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1.
Improvising consciousness: Davian bead game
机译:
提高意识:达维安珠子游戏
作者:
Anstey Josephine
;
Pape Dave
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
cognition;
computer games;
Davian bead game;
alien intelligence;
cognitive science fiction;
consciousness improvement;
intermedia performance;
posthuman identity;
prehuman identity;
situated consciousness;
2.
Children designing playful interactivity; theories of play and childhood coming into the game design space
机译:
儿童设计好玩的互动性;游戏和童年理论进入游戏设计领域
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
formal specification;
human computer interaction;
serious games (computing);
TheoryAnimals technique;
bluebells method;
child computer interaction community;
game design space;
obstructed theatre;
playful interactivity;
playful serious games;
requirement specification;
Animals;
Communities;
Computers;
Context;
Games;
Organizations;
Terminology;
children;
games design;
human computer interaction;
participatory methods;
play;
3.
The evolution of advergames development: A study in the Netherlands
机译:
advergames发展的演变:荷兰的一项研究
作者:
Aarnoutse Floor
;
Peursum Linda
;
Dalpiaz Fabiano
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
advertising data processing;
computer games;
social networking (online);
Netherlands;
advergames development companies;
advertising companies;
customer loyalty;
social media components;
technological platforms;
Advertising;
Companies;
Games;
Industries;
Interviews;
Market research;
advergames;
empirical study;
game studios;
4.
Walking through sight: Seeing the ability to see, in a 3-D augmediated reality environment
机译:
穿越视线:在3-D三维中介现实环境中看到看见的能力
作者:
Janzen Ryan
;
Yasrebi Seyed Nima
;
Bose Avishek Joey
;
Subramanian Arjun
;
Mann Steve
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
augmented reality;
cameras;
surveillance;
3D augmediated reality environment;
AR;
mathematical veillance field;
surveillance camera;
veillance flux;
Cameras;
Glass;
Real-time systems;
Rendering (computer graphics);
Surveillance;
Three-dimensional displays;
Vectors;
5.
A comparison between tilt-input and facial tracking as input methods for mobile games
机译:
倾斜输入和面部跟踪作为手机游戏输入方法的比较
作者:
Cuaresma Justin
;
MacKenzie /I/. Scott
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
face recognition;
mobile computing;
object tracking;
Google Nexus 7 HD tablet;
facial tracking;
facial trackingfacial tracking;
input methods;
mobile games;
tilt-input tracking;
Accelerometers;
Cameras;
Games;
Head;
Land mobile radio;
Tracking;
Accelerometer;
Android;
Facial Tracking;
Mobile Games;
Qualcomm Snapdragon;
Sensors;
Tilt-input;
6.
Gemini redux: Understanding player perception of accumulated context
机译:
双子座redux:了解玩家对累积背景的感知
作者:
Stanley Kevin G.
;
Eishita Farjana Z.
;
Anderson Eva
;
Mandryk Regan
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
behavioural sciences computing;
computer games;
human computer interaction;
mobile computing;
Gemini redux;
PACE game;
accumulated context;
active screen time;
anti sedentary behavior measures;
mobile devices;
pervasive accumulated context exergame;
play style;
player perception understanding;
sedentary behavior;
sedentary screen time;
serious health risks;
traditional video games playing;
watching TV;
Animals;
Context;
Games;
Mobile communication;
Poles and towers;
Sensors;
Virtual reality;
7.
Endoscopie neurosurgery simulation: Implementation on the evolution engine
机译:
内镜神经外科手术仿真:在进化引擎上的实现
作者:
Carnegie Shaun
;
MacKenzie Justin
;
de Ribaupierre Sandrine
;
Eagleson Roy
;
Togeskov Adrian
;
Schmalz Mike
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
avatars;
cameras;
computer based training;
computer games;
digital simulation;
medical image processing;
neurophysiology;
spatial reasoning;
avatar;
digital extreme evolution;
endoscopic neurosurgery simulation;
endoscopic view;
evolution engine;
game assets;
game engine;
in-scene display monitors;
in-scene endoscopic cameras;
ortho-planar view;
preoperative clinical scans;
sensori-motor tasks;
spatial reasoning skills;
surgical technical skill training;
surgical trainee;
Cameras;
Engines;
Games;
Mirrors;
Monitoring;
Surge;
8.
