Workshop - Challenges for XR in Digital Entertainment. | 0 | 0.34 | 2021 |
AI Game Agents Based on Evolutionary Search and (Deep) Reinforcement Learning - A Practical Analysis with Flappy Bird. | 0 | 0.34 | 2021 |
Provenance in Gamification Business Systems. | 0 | 0.34 | 2021 |
Using machine learning techniques to analyze the performance of concurrent kernel execution on GPUs | 1 | 0.34 | 2020 |
Dynamic multifoveated structure for real-time vision tasks in robotic systems: A tool for removing redundancy in multifoveated image processing | 0 | 0.34 | 2020 |
A Parallel Method for Anatomical Structure Segmentation based on 3D Seeded Region Growing. | 0 | 0.34 | 2020 |
Accelerating simulations of cardiac electrical dynamics through a multi‐GPU platform and an optimized data structure | 0 | 0.34 | 2020 |
Automatic Sinusoidal Curves Detection in Borehole Images Using the Iterated Local Search Algorithm | 0 | 0.34 | 2020 |
Player Behavior Profiling through Provenance Graphs and Representation Learning. | 0 | 0.34 | 2020 |
Provchastic - Understanding and Predicting Game Events Using Provenance. | 0 | 0.34 | 2020 |
Kernel concurrency opportunities based on GPU benchmarks characterization | 1 | 0.43 | 2020 |
Minimizing cybersickness in head-mounted display systems: causes and strategies review | 0 | 0.34 | 2020 |
Detecting long-range cause-effect relationships in game provenance graphs with graph-based representation learning | 0 | 0.34 | 2019 |
Maximizing the GPU resource usage by reordering concurrent kernels submission. | 4 | 0.50 | 2019 |
FPVRGame - Deep Learning for Hand Pose Recognition in Real-Time Using Low-End HMD. | 0 | 0.34 | 2019 |
Learning How to Play Bomberman with Deep Reinforcement and Imitation Learning. | 0 | 0.34 | 2019 |
Virtual and Real Body Representation in Mixed Reality - An Analysis of Self-presence and Immersive Environments. | 0 | 0.34 | 2019 |
Towards Adaptive Deep Reinforcement Game Balancing | 0 | 0.34 | 2019 |
An Architecture for 2D Game Streaming Using Multi-Layer Object Coding | 0 | 0.34 | 2019 |
Haptic forces and gamification on epidural anesthesia skill gain. | 0 | 0.34 | 2018 |
Pervasive virtuality in digital entertainment applications and its quality requirements. | 0 | 0.34 | 2018 |
Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment. | 1 | 0.37 | 2018 |
A Versatile Method for Depth Data Error Estimation in RGB-D Sensors. | 0 | 0.34 | 2018 |
Deep spherical harmonics light probe estimator for mixed reality games. | 1 | 0.38 | 2018 |
PadCorrect: Correcting User Input on a Virtual Gamepad | 0 | 0.34 | 2018 |
Smart controller: Introducing a dynamic interface adapted to the gameplay. | 1 | 0.38 | 2018 |
Capturing Game Telemetry with Provenance | 0 | 0.34 | 2017 |
Simulated Perceptions for Emergent Storytelling. | 0 | 0.34 | 2017 |
Improving Accuracy of Automatic Fracture Detection in Borehole Images with Deep Learning and GPUs | 0 | 0.34 | 2017 |
Minimizing cyber sickness in head mounted display systems: design guidelines and applications. | 0 | 0.34 | 2017 |
Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad. | 1 | 0.38 | 2017 |
Analysis and Characterization of GPU Benchmarks for Kernel Concurrency Efficiency. | 1 | 0.36 | 2017 |
Prov Viewer: A Graph-Based Visualization Tool for Interactive Exploration of Provenance Data. | 4 | 0.39 | 2016 |
Notes on Pervasive Virtuality. | 0 | 0.34 | 2016 |
The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems. | 2 | 0.37 | 2016 |
Investigating Motivational Aspects Of Brazilian Elderly To Interact With Digital Games | 0 | 0.34 | 2016 |
Force modeling and gamification for Epidural Anesthesia training | 0 | 0.34 | 2016 |
Efficient image‐aware version control systems using GPU | 1 | 0.35 | 2016 |
Live-action Virtual Reality Games | 0 | 0.34 | 2016 |
Planning social actions through the others' eyes for emergent storytelling. | 0 | 0.34 | 2016 |
Gpu Optimization For Data Analysis Of Mario Schenberg Spherical Detector | 0 | 0.34 | 2016 |
An Indoor Navigation System for Live-Action Virtual Reality Games | 0 | 0.34 | 2015 |
Multi-Perspective Exploratory Analysis Of Software Development Data | 2 | 0.40 | 2015 |
Niche vs. breadth: Calculating expertise over time through a fine-grained analysis | 6 | 0.42 | 2015 |
Observed Interaction in Games for Down Syndrome Children | 2 | 0.41 | 2015 |
Dynamic Game Difficulty Balancing in Real Time Using Evolutionary Fuzzy Cognitive Maps | 2 | 0.39 | 2015 |
A Participatory Approach for Game Design to Support the Learning and Communication of Autistic Children | 1 | 0.37 | 2015 |
Exploring Parallel Game Architectures with Tardiness Policy | 0 | 0.34 | 2015 |
NGrid: a proximity data structure for fluids animation with GPU computing | 0 | 0.34 | 2015 |
Sensor Data Fusion for Full Arm Tracking Using Myo Armband and Leap Motion | 1 | 0.37 | 2015 |