Comparing Student-Based Context Priming in Immersive and Desktop Virtual Reality Environments to Increase Academic Performance | 0 | 0.34 | 2022 |
VR-Based Context Priming to Increase Student Engagement and Academic Performance | 0 | 0.34 | 2022 |
Simulation And Assessment Of Safety Procedure In An Immersive Virtual Reality (Ivr) Laboratory | 0 | 0.34 | 2021 |
Virtual Reality And Augmented Reality In Social Learning Spaces: A Literature Review | 2 | 0.37 | 2021 |
VR-based Student Priming to Reduce Anxiety and Increase Cognitive Bandwidth | 2 | 0.41 | 2021 |
Player Matching for Social Exergame Retention: A Group Personality Composition Approach | 0 | 0.34 | 2020 |
Assessing the Effectiveness of Virtual Reality Gaming to Reduce Anxiety and Increase Cognitive Bandwidth | 0 | 0.34 | 2020 |
GGJ-Next: The Global Game Jam for Youth | 0 | 0.34 | 2019 |
Motivational strategies and approaches for single and multi-player exergames: a social perspective | 0 | 0.34 | 2019 |
Circles: exploring multi-platform accessible, socially scalable VR in the classroom | 0 | 0.34 | 2019 |
Towards A Framework On Accessible And Social Vr In Education | 0 | 0.34 | 2019 |
Learning with Trees: - A Non-linear E-Textbook Format for Deep Learning. | 0 | 0.34 | 2019 |
Assessing the Value of 3D Software Experience with Camera Layout in Virtual Reality | 0 | 0.34 | 2019 |
Keeping Players Engaged in Exergames: A Personality Matchmaking Approach. | 1 | 0.36 | 2018 |
User Trust Graph: A Model to Measure Trustworthiness. | 0 | 0.34 | 2018 |
Keeping Users Engaged through Feature Updates: A Long-Term Study of Using Wearable-Based Exergames. | 2 | 0.37 | 2017 |
Affective Walkthroughs and Heuristics: Evaluating Minecraft Hour of Code. | 0 | 0.34 | 2017 |
MADE Ratio: Affective Multimodal Software for Mathematical Concepts. | 0 | 0.34 | 2016 |
Perceptual validity in animation of human motion | 3 | 0.38 | 2016 |
MEseum: Personalized Experience with Narrative Visualization for Museum Visitors. | 0 | 0.34 | 2016 |
Evaluating Software for Affective Education: A Case Study of the Affective Walkthrough. | 1 | 0.40 | 2016 |
Usability And Motivational Effects Of A Gamified Exercise And Fitness System Based On Wearable Devices | 3 | 0.49 | 2016 |
Motivational Impacts and Sustainability Analysis of a Wearable-based Gamified Exercise and Fitness System. | 0 | 0.34 | 2016 |
Gesture based human motion and game principles to aid understanding of science and cultural practices | 1 | 0.35 | 2016 |
Expert-Driven Perceptual Features for Modeling Style and Affect in Human Motion. | 6 | 0.47 | 2016 |
Correlation-optimized time warping for motion | 4 | 0.39 | 2015 |
Trust-Based Individualization for Persuasive Presentation Builder. | 0 | 0.34 | 2015 |
An Exploration of Shape in Crowd Computer Interactions | 1 | 0.36 | 2015 |
Design and Evaluation of a Learning Assistant System with Optical Head-Mounted Display (OHMD) | 1 | 0.35 | 2015 |
Classification and translation of style and affect in human motion using RBF neural networks | 12 | 0.50 | 2014 |
Personalized presentation builder | 0 | 0.34 | 2014 |
A Customizable Time Warping Method for Motion Alignment | 2 | 0.36 | 2013 |
An International Study On Learning And Process Choices In The Global Game Jam | 8 | 0.62 | 2013 |
Design and usability analysis of gesture-based control for common desktop tasks | 4 | 0.45 | 2013 |
Empirical study of a vision-based depth-sensitive human-computer interaction system | 5 | 0.45 | 2012 |
Separation and extraction of energy variants from human motion using temporal minimization | 1 | 0.35 | 2011 |
Expressive animated character sequences using knowledge-based painterly rendering | 2 | 0.47 | 2011 |
Simulation of three dimensional elevator system using cell-DEVS formalism | 0 | 0.34 | 2010 |
Modeling And Transformation Of 3d Human Motion | 7 | 0.46 | 2010 |
Perceptually Valid Facial Expressions For Character-Based Applications | 11 | 0.86 | 2009 |
Intelligent toolkit for procedural animation of human behaviors | 0 | 0.34 | 2009 |
Perceptually valid facial expression blending using expression units | 0 | 0.34 | 2007 |
Multispace Behavioral Model for Face-Based Affective Social Agents. | 6 | 0.59 | 2007 |
A framework for socially communicative faces for game and interactive learning applications | 2 | 0.39 | 2007 |
Facial Actions As Visual Cues For Personality | 12 | 1.33 | 2006 |
Emotional remapping of music to facial animation | 9 | 0.92 | 2006 |
Personalized Face Animation in Showface System | 1 | 0.38 | 2003 |
Talking face: using facial feature detection and image transformations for visual speech | 1 | 0.36 | 2001 |