Design lessons from mainstream motion-based games for exergames for older adults
机译:
从主流基于动作的游戏中为老年人的游戏设计课程
作者:
Barenbrock Anna
;
Herrlich Marc
;
Malaka Rainer
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
medical computing;
patient rehabilitation;
patient treatment;
serious games (computing);
age-related disease rehabilitation;
age-related disease treatment;
age-related loss prevention;
commodity gaming devices;
exergames;
game controls;
game creation;
game selection;
mainstream motion-based game;
older adults;
physical exercises;
serious games;
Biomedical monitoring;
Blood pressure;
Games;
Interviews;
Senior citizens;
Training;
Wheels;
exergames;
game design;
older adults;
qualitative field study;
9.
Wearable gesture control: Improving the computer interface convenience and accessibility
机译:
穿戴式手势控制:提高计算机界面的便利性和可访问性
作者:
Labrecque Martin
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
interactive devices;
user interfaces;
wearable computers;
computer interface accessibility;
computer interface convenience;
gesture input device;
position tracking;
wearable gesture control;
3D immersion;
accessibility;
finger tracking;
gaming;
gesture control;
hand tracking;
virtual reality;
wearable sensor;
10.
Endoscopie neurosurgery simulation: Implementation on the evolution engine
机译:
内镜神经外科手术仿真:在进化引擎上的实现
作者:
Carnegie Shaun
;
MacKenzie Justin
;
de Ribaupierre Sandrine
;
Eagleson Roy
;
Togeskov Adrian
;
Schmalz Mike
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
Cameras;
Engines;
Games;
Mirrors;
Monitoring;
Surgery;
Three-dimensional displays;
GPU fragment memory;
Game Engine;
in-scene camera;
in-scene display;
11.
Gamification and health professions education
机译:
游戏化与健康专业教育
作者:
Rojas David
;
Cowan Brent
;
Kapralos Bill
;
Dubrowski Adam
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
biomedical education;
learning management systems;
medical computing;
serious games (computing);
gamification;
health profession education;
health profession student;
learning experience;
online learning management system;
Collaboration;
Educational institutions;
Games;
Heating;
Surgery;
Training;
Gamification;
health professions education;
learning management system;
serious games;
12.
Quaternion based gesture recognition using worn inertial sensors in a motion tracking system
机译:
在运动跟踪系统中使用磨损的惯性传感器进行基于四元数的手势识别
作者:
Arsenault Dennis L.
;
Whitehead Anthony D.
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
gesture recognition;
haptic interfaces;
hidden Markov models;
inertial systems;
Markov chain;
hidden Markov model;
motion tracking system;
quaternion based gesture recognition;
sensor quaternion orientation;
worn inertial sensors;
Accuracy;
Games;
Gesture recognition;
Hidden Markov models;
Quaternions;
Sensor systems;
Hidden Markov Model;
Markov Chain;
active gaming;
gesture recognition;
wearable computing;
worn sensors;
13.
Equalization and variation enhancement in strategic multiplayer games
机译:
战略多人游戏中的均衡和变化增强
作者:
Fridenfalk Mikael
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
Hypermax;
classic max-player game;
complementary player type;
equalization player;
min-player;
strategic multiplayer games;
strategy mathematical formalization;
variation enhancement player;
Boundary conditions;
Context;
Educational institutions;
Games;
Proposals;
Reactive power;
Vectors;
Hypermax;
Hypermix;
N-max;
N-mix;
N-person;
N-player;
alpha-beta pruning;
minimax;
multiplayer;
strategic;
14.
Suspenseful design: Engaging emotionally with complex applications through compelling narratives
机译:
悬而未决的设计:通过引人入胜的叙述,在情感上参与复杂的应用程序
作者:
Langer Rebecca
;
Hancock Mark
;
Scott Stacey D.
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
behavioural sciences computing;
humanities;
user interfaces;
compelling narratives;
complex applications;
emotional engagement;
inherently complex software;
interface designs;
narrative-based software applications;
narrative-based tutorial;
storytelling techniques;
suspenseful design;
suspenseful tutorial;
Animation;
Context;
Games;
Software;
Three-dimensional displays;
Tutorials;
Uncertainty;
engagement;
gamification;
narrative;
suspense;
15.
