Anonymous Co-Located Local Wi-Fi Multiplayer Online Gaming
Influence of Avatar Choice on Teacher Expectations and Perceptions of Student Success
Impacts of Forced Serious Game Play on Vulnerable Subgroups
Sokoon: A Gamification-Based Cognitive Behavioral Therapy Application - An Application for Depression, Stress, and Anxiety
Blended English Teaching Model in Higher Education School Environment AR Constructive Technology
Videogames and the Ethics of Care
An Exploration of Mental Skills Among Competitive League of Legend Players
Playing with Biology: Making Medical Games that Appear Lifelike
Multi-Modal Investigations of Relationship Play in Virtual Worlds
Effects of Cognitive Load and Game Involvement on Affective Responses in Branded Entertainment
A Study of the Moderating Effect of Social Distance on the Relationship Between Motivators and Game Engagement
Games for Health: Building the Case
Enhancing Design Historical Education Through AI Virtual Characters Role-Playing Narratives in Serious Games
Virtual Tutor Training: Learning to Teach in a Multi-User Virtual Environment
Visual Analyses of the Creation of Avatars
Lessons Learned about Designing Augmented Realities
Integrated Brain and Body Exercises for ADHD and Related Problems with Attention and Executive Function
The Simulation-Game Controversy: What is a Ludic Simulation?
Identifying Flow in Video Games: Towards a New Observation-Based Method
Rules of Engagement: Influence of Co-Player Presence on Player Involvement in Digital Games
Residential Electricity Consumption Prediction Method Based on Deep Learning and Federated Learning Under Cloud Edge Collaboration Architecture
Understanding Games Through Complexity Thinking Approach
(Un)Doing Gender?: Female Tournaments in the E-Sports Scene
Promoting Social Relationships Using a Couch Cooperative Video Game: An Empirical Experiment With Unacquainted Players
MMORPG Roles, Civic Participation and Leadership Among Generation Y
Investigating Youth's Life Online Phenomena: Subverting Dichotomies through Negotiation of Offline and Online Identities
Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity
Expertise in Professional Overwatch Play
Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches
The eHealth Arena and Online Virtual Worlds: A New Paradigm for Internet Delivered Health Care
Strategies to Teach Game Development Across Age Groups
Blockchain-Enabled Automatic Learning Method for Digital Gaming Systems Based on Big Data
Research Essay: What Will Serious Games of the Future Look Like?
Exploring User Experience While Playing Educational Games: Focus on Temporality and Attractiveness
Computational Literacy in Online Games: The Social Life of Mods
Exploring the Effectiveness of Online Role Play Simulations in Tackling Groupthink in Crisis Management Training
Levels of Failure and Learning in Games
Preparing Future Teachers: Taking the Perspective of Diverse Learners through Virtual World Role-Play
The Eigenvalues-Based Entropy and Spectrum of the Directed Cycles
The Differences between Problem-Based and Drill and Practice Games on Motivations to Learn
Successful Game Development Partnerships between Academics and Physicians: Two Case Studies
Knew Me and New Me: Facilitating Student Identity Exploration and Learning through Game Integration
An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity to Increase Learning from Online Collaborative Discussion
Optimum Insole Hardness for Attenuating Peak Plantar Pressure Under Simulated Loading Scenarios
Beyond Gaming: The Utility of Video Games for Sports Performance
Measuring User Experience in Board Games
An Improved Face Mask Detection Simulation Algorithm Based on YOLOv5 Model
