Modeling cognitive load and physiological arousal through pupil diameter and heart rate | 2 | 0.64 | 2020 |
An affective serious game for collaboration between humans and robots | 0 | 0.34 | 2019 |
Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot. | 0 | 0.34 | 2018 |
A novel plane extraction approach using supervised learning. | 1 | 0.35 | 2013 |
Trends and Techniques in Visual Gaze Analysis | 3 | 0.53 | 2010 |
Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience | 23 | 1.64 | 2010 |
More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game | 67 | 3.00 | 2010 |
Gameplay experience in a gaze interaction game | 17 | 0.99 | 2010 |
An Investigation of Visual Attention in FPS Computer Gameplay | 3 | 0.48 | 2009 |
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience. | 15 | 1.57 | 2009 |
Flow and immersion in first-person shooters: measuring the player's gameplay experience | 107 | 4.79 | 2008 |
Game play schemas: from player analysis to adaptive game mechanics | 17 | 1.53 | 2008 |
The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design | 9 | 1.43 | 2005 |
Game space design foundations for trans-reality games | 12 | 0.97 | 2005 |
Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games | 7 | 0.82 | 2005 |
Narrative, game play, and alternative time structures for virtual environments | 3 | 0.77 | 2004 |
Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design | 12 | 0.98 | 2004 |
Player Character Design Facilitating Emotional Depth in MMORPGs | 4 | 0.64 | 2003 |
The Gameplay Gestalt, Narrative, and Interactive Storytelling | 10 | 2.27 | 2002 |
A video annotation methodology for interactive video sequence generation | 6 | 0.76 | 2001 |
Hybrid narrative and categorical strategies for interactive and dynamic video presentation generation | 3 | 0.60 | 2000 |
Multi-modal Feature-map: An Approach to Represent Digital Video Sequences | 0 | 0.34 | 1999 |
A Multi-Model Framework for Video Information Systems | 5 | 0.70 | 1999 |
Generic Viewer Interaction Semantics for Dynamic Virtual Video Synthesis | 0 | 0.34 | 1999 |
The FRAMES Processing Model for the Synthesis of Dynamic Virtual Video Sequences | 3 | 0.62 | 1998 |
Query Semantics for Content-Based Retrieval of Video Data: An Empirical Investigation | 2 | 0.45 | 1998 |
A Postmodern Paradigm for Artificial Intelligence | 1 | 0.38 | 1995 |
A Behavioural Theory of Intelligent Machines as a Framework for the Analysis ofAdaptation | 0 | 0.34 | 1994 |
Practical ray tracing in C | 5 | 1.13 | 1993 |