A scenario and dialogue editor for a cultural competence serious game
机译:
文化能力严肃游戏的场景和对话编辑器
作者:
Khan Zain
;
Kapralos Bill
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
Cultural differences;
Games;
Global communication;
Medical diagnostic imaging;
Mood;
Training;
Serious games;
authoring environment;
cultural competency;
virtual patients;
16.
iMind: An alternative dialogue between viewers and artists
机译:
iMind:观众与艺术家之间的另一种对话
作者:
Pedersen Isabel
;
Mirza-Babaei Pejman
;
Gale Nathan
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
art;
brain-computer interfaces;
history;
interactive systems;
BCI;
alternative dialogue;
arts;
brain-computer interface entertainment application;
creative media experience;
cultural media experience;
iMind project;
technology disciplines;
Art;
Cultural differences;
Electroencephalography;
Entertainment industry;
Headphones;
Physiology;
Prototypes;
Brain-Computer Interface;
Entertainment;
arts;
creative media;
user experience;
17.
Memorix: A tangible memory game using iSIG-Blocks
机译:
Memorix:使用iSIG块的有形记忆游戏
作者:
Kiju Lee
;
Donghwa Jeong
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
geometry;
interactive systems;
software tools;
Memorix;
TAPware;
game design;
geometric complexity;
iSIG-block;
interactive tabletop platform;
memory game;
programming tool;
Complexity theory;
Electromechanical sensors;
Games;
Programming;
Shape;
Visualization;
18.
“SELF-HII”: Strength + endurance + longevity through gameplay with humanistic intelligence by Fieldary Human Information Interaction
机译:
“ SELF-HII”:通过现场人类信息交互通过具有人文智能的游戏玩法实现力量+耐力+寿命
作者:
Mann Steve
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
Internet of Things;
computer games;
data visualisation;
human computer interaction;
Digital Eye Glass;
FHII;
Fieldary Human Information Interaction;
Internet of Things;
IoT;
Joule seconds;
Joules;
Joules per second;
SELF-HII;
Watt seconds;
Watts;
camera-visualizing vision;
entertainment;
humanistic intelligence;
media;
serious games;
sonelization;
wearable computing;
19.
Development of task-specific RehabGame settings for robot-assisted pédiatrie movement therapies
机译:
开发针对任务的RehabGame设置,用于机器人辅助的小儿运动疗法
作者:
Martin Anna Lisa
;
Gotz Ulrich
;
Bauer Rene
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
Biological control systems;
Educational institutions;
Games;
Pediatrics;
Robot sensing systems;
"RehabConnex";
children;
neurological disorders;
rehabilitation games;
robot-assisted motor-rehabilitation;
20.
A real-time reconstructed 3D environment augmented with virtual objects rendered with correct occlusion
机译:
实时重建的3D环境,增强了通过正确遮挡渲染的虚拟对象
作者:
Khattak Saad
;
Cowan Brent
;
Chepurna Iuliia
;
Hogue Andrew
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
augmented reality;
gesture recognition;
graphical user interfaces;
image reconstruction;
image sensors;
rendering (computer graphics);
6-DOF;
AR marker;
HMD;
Oculus Rift VR head mounted display;
POV;
VR;
augmented virtual reality;
correct occlusion;
creative RGB-D camera;
depth sensor;
finger tracker;
high-precision gesture recognition;
leap motion hands;
leap motion sensor;
point of view;
real-time interaction;
real-time reconstructed 3D environment;
user virtual hand augmentation;
view-dependent stereoscopic renderin;
21.
Interactive 3D visualisation of playtesting data
机译:
游戏测试数据的交互式3D可视化
作者:
Drenikow Brandon
;
Arppe David
;
Mirza-Babaei Pejman
;
Hogue Andrew
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
behavioural sciences computing;
computer games;
data visualisation;
interactive 3D visualisation;
physiological measures;
player in-game behaviour;
playtesting data;
Abstracts;
Games User Research;
Playtesting;
Visulization;
22.
Encouraging organized active game play in primary school children
机译:
鼓励小学生有组织地进行积极的游戏
作者:
McKenzie Sophie
;
Bangay Shaun
;
Barnett Lisa M.
;
Ridgers Nicola D.
;
Salmon Jo
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
QR codes;
accelerometers;
computer games;
image sensors;
mobile computing;
mobile handsets;
wireless LAN;
2-dimensional codes;
IT professionals;
QR code scanning;
Wi-Fi;
accelerometers;
camera;
game elements;
health professionals;
location tracking mechanism;
mobile device reliability;
mobile phone platform;
mobile video game;
narrative based treasure hunt game;
organized active game play;
organized outdoor setting;
physical activity;
primary school children;
sensor suitability;
treasure hunt mechanic;
Accelerometers;
Edu;
23.