Can Video Games Be Used as a Stealth Assessment of Aggression?: A Criterion-Related Validity Study
Behind the MASK: Motivation through Avatar Skills and Knowledge
Sorting Out the Virtual Patient: How to Exploit Artificial Intelligence, Game Technology and Sound Educational Practices to Create Engaging Role-Playing Simulations
Simulation Framework for Substation Siting Integrating Load, Land Use, Neighborhood, and Cost Analysis
Gamification, Serious Games, Ludic Simulation, and other Contentious Categories
Can Exergaming Promote Physical Fitness and Physical Activity?: A Systematic Review of Systematic Reviews
Co-Creating Games with Children: A Case Study
Conceptualizing Player-Side Emergence in Interactive Games: Between Hardcoded Software and the Human Mind in Papers, Please and Gone Home
Analysis of Financing Capability for Green Performance Based on SHAP Model
Immersive Collaborative VR Application Design: A Case Study of Agile Virtual Design Over Distance
Efficacy of Using Retro Games in Multimodal Biofeedback Systems for Mental Relaxation
Wee Wii: Preschoolers and Motion-Based Game Play
The Minecraft Aesthetics: Interactions for Reflective Practices
Bioinspired Automotive Design Driven by Dynamic Biological Features: Multidimensional Modeling and Engineering Translation
Principles for Engineering Social Interaction in Asynchronous Mobile Games: Featuring Idle-Ability
Relations Between Videogame Play and 8th-Graders' Mathematics Achievement
The Design of Virtual Space: Lessons from Videogame Travel
Sentiment-Enhanced Content-Based System for Online Recommendations and Rating Prediction
Flow Genres: The Varieties of Video Game Experience
Narratizing Disciplines and Disciplinizing Narratives: Games as 21st Century Curriculum
The Risks and Rewards of Collegiate Esports: A Multi-Case Study of Gamers in the United States and Italy
AI-Powered "Voice Recognition Avatar": A New Way to Play Games
Consensus Clustering for Simulation-Based Reputation Measurement for Online Services
Play in the Museum: Design and Development of a Game-Based Learning Exhibit for Informal Science Education
Optimizing the Psychological Benefits of Choice: Information Transparency and Heuristic Use in Game Environments
Player Types and Quality Perceptions: A Social Cognitive Theory Based Model to Predict Video Game Playing
Assessing Past, Present, and Future Interactions with Virtual Patients
Digital Game-Based L1 Language Learning Outcomes for Preschool Through High-School Students: A Literature Review
Using Collective Metrics to Assess Team Dynamics and Performance in eSports
A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science
Bio-Affective Computer Interface for Game Interaction
Game Design and the Challenge-Avoiding, Self-Validator Player Type
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
The Protagonist and Their Avatar: Learner Characteristics in a Culture of Simulation
Comic Books, Video Games, and Transmedia Storytelling: A Case Study of The Walking Dead
Video Game Representations as Cues for Collaboration and Learning
The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game: Playing People and Playing Game Characters
Biomimetic Design of Marine Organisms for Cultural and Creative Product Innovation
Effects of Playing a History-Simulation Game: Romance of Three Kingdoms
Developing a Framework for Interactions in CBT-Based Serious Games on Smartphones
Virtual Environments, Online Racial Discrimination, and Adjustment among a Diverse, School-Based Sample of Adolescents
The Play of Persuasion: Why "Serious" Isn't the Opposite of Fun by Nicholas Fortugno
A Phenomenological Study of Games, Simulations, and Virtual Environments Courses: What Are We Teaching and How?
