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GEM 2018: Galway, Ireland
- IEEE Games, Entertainment, Media Conference, GEM 2018, Galway, Ireland, August 15-17, 2018. IEEE 2018, ISBN 978-1-5386-6304-2

- Lizbeth Goodman

, Camille Baker, Nick Bryan-Kinns, Yongmeng Wu, Sankun Liu:
WEAR Sustain Network: Ethical and Sustainable Technology Innovation in Wearables and Etextiles. 1-9 - Peter M. Corcoran

, Claudia Costache:
A Privacy Framework for Games & Interactive Media. 1-9 - Denise T. Quesnel

, Ekaterina R. Stepanova, Ivan Abdo Aguilar, Patrick Pennefather, Bernhard E. Riecke:
Creating AWE: Artistic and Scientific Practices in Research-Based Design for Exploring a Profound Immersive Installation. 1-207 - Chao Peng, Jeffrey T. Hansberger, Vaidyanath Areyur Shanthakumar, Sarah C. Meacham, Victoria R. Blakely, Lizhou Cao

:
A Case Study of User Experience on Hand-Gesture Video Games. 453-457 - Timothée E. Cognard, Alexander Goncharov, Nicholas Devaney

, Chris Dainty, Peter M. Corcoran
:
A Review of Resolution Losses for AR/VR Foveated Imaging Applications. 1-9 - Filippo Agalbato, Daniele Loiacono

:
Robo3: A Puzzle Game to Learn Coding. 359-366 - Johannes DeYoung

, Justin Berry, Stephanie Riggs, Jack Wesson, Lance Chantiles Wertz:
Evaluating Embodied Navigation in Virtual Reality Environments. 1-9 - Andrea Isabel Sotelo Guadalupe:

User-Centered Design to a Digital Cultural Heritage Installation Based on Afro-Peruvian Musical Legacy. 1-9 - Jazheel Luna, Rita Treacy, Tomonori Hasegawa, Abraham G. Campbell, Eleni E. Mangina:

Words Worth Learning - Augmented Literacy Content for ADHD Students. 1-9 - Naoise Collins, Brian Vaughan, Keith Gardiner, Charlie Cullen

:
Towards a Conceptual Framework for the Development of Immersive Experiences to Negotiate Meaning and Identity in Irish Language Learning. 1-9 - Shishir Subramanyam, Pablo César

:
Enhancement Layer Inter Frame Coding for 3D Dynamic Point Clouds. 332-337 - Léonie Buckley, Jonathan Byrne, David Moloney:

Investigating the Impact of Suboptimal Hashing Functions. 324-331 - Steve Mann, Max Lv Hao, Ming-Chang Tsai, Maziar Hafezi, Amin Azad, Farhad Keramatimoezabad:

Effectiveness of Integral Kinesiology Feedback for Fitness-Based Games. 1-9 - Antonio Umberto Aramini, Pier Luca Lanzi, Daniele Loiacono

:
An Integrated Framework for AI Assisted Level Design in 2D Platformers. 1-9 - Vincent Russell, Rachel Barry, David Murphy

:
HAVE Experience: An Investigation into VR Empathy for Panic Disorder. 1-9 - Barbara Gizycka, Grzegorz J. Nalepa:

Emotion in Models Meets Emotion in Design: Building True Affective Games. 1-5 - Alia Fatima, Tayyaba Rasool, Usman Qamar

:
GDGSE: Game Development with Global Software Engineering. 1-9 - Anuradha Kar, Peter Corcoran

:
Gaze Visual - A Graphical Software Tool for Performance Evaluation of Eye Gaze Estimation Systems. 1-9 - Daniel Pimentel

, Sri Kalyanaraman, Shiva Halan:
Bigger is Better: A VR Penguin Rehabilitation Simulation to Study Animal Conservation Behaviors. 1-9 - Javier Torres Sanchez, Salvatore Tedesco

, Brendan O'Flynn
:
A 3D Hand Motion Capture Device with Haptic Feedback for Virtual Reality Applications. 232-238 - Xuanhui Xu