Biased random sequence generation for making common player believe it unbiased
机译:
偏向随机序列生成,使普通玩家相信它没有偏见
作者:
Temsiririrkkul Sila
;
Nomura Hisamitsu
;
Ikeda Kokolo
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
Computers;
Games;
Generators;
Market research;
Random sequences;
Standards;
Time-frequency analysis;
24.
Challenge balancing for personalised game spaces
机译:
个性化游戏空间的挑战平衡
作者:
Bakkes Sander
;
Whiteson Shimon
;
Guangliang Li
;
Visniuc George Viorel
;
Charitos Efstathios
;
Heijne Norbert
;
Swellengrebel Arjen
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
human factors;
Infinite Mario Bros;
challenge balancing;
gameplay observations;
implicit user feedback;
individual human player;
online game personalisation;
online gameplay;
personalised game spaces;
player experience;
user abandonment risk;
Accuracy;
Adaptation models;
Artificial intelligence;
Engines;
Games;
Labeling;
Training;
25.
Self-control in casual games: The relationship between Candy Crush Saga™ players' in-app purchases and self-control
机译:
休闲游戏中的自我控制:《 Candy Crush Saga™》玩家的应用内购买与自我控制之间的关系
作者:
Soroush Milad
;
Hancock Mark
;
Bonns Vanessa K.
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
microeconomics;
Candy Crush Saga player in-app purchases;
Candy Crush Saga self-control;
Mechanical Turk;
casual games;
economic model;
gaming market;
psychology;
purchasing decisions;
video game;
Correlation;
Decision making;
Face;
Games;
Pricing;
Psychology;
Free-mium;
casual games;
design patterns;
in-app purchases;
micro-transactions;
self-control;
26.
Surgical simulation workflow representation using hierarchical task analysis and statecharts: Implementation on the evolution engine
机译:
使用分层任务分析和状态图的外科手术仿真工作流表示:在进化引擎上的实现
作者:
MacKenzie Justin
;
Carnegie Shaun
;
Schmalz James
;
Schmalz Mike
;
de Ribaupierre Sandrine
;
Eagleson Roy
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
authoring languages;
decision making;
digital simulation;
medical computing;
serious games (computing);
surgery;
OR displays;
OR team;
decision-making skills;
emergent events;
endoscopic tasks;
evolution engine;
game engine scripting tools;
game engine tools;
healthcare services providers;
hierarchical task analysis;
immersive simulations;
medical schools;
situational assessment;
standardized-patient simulations;
statecharts;
surgical simulation workflow representation;
task trainers;
training tool;
virtual-world scena;
27.
Fraternal feelings: How brothers: A tale of two sons affects players through gameplay
机译:
异样的感情:兄弟如何:两个儿子的故事通过游戏方式影响玩家
作者:
May Aaron
;
Bizzocchi Jim
;
Antle Alissa N.
;
Choo Amber
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
human computer interaction;
Tale of Two Sons;
fraternal feelings;
gameplay;
interaction design;
interactive elements;
story-driven medium;
video games;
Art;
Educational institutions;
Face;
Games;
Joints;
Media;
Presses;
controls;
interaction;
narrative;
play;
video games;
28.
At the intersection of sports and MMORPGs: A new model of active video games
机译:
在体育和MMORPG的交汇处:活跃视频游戏的新模型
作者:
Langerak Robin
;
Zaczynski Monica
;
Whitehead Anthony
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
sport;
MMORPG;
active video game model;
institutionalization element;
physical activity;
sport;
Accuracy;
Educational institutions;
Games;
Psychology;
Solid modeling;
Three-dimensional displays;
Training;
AVGs;
MMORPGs;
active video games;
design considerations;
engagement;
flow;
model;
sports;
29.
Diagetic vs. non-diagetic game displays
机译:
Diegetic与非Diegetic游戏展示
作者:
Peacocke Margaree
;
Teather Robert J.
;
Carette Jacques
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
head-up displays;
screens (display);
TV monitor;
cellular device;
diagetic game display;
first-person shooter;
heads-up display screen;
nondiagetic game display;
player performance;
tablet;
Games;
Navigation;
Performance evaluation;
Software;
User interfaces;
Visualization;
Weapons;
Heads-up displays;
diagetic user interfaces;
games;
30.
