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Computers in Entertainment, Volume 16
Volume 16, Number 1, Spring 2018
- Laura Anna Ripamonti, Marco Trubian, Dario Maggiorini, Simone Previti:
Video Games and Operations Research: Two Synergic Partners? 1:1-1:12 - Timo Kellomäki:
Fast Water Simulation Methods for Games. 2:1-2:14 - Vlasios Kasapakis, Damianos Gavalas:
User-Generated Content in Pervasive Games. 3:1-3:23
Volume 16, Number 2, April 2018
- Alvaro Joffre Uribe, Patrick C. K. Hung, Shih-Chia Huang, Sarajane Marques Peres:
Guest Editorial Preface Deep Learning, Ubiquitous, and Toy Computing. 1:1-1:4 - Thaíse K. L. Costa, Liliane dos Santos Machado, Ana Maria Gondim Valença, Marco A. Winckler, Ronei Marcos de Moraes:
Pegadas: A Portal for Management and Activities Planning with Games and Environments for Education in Health. 2:1-2:19 - Paulo V. F. Paiva, Liliane S. Machado, Ana Maria Gondim Valença, Thiago V. V. Batista, Ronei Marcos de Moraes:
SimCEC: A Collaborative VR-Based Simulator for Surgical Teamwork Education. 3:1-3:26 - Kleber O. Andrade, Ricardo C. Joaquim, Glauco A. P. Caurin, Marcio K. Crocomo:
Evolutionary Algorithms for a Better Gaming Experience in Rehabilitation Robotics. 4:1-4:15 - Zain Khan, David Rojas, Bill Kapralos, Lawrence E. M. Grierson, Adam Dubrowski:
Using a Social Educational Network to Facilitate Peer-Feedback for a Virtual Simulation. 5:1-5:15 - Robert Shewaga, Alvaro Uribe-Quevedo, Bill Kapralos, Kenneth Lee, Fahad Alam:
A Serious Game for Anesthesia-Based Crisis Resource Management Training. 6:1-6:16 - Christopher Bellman, Miguel Vargas Martin, Shane MacDonald, Ruba AlOmari, Ramiro Liscano:
Have We Met Before? Using Consumer-Grade Brain-Computer Interfaces to Detect Unaware Facial Recognition. 7:1-7:17 - Niels Christian Nilsson, Stefania Serafin, Frank Steinicke, Rolf Nordahl:
Natural Walking in Virtual Reality: A Review. 8:1-8:22 - Samantha N. Stahlke, Pejman Mirza-Babaei:
Usertesting Without the User: Opportunities and Challenges of an AI-Driven Approach in Games User Research. 9:1-9:18
Volume 16, Number 3, September 2018
- Jacques Barnard, Magda Huisman, Günther R. Drevin:
The Development of a Systems Development Methodology for Location-Based Games. 1:1-1:47 - Luana Rodrigues de Almeida, Liliane S. Machado, Ana Tereza Medeiros, Hemilio F. C. Coelho, Josemberg M. Andrade, Ronei Marcos de Moraes:
The Caixa de Pandora Game: Changing Behaviors and Attitudes toward Violence against Women. 2:1-2:13 - Matheus R. F. Mendonça, Artur Ziviani:
Network-Based Procedural Story Generation. 3:1-3:18 - Adriana Braun, Rossana Baptista Queiroz, Won-Sook Lee, Bruno Feijó, Soraia Raupp Musse:
Persona: A Method for Facial Analysis in Video and Application in Entertainment. 4:1-4:19 - Jacek Sliwinski, Mary Katsikitis, Christian Martyn Jones:
Designing and Evaluating Games for Mindfulness. 5:1-5:15 - Chen Shu-Hui, Wann-Yih Wu, Jason Dennison:
Validation of EGameFlow: A Self-Report Scale for Measuring User Experience in Video Game Play. 6:1-6:15
Volume 16, Number 4, November 2018
- Newton Lee:
Computers-in-Entertainment Ends Its Run: A Final Word from Its Editor-in-Chief. 1:1-1:2 - Henrik Engström, Per Anders Östblad:
Using Text-to-Speech to Prototype Game Dialog. 2:1-2:16 - Muralidhar Pantula, K. S. Kuppusamy:
Fast Captions: Towards Making the Video Content Consumption Quicker. 3:1-3:13 - Leônidas S. Pereira, Maurício M. S. Bernardes:
Aspects of Independent Game Production: An Exploratory Study. 4:1-4:16 - Daniel Valente de Macedo, Ygor Rebouças Serpa, Maria Andréia Formico Rodrigues:
Fast and Realistic Reflections Using Screen Space and GPU Ray Tracing - A Case Study on Rigid and Deformable Body Simulations. 5:1-5:18 - Bantita Treepong, Hironori Mitake, Shoichi Hasegawa:
Makeup Creativity Enhancement with an Augmented Reality Face Makeup System. 6:1-6:17
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