, Eleni E. Mangina, David Kilroy, Arun Kumar, Abraham G. Campbell:
Delaying When all Dogs to go to Heaven: Virtual Reality Canine Anatomy Education Pilot Study. 1-9 - Ruslan Rakhmatov, Arsen Abdulali, Waseem Hassan

, Minji Kim, Seokhee Jeon:
Virtual Reality Bicycle with Data-Driven Vibrotactile Responses from Road Surface Textures. 1-9 - Mehmet Kosa, Ahmet Uysal:

Does Mindfulness Affect Wellbeing and Physical Activity Levels of Pervasive Game Players? the Case of Ingress. 1-9 - Sidney Bovet, Aidan Kehoe, Katie Crowley

, Noirin Curran, Mario Gutierrez, Mathieu Meisser, Damien O. Sullivan, Thomas Rouvinez:
Using Traditional Keyboards in VR: SteamVR Developer Kit and Pilot Game User Study. 1-9 - Ryan E. Janzen, Sen Yang, Steve Mann:

"Painting with the Eyes": Sensory Perception Flux Time-Integrated on the Physical World. 239-245 - Edoardo Giacomello

, Pier Luca Lanzi, Daniele Loiacono
:
DOOM Level Generation Using Generative Adversarial Networks. 316-323 - Allan Fowler, Foaad Khosmood:

The Potential of Young Learners Making Games: An Exploratory Study. 1-9 - Denis O'Hora

, Sam Redfern, Nicholas D. Duran
, Arkady Zgonnikov, Daragh Sweeney:
In-Game Motion Dynamics Provide a Means of Exploring the Cognitive Dynamics of Deception. 1-9 - Daniela Bulgarelli, Fulvio Corno

, Luigi De Russis
:
Collaborative Accessible Gameplay with One-Switch Interfaces. 95-100 - Tracey Cassells, Daire O'Broin:

The Effect of Gamification on Intrinsic Motivation for Prioritisation. 1-11 - Gregory P. Garvey:

Rethinking Critical Thinking. 1-6 - Erica Volta

, Paolo Alborno, Monica Gori, Gualtiero Volpe:
Designing a Multisensory Social Serious-Game for Primary School Mathematics Learning. 1-9 - B. Adrian Flowers, Robert Tatoian, Natallia Katenka, Jean-Yves Hervé:

Using Perspective to Reduce Stimulus Response in Virtual Reality. 1-8 - Fabrizia Corona, Rocco M. Chiuri, Giovanni Filocamo, Michaela Foà, Pier Luca Lanzi, Amalia Lopopolo, Antonella Petaccia:

Serious Games for Wrist Rehabilitation in Juvenile Idiopathic Arthritis. 35-42 - John Francis Leader

:
Mixed Reality Therapy Clinic Design. 1-9 - Zi Siang See

, Xia Sheng Lee, Adam Brimo, Harold Thwaites
, Lizbeth Goodman
:
MOOC for AR VR Training. 1-9 - Ting Bi

, Fábio Silva, Gheorghita Ghinea
, Gabriel-Miro Muntean:
Improving Learning Experience by Employing DASH-Based Mulsemedia Delivery. 1-9 - Reza Haghighi Osgouei

, David Soulsbv, Fernando Bello:
An Objective Evaluation Method for Rehabilitation Exergames. 28-34 - Zong-Han Wu, Kevin Lai, Li-An Lin, Ming-Han Huang, Wen-Kai Tai:

Procedurally Generating Game Level with Specified Difficulty. 1-9 - Samuel J. Bryan, Abraham G. Campbell, Eleni E. Mangina:

Scenic Spheres - An AR/VR Educational Game. 1-9 - James Broderick, Jim Duggan, Sam Redfern:

The Importance of Spatial Audio in Modern Games and Virtual Environments. 1-9 - Ana Grasielle Dionísio Corrêa, Laisa C. C. De Biase, Erich P. Lotto, Roseli D. Lopes