Introducing the biometric storyboards tool for games user research
机译:
引入生物特征故事板工具进行游戏用户研究
作者:
Mirza-Babaei Pejman
;
Nacke Lennart
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
computer graphics;
user interfaces;
BioSt tool;
Biometric Storyboards tool;
games user research;
video games;
Current measurement;
Data visualization;
Electromyography;
Games;
Muscles;
Physiology;
Prototypes;
affective evaluation;
games design;
games user research;
physiological evaluation;
user experience;
video games;
31.
Using domain specific language for large screen game interaction
机译:
使用域特定语言进行大屏幕游戏交互
作者:
Li Liu
;
Jingyuan Zhang
;
Kraft Nicholas
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer displays;
computer games;
data visualisation;
gesture recognition;
graphical user interfaces;
groupware;
human computer interaction;
mouse controllers (computers);
operating systems (computers);
specification languages;
SDGi;
advanced visualization systems;
domain specific language;
game operating systems;
gaming experience;
gesture recognition;
high-resolution display;
large screen game interaction;
mouse input;
pointer-based interaction;
programming language;
single display groupware;
spatial pointer;
track;
32.
Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2)
机译:
防御古代人2(DotA 2)时空团队行为的基于技能的差异
作者:
Drachen Anders
;
Yancey Matthew
;
Maguire John
;
Chu Derrek
;
Wang Iris Yuhui
;
Mahlmann Tobias
;
Schubert Matthias
;
Klabajan Diego
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
behavioural sciences computing;
computer games;
fuzzy set theory;
pattern clustering;
time series;
Defence of the Ancients 2;
DotA 2 game;
MOBA game;
digital games;
fuzzy approach;
gameplay;
multiplayer online battle arena game;
positional data;
skill-based difference;
spatio-temporal team behaviour;
tactical combat;
team member distribution measure;
team skill;
time series clustering measure;
zone changes measure;
Artificial intelligence;
Communities;
Data mining;
Games;
Poles and towers;
Trajectory;
Valves;
DotA 2;
MOBA;
33.
Towards more accurate open source kart race balancing
机译:
走向更准确的开源卡丁车比赛平衡
作者:
Morelli Tony
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
public domain software;
source code (software);
Super Mario Kart;
Super Tux Kart;
commercial game;
item collection game balancing mechanism;
open source community;
open source kart race balancing;
open source kart racing game;
source code;
Accuracy;
Data collection;
Games;
Rubber;
Speech recognition;
Standards;
Switches;
Game Balancing;
Kart;
Open Source;
Racing;
34.
Audio games as educational tools: Design principles and examples
机译:
有声游戏作为教育工具:设计原则和示例
作者:
Rovithis Emmanouel
;
Floros Andreas
;
Mniestris Andreas
;
Grigoriou Nikolas
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
Acoustics;
Games;
Materials;
Navigation;
Noise;
Shape;
Visualization;
35.
Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game
机译:
在第一人称射击游戏中使用情感状态来适应角色,NPC和环境
作者:
Negini Faham
;
Mandryk Regan L.
;
Stanley Kevin G.
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
NPC;
affective game engine;
computer game interfaces;
first-person shooter game;
game elements;
game environment;
nonplayer characters;
player arousal;
player emotional state;
player experience;
user experience;
Abstracts;
Atmospheric measurements;
Engines;
Fluid flow measurement;
Games;
Middleware;
Skin;
FPS;
affective gaming;
challenge;
dynamic difficulty adjustement;
galvanic skin response;
pluyer experience;
36.
Iterative design of an augmented reality game and level-editing tool for use in the classroom
机译:
用于教室的增强现实游戏和关卡编辑工具的迭代设计
作者:
Eishita Farjana Z.
;
Stanley Kevin G.
;
Mandryk Regan
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
augmented reality;
computer aided instruction;
serious games (computing);
software engineering;
software tools;
AR editing tool;
augmented reality game;
educational environment;
game content;
iterative design;
iterative development process;
level-editing tool;
player feedback;
player observation;
Augmented reality;
Avatars;
Collaboration;
Conferences;
Educational institutions;
Games;
Smart phones;
37.
Balancing multiplayer first-person shooter games using aiming assistance
机译:
使用瞄准辅助功能平衡多人第一人称射击游戏
作者:
Vicencio-Moreira Rodrigo
;
Mandryk Regan L.
