Player Matching for Social Exergame Retention: A Group Personality Composition Approach | 0 | 0.34 | 2020 |
Keeping Players Engaged in Exergames: A Personality Matchmaking Approach. | 1 | 0.36 | 2018 |
Keeping Users Engaged through Feature Updates: A Long-Term Study of Using Wearable-Based Exergames. | 2 | 0.37 | 2017 |
Code style analytics for the automatic setting of formatting rules in IDEs: A solution to the Tabs vs. Spaces Debate | 0 | 0.34 | 2017 |
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 |
Registration of Modern and Historic Imagery for Timescape Creation | 0 | 0.34 | 2016 |
Quaternion-Based Gesture Recognition Using Wireless Wearable Motion Capture Sensors. | 2 | 0.37 | 2016 |
Modelling Information Flow And Situational Awareness In Wild Fire Response Operations | 1 | 0.35 | 2016 |
Wearable Sensor Networks for Motion Capture. | 2 | 0.39 | 2015 |
Preprocessing Realistic Video for Contactless Heart Rate Monitoring Using Video Magnification | 4 | 0.45 | 2015 |
Gesture recognition using Markov Systems and wearable wireless inertial sensors. | 1 | 0.38 | 2015 |
Image Subset Selection Using Gabor Filters and Neural Networks. | 0 | 0.34 | 2015 |
Quaternion based gesture recognition using worn inertial sensors in a motion tracking system | 3 | 0.44 | 2014 |
An evaluation of personality type pairings to improve video game enjoyment | 1 | 0.37 | 2014 |
Feature Matching for Aligning Historical and Modern Images. | 2 | 0.39 | 2014 |
Robust Horizon Detection Using Segmentation for UAV Applications | 7 | 0.59 | 2012 |
3-D Pose Presentation For Training Applications | 0 | 0.34 | 2011 |
Pose presentation for a dance-based massively multiplayer online exergame | 7 | 0.88 | 2011 |
Improved Pressure Sensitive Paint Measurement Using Natural Feature Tracking and Piecewise Linear Resection | 0 | 0.34 | 2011 |
Homogeneous accelerometer-based sensor networks for game interaction | 2 | 0.40 | 2011 |
Exergame effectiveness: what the numbers can tell us | 36 | 2.02 | 2010 |
A PCA-Based Binning Approach for Matching to Large SIFT Database | 2 | 0.37 | 2010 |
Device agnostic 3D gesture recognition using hidden Markov models | 3 | 0.43 | 2009 |
Distinguishing games, serious games, and training simulators on the basis of intent | 2 | 0.41 | 2009 |
Efficient SIFT matching from keypoint descriptor properties | 5 | 0.46 | 2009 |
It's all Greek to me: a case for the classics in game development education | 0 | 0.34 | 2008 |
Sensor networks as video game input devices | 13 | 3.39 | 2007 |
Persistent realtime building interior generation | 21 | 1.51 | 2006 |
Feature-based cut detection with automatic threshold selection. | 0 | 0.34 | 2006 |
Towards Eliminating Steganographic Communication | 1 | 0.35 | 2005 |
High-speed texture-preserving digital image inpainting | 0 | 0.34 | 2005 |
Estimating Intrinsic Camera Parameters from the Fundamental Matrix Using an Evolutionary Approach | 10 | 0.58 | 2004 |
FAST FEATURE-BASED VIDEO SEGMENTATION AND ANNOTATION | 0 | 0.34 | 2003 |
Evolutionary Based Autocalibration from the Fundamental Matrix | 3 | 0.46 | 2002 |
Some improvements on two autocalibration algorithms based on the fundamental matrix | 9 | 0.59 | 2002 |
Salient Frame Extraction for Structure from Motion | 0 | 0.34 | 2001 |