The Gameplay Enjoyment Model
Digital Play: Mathematical Simulations Transforming Curiosity into Play
Gestural Articulations of Embodied Spatiality: What Gestures Reveal about Students' Sense-Making of Charged Particle Dynamics in a 3D Game World
Collaboratories and Virtual Safaris as Research in Virtual Learning Environments Scholarship
Going Beyond Ambidexterity in the Media Industry: eSports as Pioneer of Ultradexterity
Television, Games, and Mathematics: Effects of Children's Interactions with Multiple Media
Distributed Cognition and Temporal Knowledge in League of Legends
Learning to Become Citizens by Enacting Governorship in the Statecraft Curriculum: An Evaluation of Learning Outcomes
Personality Impressions of World of Warcraft Players Based on Their Avatars and Usernames: Consensus but No Accuracy
Dream Lucidity: Yume Nikki and Learning the Empathy Dreamscape
Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine
A 'Step into the Abyss'?: Transmedia in the U.K. Games and Television Industries
Do E-Athletes Move?: A Study on Training and Physical Exercise in Elite E-Sports
World of Race War: Race and Learning in World of Warcraft
The Application of Intelligent Algorithms in the Animation Design of 3D Graphics Engines
Believable and Effective AI Agents in Virtual Worlds: Current State and Future Perspectives
Virtual Restorative Environments: Preliminary Studies in Scene, Sound and Smell
Measuring Student Perceptions: Designing an Evidenced Centered Activity Model for a Serious Educational Game Development Software
Ecosystem Science Learning via Multi-User Virtual Environments
Exploring Student Engagement in an Augmented Reality Learning Game
Gerontoludic Design: Extending the MDA Framework to Facilitate Meaningful Play for Older Adults
The Effects of Using On-Screen and Paper Maps on Navigation Efficiency in 3D Multi-User Virtual Environments
Game Play Differences by Expertise Level in Dota 2, A Complex Multiplayer Video Game
Differential Learning-Based Memetic Algorithm for Coordinated Scheduling at Dry Bulk Terminals
Quantifying "Magic": Learnings from User Research for Creating Good Player Experiences on Xbox Kinect
Negotiating Students' Conceptions of 'Cheating' in Video Games and in School
Gaze Behavior of Professional and Non-Professional eSports Players in FIFA 19
Fantasy Sports Participation in Young Adults: Exploring Motivations and Constraints
Advances in Assessment of Students' Intuitive Understanding of Physics through Gameplay Data
Coupling BIM and Game Engine Technologies for Construction Knowledge Enhancement
Assessment of Fluid Intelligence Utilizing a Computer Simulated Game
An Experimental Evaluation of the Effectiveness of Endogenous and Exogenous Fantasy in Computer-Based Simulation Training
Who Engages and Why It Matters?: Describing Participant Engagement in a Serious Game Intervention for Patients With Advanced Cancer
Social Adventure: Designing Interactive Smart Speaker Social Skills Games for People with Intellectual Disability
Presence Pedagogy as Framework for Research in Virtual Environments
A Novel Task-Scheduling Algorithm of Cloud Computing Based on Particle Swarm Optimization
Problematizing Epistemology in Computer Games Research
Preservice Teachers Exploring the Nature of Science in Simulated Worlds
Narrative and Conceptual Expertise in Massively Multiplayer Online Role Playing Games
Combat Tanking in Education: The TANC Model for Playful Distance Learning in Social Virtual Reality
Struggle for the Universe: Maneuvering the Narrative World of Assassin's Creed
Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan
Examining Epistemic Practices of the Community of Players of Dwarf Fortress: "For !!SCIENCE!!"
Virtual Learning Environments. The oLTECx: A Study of Participant Attitudes and Experiences
Investigating Perceptions of Avatar Creation for Use in Educational MUVEs
Living Virtually: Researching New Worlds
Engagement and Players' Intended Behaviors in a Cybersecurity Serious Game
If the Gear Fits, Spin It!: Embodied Education and in-Game Assessments
Computer Gaming Scenarios for Product Development Teams
e-Sport as Leverage for Growth Strategy: The Example of League of Legends
Gamified Learning to Restore the Forest Landscape in Afghanistan: The Role of Immersive Playful Environments in Re-Inventing the Future of Work and Re-Imagining Organizations
Friendship, Closeness and Disclosure in Second Life