:
Development and Usability Evaluation of an Configurable Educational Game for the Visually Impaired. 1-9 - Dennis R. dela Cruz, Jerico S. A. Sevilla, Joshua Wilfred D. San Gabriel, Angelica Joyce P. Dela Cruz, S. Caselis Ella Joyce:

Design and Development of Augmented Reality (AR) Mobile Application for Malolos' Kameztizuhan (Malolos Heritage Town, Philippines). 1-9 - B. Adrian Flowers, Robert Tatoian, Ashley Witkowski, Natallia Katenka, Jean-Yves Hervé:

Using Multi-Sensor Voting for Resilience in VR Biofeedback Games. 1-5 - Xavier Caddle

, Curtis Gittens, Michael Katchabaw:
A Psychometric Detection System to Create Dynamic Psychosocial Relationships Between Non-Player Characters. 256-262 - Alexandre Monte Campelo, Larry Katz:

Physical Literacy Promotion in Older Adults Using Active Video Gaming: A Sense of Presence and Attitudes Towards Exercise. 163-166 - Laisa C. C. De Biase, Ana Grasielle Dionísio Corrêa, Lucas Dias, Erich P. Lotto, Roseli D. Lopes

:
An Accessible Roller Coaster Simulator for Touchscreen Devices: An Educational Game for the Visually Impaired. 101-105 - Imran Khaliq

, Zachary Watson:
The Omni Framework: A Destiny-Driven Solution to Dynamic Quest Generation in Games. 306-311 - Joseph Lemley

, Anuradha Kar, Peter Corcoran
:
Eye Tracking in Augmented Spaces: A Deep Learning Approach. 1-6 - Aoife McDonagh, Joseph Lemley

, Ryan Cassidy, Peter Corcoran
:
Synthesizing Game Audio Using Deep Neural Networks. 1-9 - Nina Lyons

, Matt Smith
, Hugh McCabe
:
Sensory Seduction & Narrative Pull. 1-56 - Viktor Varkarakis, Shabab Bazrafkan, Peter Corcoran

:
A Deep Learning Approach to Segmentation of Distorted Iris Regions in Head-Mounted Displays. 1-9 - Human Esmaeili

, Harold Thwaites
:
What Happened Here? An Immersive Virtual Story Narrated by Users. 1-9 - Lionel Jayaraj

, James Wood, Marcia Gibson
:
Engineering a Mobile VR Experience with MEMS 9DOF Motion Controller. 1-9 - Steve Mann, Max Lv Hao, Jeremy Werner:

Virtual Reality Games in Sensory Deprivation Tanks. 1-9 - Karen Collins, Krzyzstof Borowski:

Experimental Game Interactions in a Cave Automatic Virtual Environment. 1-9 - Kieran Nolan:

Bridging Authenticity and Virtualisation in Arcade Videogame Interaction. 1-9 - Ronan Fahy, Joris Van Hoboken, Nico Van Eijk:

Data Privacy, Transparency and the Data-Driven Transformation of Games to Services. 1-9 - Dennis R. dela Cruz, Dion Michael M. Mendoza:

Design and Development of Virtual Laboratory: A Solution to the Problem of Laboratory Setup and Management of Pneumatic Courses in Bulacan State University College of Engineering. 1-23 - Wafaa M. Shalash

, Sofana AlTamimi, Eman Abdu, Ayat Barom:
No Limit: A Down Syndrome Children Educational Game. 352-358 - Philip Bourke, David Murphy

, John O'Mullane, Kevin Marshall, Stephen Howell:
Review of Player Personality Classifications to Inform Game Design. 1-9 - Robin Tahmosybayat, Katherine Baker

, Alan Godfrey
, Nick Caplan, Gillian Barry
:
Move Well: Design Deficits in Postural Based Exergames. What are We Missing? 1-9 - Kyoung Lee Swearingen, Scott Swearingen:

Designing a Cooperative Mixed-Reality Game About Reconciliation. 1-9 - Mihail Morosan, Riccardo Poli:

Lessons from Testing an Evolutionary Automated Game Balancer in Industry. 263-270 - Caglar Yildirim, Michael Carroll, Daniel Hufnal, Theodore Johnson, Sylvia Pericles:

Video Game User Experience: To VR, or Not to VR? 1-9 - David L. Smyth, Frank G. Glavin

, Michael G. Madden
:
Using a Game Engine to Simulate Critical Incidents and Data Collection by Autonomous Drones. 1-9 - David Miranda, Kiju Lee

:
Music Blocks: Audio-augmented Block Games for Play-Based Cognitive Assessment. 375-381 - Alessia Antelmi

, John G. Breslin
, Karen Young:
Understanding User Engagement with Entertainment Media: A Case Study of the Twitter Behaviour of Game of Thrones (GoT) Fans. 1-9 - Xiao Liu, Kiju Lee

:
Optimized Facial Emotion Recognition Technique for Assessing User Experience. 1-9 - João Francisco, Rui Jesus

:
Mixing the Game Experience with the Experience of Meeting People. 1-9 - Kevin Loughrey, Daire O'Broin:

Are We Having Fun Yet? Misapplying Motivation to Gamification. 1-9 - Michael Weeks, Andre Kenneth Chase Randall, Vibhuti Patel:

Neuro-Evolution and Robustness: A Case Study. 390-395 - Noreena Yi-Chin Liu

, Gary B. Wills, Ashok Ranchhod:
Game for Supporting Dementia Carers. 1-8 - Mariusz P. Wilk

, Javier Torres Sanchez, Salvatore Tedesco
, Brendan O'Flynn
:
Wearable Human Computer Interface for Control Within Immersive VAMR Gaming Environments Using Data Glove and Hand Gestures. 1-9 - Joseph Lemley

, Razvan Andonie
, Ashur Odaht, Pushpinder Heer, Jonathan Widger, Berk Erkul, Lukas Magill, Kyle Littlefield:
CWU-Chess: An Adaptive Chess Program that Improves After Each Game. 1-9 - Krzysztof Szczurowski

, Matt Smith
:
"Woodlands" - a Virtual Reality Serious Game Supporting Learning of Practical Road Safety Skills. 1-9 - Minji Kim, Arsen Abdulali, Seokhee Jeon:

Rendering Vibrotactile Flow on Backside of the Head: Initial Study. 1-250 - Phil J. Ryan:

Privacy and Inclusivity. 1-9 - Weina Jin

, Jianyu Fan, Diane Gromala, Philippe Pasquier
:
Automatic Prediction of Cybersickness for Virtual Reality Games. 1-9 - Michael McMahon, Michael Schukat:

A low-Cost, Open-Source, BCI- VR Game Control Development Environment Prototype for Game Based Neurorehabilitation. 1-9 - Sam Redfern, Richard McCurry:

A Gamified System for Learning Mandarin Chinese as a Second Language. 1-9 - Fabrizio Lamberti

, Davide Calandra
, Federica Bazzano, Filippo G. Pratticò
, Davide M. Destefanis:
RobotQuest: A Robotic Game Based on Projected Mixed Reality and Proximity Interaction. 1-9 - Fabrizio Lamberti

, Filippo G. Pratticò
, Davide Calandra
, Giovanni Piumatti, Federica Bazzano, Thiago R. K. Villani:
Robotic Gaming and User Interaction: Impact of Autonomous Behaviors and Emotional Features. 1-9 - Maxim Mozgovoy:

Analyzing User Behavior Data in a Mobile Tennis Game. 1-9 - Steve Mann:

Phenomenological Augmented Reality with the Sequential Wave Imprinting Machine (SWIM). 1-9 - Jonah Warren, Gregory P. Garvey, Bernard Francois:

Coming Home: Art and the Great Hunger: A Case Study in Game Development for an Exhibition. 1-9 - Kevin Lee, Anton Shmatov, Jonathan Byrne, David Moloney:

Digital Scene Augmentation Techniques for Generating Photo-Realistic Virtual Crowds. 299-305

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