;
Gutwin Carl
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
3D FPS games;
3D environment;
aim assistance techniques;
area cursor;
bullet magnetism;
deathmatch games;
multiplayer first-person shooter game balancing techniques;
Aerospace electronics;
Games;
Magnetic confinement;
Mathematical model;
Mice;
Three-dimensional displays;
Visualization;
Aim assistance;
FPS games;
game balancing;
38.
Prototype of a lower member exer-game using smartphone's capabilities as a health-care training and monitoring portable tool
机译:
使用智能手机的功能作为健康培训和监控便携式工具的低级会员游戏的原型
作者:
Valdivia-Trujillo Sergio
;
Prada-Dominguez Eliana
;
Uribe-Quevedo Alvaro
;
Perez-Gutierrez Byron
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
Android (operating system);
computer games;
health care;
human computer interaction;
smart phones;
Android OS;
e-health;
exer-game;
exercising characteristics;
exergaming;
fitness;
health-care monitoring;
health-care oriented;
health-care training;
inertial sensor;
lower member flexion/extension;
motion capture;
motivation;
musculoskeletal disorder;
physical activity;
physical therapy;
portable tool;
smartphone capability;
visual feedback;
Educational institutions;
Games;
Musculoskeletal system;
Performance evaluation;
Sen;
39.
Informative virtual reality app for preventing lower member injuries
机译:
内容丰富的虚拟现实应用程序,可防止下肢受伤
作者:
Prada-Dominguez Eliana
;
Valdivia-Trujillo Sergio
;
Uribe-Quevedo Alvaro
;
Perez-Gutierrez Byron
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
Internet;
medical computing;
mobile computing;
virtual reality;
e-health;
health care exercises;
informative virtual reality app;
locomotor activity;
lower member injury prevention;
m-health solutions;
mobile devices;
mobile market;
musculoskeletal disorders;
musculoskeletal problems;
smart phones;
Educational institutions;
Injuries;
Knee;
Ligaments;
Three-dimensional displays;
40.
CINDR: A proposed framework for ethical systems in video games
机译:
CINDR:电子游戏道德体系的拟议框架
作者:
Scavarelli Anthony
;
Arya Ali
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
ethical aspects;
pattern classification;
CINDR;
ethical issues virtual worlds;
ethical systems;
gaming industry;
semantic context;
video game classification;
video game ethics framework;
video game examination;
video game genres;
Animals;
Educational institutions;
Ethics;
Games;
Industries;
Information technology;
Presses;
entertainment;
ethics;
gaming;
interactive media;
morality;
video games;
41.
Enabling motivated believable agents with reinforcement learning
机译:
通过强化学习使有动力的可信代理商
作者:
Forgette Jacquelyne
;
Katchabaw Michael
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
learning (artificial intelligence);
multi-agent systems;
agent decision;
agent motivation;
game narrative;
maximum desirable motive value;
minimum desirable motive value;
motivated believable agents;
motivation driven reinforcement learning system;
video game programming;
Games;
Learning (artificial intelligence);
Measurement;
Planning;
Prototypes;
Refrigerators;
Testing;
believable agents;
motivation-driven behaviour;
reinforcement learning;
42.
Game refinement theory and its application to score limit games
机译:
博弈细化理论及其在极限博弈中的应用
作者:
Nossal Nathan
;
Iida Hiroyuki
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
game theory;
sport;
game refinement theory;
game refinement values;
information game refinement measure;
score limited sport games badminton;
table tennis;
world class tournaments;
Entertainment industry;
Equations;
Game theory;
Games;
Lead;
Mathematical model;
Uncertainty;
badminton;
game refinement theory;
table tennis;
43.
Player characteristics and their relationship to goals and rewards in video games
机译:
玩家特征及其与视频游戏目标和奖励的关系
作者:
Staewen Randal
;
Trevino Philip
;
Chang Yun
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
public domain software;
game developers;
gameplay;
goals;
long-term goal selection;
open-source 2D platform game;
perceived enjoyments;
player characteristics;
psychogenic needs;
rewards;
short-term goal selection;
video games;
Analysis of variance;
Context;
Correlation;
Entertainment industry;
Games;
Motion pictures;
Psychology;
gaming experience;
goals;
player characteristics;
player-centric gaming;
rewards;
videogames;
44.