The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator Experiences
Driving Home the Message: Using a Video Game Simulator to Steer Attitudes Away From Distracted Driving
Leveraging Game-Play in a 3D World: A Comparative Study in a Biology Classroom
The Right Kind Of Telling: An Analysis of Feedback and Learning in a Journalism Epistemic Game
Applications of Binocular Parallax Stereoscopic Displays for Tasks Involving Spatial Cognition in 3D Virtual Environments
"Like Hearing From Them in the Past": The Cognitive-Affective Model of Historical Empathy in Videogame Play
Understanding the Relationships Among Various Design Components in a Game-Based Learning Environment
Enhancing Student Affect From Multi-Classroom Simulation Games via Teacher Professional Development: Supporting Game Implementation With the ROPD Model
Following the Trail of eSports: The Multidisciplinary Boom of Research on the Competitive Practice of Video Games
Categorizing Play Styles in Competitive Gaming
Rhetorics, Simulations and Games: The Ludic and Satirical Discourse of Molleindustria
Digital Dome versus Desktop Display in an Educational Game: Gates of Horus
From Fiction to Reality and Back: Ontology of Ludic Simulations
Monster Mischief: Designing a Video Game to Assess Selective Sustained Attention
Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers
Evaluating User Experience of Actual and Imagined Movement in BCI Gaming
Effects of Built-in Audio versus Unrelated Background Music on Performance In an Adventure Role-Playing Game
Cultural Differences in Digital Game Experiences: Psychological Responses to Avatar and Game Environments
America's Army: "Playful Hatred" in the Social Studies Classroom
Ludic Learning: Exploration of TLE TeachLivE™ and Effective Teacher Training
Investigating Real-time Predictors of Engagement: Implications for Adaptive Videogames and Online Training
Using Recommendation Systems to Adapt Gameplay
Serious Assessments in Serious Games
How Can Wii Learn From Video Games?: Examining Relationships between Technological Affordances and Socio-Cognitive Determinates on Affective and Behavioral Outcomes
Supporting Adaptive English Learning With Fuzzy Logic-Based Personalized Learning
Identifying Stressors and Coping Strategies of Elite Esports Competitors
Fiero and Flow in Online Competitive Gaming: The Gaming Engagement Framework
Issues and Concerns of K-12 Educators on 3-D Multi-User Virtual Environments in Formal Classroom Settings
Does Game Quality Reflect Heuristic Evaluation?: Heuristic Evaluation of Games in Different Quality Strata
Towards Games for Knowledge Acquisition and Modeling
Effect of Social Environment on Brand Recall in Sports Video Games
Educational Games to Support Caring and Compassion Among Youth: A Design Narrative
On Insufficient Documentation of a Virtual World's Economic Development: A Retrospective of Second Life From 2003-2008
The Design of Disciplinarily-Integrated Games as Multirepresentational Systems
College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go
Emotions in Social Computer Games: Relations with Bullying, Aggression, and School Belonging
Identifying Latent Semantics in Action Games for Player Modeling
Research on Visual Art Design Method Based on Virtual Reality
Toward a Theory of Game-Media Literacy: Playing and Building as Reading and Writing
Procedural Ethos: Confirming the Persuasive in Serious Games
A New Method of Classroom Behavior Recognition Based on WS-FC SLOWFAST
Using a Ludic Simulation to Make Learning of Middle School Space Science Fun
Corporate Psychopathy and Internet Video Game Addiction in the Workplace
Revoicing, Bridging, and Stuttering Across Formal, Physical, and Virtual Spaces
Exploring the Educational Value of Esports and Parental Mediation: A Quantitative Study of Parents in Japan
Decoupling Aspects in Board Game Modeling
Cognitive Ethnography: A Methodology for Measure and Analysis of Learning for Game Studies
Value of a Ludic Simulation in Training First Responders to Manage Blast Incidents
Using Serious Gaming to Improve the Safety of Central Venous Catheter Placement: A Post-Mortem Analysis
Toward a Feature-Driven Understanding of Students' Emotions during Interactions with Agent-Based Learning Environments: A Selective Review
The Social Facilitation of Performance, Engagement and Affect in a Complex Videogame: Opponent Identity
Research Note: Narration vs. Simulation
Creating Virtual Alter Egos or Superheroines? Gamers' Strategies of Avatar Creation in Terms of Gender and Sex
