Dynamic Difficulty Adjustment Impact on Players' Confidence. | 0 | 0.34 | 2019 |
Shape Similarity System driven by Digital Elevation Models for Non-rigid Shape Retrieval. | 0 | 0.34 | 2017 |
Protein Shape Retrieval. | 0 | 0.34 | 2017 |
Protein Shape Retrieval. | 0 | 0.34 | 2017 |
Shape Similarity System driven by Digital Elevation Models for Non-rigid Shape Retrieval. | 0 | 0.34 | 2017 |
Design influence on player retention: A method based on time varying survival analysis. | 0 | 0.34 | 2016 |
A Game Design Method for Therapeutic Games | 0 | 0.34 | 2016 |
Making sense of emergent narratives: An architecture supporting player-triggered narrative processes | 0 | 0.34 | 2015 |
An out-of-character approach to emergent game narratives. | 2 | 0.37 | 2014 |
Designing tangible video games: lessons learned from the sifteo cubes | 7 | 0.59 | 2014 |
How to analyse therapeutic games: the player / game / therapy model | 4 | 0.84 | 2012 |
Out of context augmented navfields: designing crowd choreographies | 0 | 0.34 | 2012 |
Measuring the level of difficulty in single player video games | 24 | 1.01 | 2011 |
Difficulty in videogames: an experimental validation of a formal definition | 4 | 0.41 | 2011 |
Scaling the Level of Difficulty in Single Player Video Games | 16 | 0.96 | 2009 |
Dialogs taking into account experience, emotions and personality | 3 | 0.46 | 2007 |