Circuit-adaptive challenge balancing in racing games
机译:
赛车游戏中的电路自适应挑战平衡
作者:
Rietveld Alex
;
Bakkes Sander
;
Roijers Diederik
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
pattern classification;
circuit-adaptive challenge balancing;
classifier;
gameplay events;
player experience;
player in-game performance;
player-appropriate circuit adaptation;
racing game;
rubber banding method;
Adaptation models;
Games;
Generators;
Integrated circuit modeling;
Rubber;
Support vector machines;
Training;
45.
The design and implementation of a generic A∗ algorithm for search in multidimensional space
机译:
多维空间搜索通用A ∗算法的设计与实现
作者:
Fridenfalk Mikael
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
matrix algebra;
search problems;
3D worlds;
5D sparse matrix;
A* pathfinding algorithm;
computer games;
game ideas;
generic A* algorithm;
multidimensional space;
search;
Algorithm design and analysis;
Computers;
Context;
Games;
Programming;
Sparse matrices;
Three-dimensional displays;
A∗;
A-star;
computer game;
game design;
generic;
multidimensional;
multiverse;
pathfinding;
46.
Development of an application for performing the subclavian central venous access on neonates
机译:
开发用于对新生儿进行锁骨下中央静脉通路的应用程序
作者:
Dzeka-Lozano Nichole
;
Higuera-Burgos Natalie
;
Vega-Medina Lizeth
;
Uribe-Quevedo Alvaro
;
Perez-Gutierrez Byron
;
Tibamoso Gerardo
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer animation;
hypermedia;
medical computing;
patient treatment;
solid modelling;
virtual reality;
CVA simulators;
animation;
evaluation module;
exploration module;
hypertext;
informative module;
medication;
neonates;
nutritional solution;
subclavian central venous access;
subclavian procedure;
virtual 3D models;
virtual reality;
Catheters;
Educational institutions;
Games;
Pediatrics;
Solid modeling;
Three-dimensional displays;
Virtual reality;
47.
Scale effects in 'bullet hell' games
机译:
在“子弹般的地狱”游戏中缩放比例效果
作者:
Teather Robert J.
;
Thevathasan Manivanna
;
Carette Jacques
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
display devices;
arcade style bullet hell shooter games;
display diagonal size;
display size;
nonuniform scaling;
scale effects;
scaling methods;
Abstracts;
Androids;
Games;
Human factors;
Humanoid robots;
Software;
Visualization;
Scale;
display size;
games;
48.
Virtual mindfulness meditation: Virtual reality and electroencephalography for health gamification
机译:
虚拟正念冥想:虚拟现实和脑电图保健游戏
作者:
Choo Amber
;
May Aaron
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
behavioural sciences computing;
electroencephalography;
health care;
medical signal processing;
virtual reality;
EEG data collection;
chronic pain patients;
depressive relapse;
educational software;
electroencephalography;
health gamification;
health related aspects;
mindfulness meditation;
patient lifestyles;
virtual environments;
virtual mindfulness meditation;
virtual reality;
Educational institutions;
Electroencephalography;
Games;
Medical treatment;
Pain;
Software;
Stress;
EEG;
Emotiv;
MBSR;
Mindfulness;
VR;
educationa;
49.
A serious game for interview preparation
机译:
一个认真的面试游戏
作者:
Andrews Harrison
;
Bramar Monika
;
Lupinski Lucas
;
Kapralos Bill
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
recruitment;
serious games (computing);
virtual reality;
interview preparation;
job interview skills training;
serious game prototype;
Engines;
Games;
Graphics processing units;
Interviews;
Materials;
Prototypes;
Rendering (computer graphics);
Serious games;
job interview;
scenario scripting;
simulation;
virtual environment;
50.
Powered to play: A mixed reality game for people driving powered chairs
机译:
动力玩:一款混合现实游戏,适合驾驶动力椅的人们
作者:
Edey Jamal K.
;
Seaborn Katie
;
Branje Carmen
;
Fels Deborah /I/.
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
handicapped aids;
mobile computing;
mobile handsets;
user interfaces;
virtual reality;
GPS-enabled mobile phone;
body motion;
dancing games;
digital environment;
flexible virtualized scene;
limited mobility;
mixed reality capture-the-flag game;
mixed reality game;
mobile phone interfaces;
mobility differences;
physical play activity;
powered chair;
powered mobility device;
powered to play;
scooters;
social entertainment;
sports;
video games;
wheelchairs;
Games;
Global Positioning System;
Mobile communicati;
51.