Acceptance of Virtual Reality Games: A Multi-Theory Approach
Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction
Mapping of Power Transmission Lines on Malaysian Highways Using UPM-APSB's AISA Airborne Hyperspectral Imaging System
Accessible and Navigable Representation of Mathematical Function Graphs to the Vision-Impaired
A Successful Advertising Strategy over Twitter
Simulating the Performance Characteristic of Passband Modulation Techniques in MATLAB Environment
Research and Application of the 3D Virtual Community Based on WEBVR and RIA
Formal Description for an Object-Oriented Role-based Access Control Model
A Novel Data Mining Platform Design with Dynamic Algorithm Base
Research on Decision Forest Learning Algorithm
Enhancing Big Data Auditing
Arabic Hand Written Character Recognition Based on Contour Matching and Neural Network
Relay Selection Schemes for Cooperative Communications Systems Sensor Networks
Reviewer Acknowledgements for Computer and Information Science, Volume 8, Number 3
High Quality - Low Computational Cost Technique for Automated Principal Object Segmentation Applied in Solar and Medical Imaging
Realistic Network Traffic Profile Generation: Theory and Practice
An Assessment of Changeability of Open Source Software
Study on the Data Mining Algorithm Based on Positive and Negative Association Rules
Multi-View Software Architecture Design: Case Study of a Mission-Critical Defense System
IoT ReDy Architecture for Smart Grid Management
Implementing End-User Privacy through Human Computer Interaction for Improving Quality of Personalized Web
Building High-Quality Auction Fraud Dataset
Representation and Reasoning with Probabilistic TCP-nets
An Efficient Traffic-Load and Link-Interference Aware Routing Metric for Multi Radio Multi Channel Wireless Mesh Networks Based on Link's Effective Capacity Estimation
DOA Estimation for Coherent Sources in Transformed Space
The Application of AHP in Electric Resource Evaluation
A Multistep Approach for Managing the Risks of Software Requirements Volatility
Agent-Based Adaptive Cooling Optimising Systems for Homes in KSA
Virtual Network Embedding Algorithms Based on Best-Fit Subgraph Detection
Geographic Information System for Detecting Spatial Connectivity Brown Planthopper Endemic Areas Using a Combination of Triple Exponential Smoothing - Getis Ord
Design and Implementation of the Servo Control System Based on DSP
Distributed University Registration Database System Using Oracle 9i
Research and Implementation of the Cloud Platform Based on the B-learning
Improved Recommender for Location Privacy Preferences
An Online Management Information System for Objective Structured Clinical Examinations
A Synergy of Semantic and Context Awareness for Service Composition in Ubiquitous Environment
Research on Traffic Flow Statistics Algorithm Based on Inter - Frame Similarity
Confirmation of Expectations and Satisfaction with the Internet Shopping: The Role of Internet Self-efficacy
The Study of Fault Diagnosis Based on Particle Swarm Optimization Algorithm
Handling Uncertainty in Database: An Introduction and Brief Survey
The Structural Characteristics of Tourism Economic Network in Xinjiang Province
Development of Individual Learners: Perspective on the Uncertain Future Contribution of E-Learning
E-Community System towards First Class Mentality Development: An Infrastructure Requirements Analysis
Combating Shill Bidding in Real Time: Prevention, Detection and Response
The 3C's Model: A Framework for Development of E-Learning Courses
Mobile Cloud Computing: Offloading Mobile Processing to the Cloud
Designing And Implementing WBIs for Algorithms
Trusted Base Stations-Based Privacy Preserving Technique in Location-Based Services
Traffic Priority Based Adaptive and Responsive Congestion and Rate Control for Wireless Mesh Networks
A Scalable Image Snippet Extraction Framework for Integration with Search Engines
Anomaly Detection of Clinical Behavior Sequences
Cloud Computing in Education in Developing Countries
MIS Students Perception of Most Wanted MIS Job Market Skills
Fundamentals of Brain Tumour Detection - Models and Error Processing Methods
An Empirical Analysis of Fitness Assignment and Diversity-Preserving in Evolutionary Multi-Objective Optimization
Genetic Algorithm Solution of the Knapsack Problem Used in Finding Full Issues in the Holy Quran Based on the Number (19)