Is more information better? Examining the effects of visual and cognitive fidelity on learning in a serious video game
机译:
更多信息更好吗?审查视觉和认知保真度对严肃视频游戏中学习的影响
作者:
Veinott Elizabeth S.
;
Perleman Brandon
;
Polander Emily
;
Leonard James
;
Berry Gloria
;
Catrambone Richard
;
Whitaker Elizabeth
;
Eby Brianne
;
Mayell Sharon
;
Teodorescu Kinneret
;
Hammack Taleri
;
Lemaster Lucas
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
cognition;
computer based training;
computer games;
decision making;
3D video game;
Heurística;
cognitive fidelity;
cognitive training;
decision making;
learning objectives;
serious video game;
visual fidelity;
Atmospheric measurements;
Decision making;
Games;
Particle measurements;
Psychology;
Training;
Visualization;
Video games;
cognitive fidelity;
learning;
serious game;
visual fidelity;
52.
Actergy as a reflex performance metric: Integral-kinematics applications
机译:
Actergy作为反射性能指标:整体运动学应用
作者:
Janzen Ryan
;
Mann Steve
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
biomechanics;
integral equations;
kinematics;
medical signal processing;
actergy measurement;
actergy metric;
aerospace application;
energy time-integral;
gaming environment;
hardware mathematics;
health science environment;
human kinetic sensing system;
integral-kinematics application;
reflex performance metric;
signal-processing mathematics;
training environment;
Aircraft;
Atmospheric modeling;
Energy measurement;
Force;
Power measurement;
Training;
53.
Veillance dosimeter, inspired by body-worn radiation dosimeters, to measure exposure to inverse light
机译:
Veillance剂量计受人体辐射剂量计的启发,可测量反光的暴露
作者:
Janzen Ryan
;
Mann Steve
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
cameras;
cinematography;
dosimeters;
optical sensors;
radiation detection;
security;
accumulated dosage readout;
body-worn radiation dosimeter;
camera;
cinematography application;
flux propagation;
image-capture gaming environment;
information-bearing optical sensitivity;
light energy radiation;
security application;
veillance dosimeter;
veillance flux measurement;
veillance-integrating device;
Atmospheric measurements;
Cameras;
Optical sensors;
Pollution measurement;
Sensitivity;
Vectors;
54.
Physiological acrophobia evaluation through in vivo exposure in a VR CAVE
机译:
在VR CAVE中通过体内暴露进行生理性恐高症评估
作者:
Costa Joao P.
;
Robb James
;
Nacke Lennart E.
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
feedback;
medical computing;
patient treatment;
physiology;
virtual reality;
CAVE;
VR;
computer-assisted virtual environment;
in vivo exposure;
phobia treatment;
physiological acrophobia evaluation;
physiological feedback mechanism;
virtual reality;
Buildings;
Electroencephalography;
Games;
In vivo;
Medical treatment;
Physiology;
Virtual reality;
Acrophobia;
Biofeedback;
CAVE;
Physiological Measures;
Virtual Reality;
55.
Tilt-controlled mobile games: Velocity-control vs. position-control
机译:
倾斜控制的手机游戏:速度控制与位置控制
作者:
Constantin Catalina /I/.
;
MacKenzie /I/. Scott
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
mobile computing;
position control;
velocity control;
ball movement;
device tilt;
position-control;
tilt-controlled mobile games;
velocity-control;
virtual ball;
Accelerometers;
Games;
Land mobile radio;
Mobile handsets;
Performance evaluation;
Sensors;
Testing;
accelerometer-based tilt-control;
mobile games;
order of control;
position-control;
velocity-control;
56.
Development of task-specific RehabGame settings for robot-assisted pédiatrie movement therapies
机译:
开发针对任务的RehabGame设置,用于机器人辅助的小儿运动疗法
作者:
Martin Anna Lisa
;
Gotz Ulrich
;
Bauer Rene
会议名称:
《2014 IEEE Games, Media, Entertainment Conference》
|
2014年
关键词:
computer games;
control engineering computing;
medical computing;
medical robotics;
middleware;
neurophysiology;
paediatrics;
patient rehabilitation;
patient treatment;
ChARMin rehabilitation robots;
IMIC;
Lokomat rehabilitation robots;
RehabConnex middleware;
audio-visual feature;
cognitive limitations;
game-conceptual feature;
innovative movement therapy in childhood;
input devices;
locomotion rehabilitation setting;
multimodal game controllers;
neurological disorders;
pediatric robot-assisted rehabilitation;
robot;
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