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Latex5.bib
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@ARTICLE{
7470609,
author={N. Desai and R. Zhao and D. Szafron},
journal={IEEE Transactions on Computational Intelligence and AI in Games},
title={Effects of Gender on Perception and Interpretation of Video Game Character Behavior and Emotion},
year={2017},
volume={9},
number={4},
pages={333-341},
keywords={computer games;gender issues;angry characters;complex behaviors;emotion;female players;female virtual characters;game designers;gaming experience;male gamer;male players;perception differences;player ability;player gender;story-based games;targeted players;user studies;video game character behavior;video games;virtual character behavior;Adaptation models;Artificial intelligence;Biology;Games;Hidden Markov models;Psychology;Training;Character behavior;character emotion;gaming experience;gender;machine learning},
doi={10.1109/TCIAIG.2016.2570006},
ISSN={1943-068X},
month={Dec},
}
@ARTICLE{
7728021,
author={S. Snodgrass and S. Ontañón},
journal={IEEE Transactions on Computational Intelligence and AI in Games},
title={Learning to Generate Video Game Maps Using Markov Models},
year={2017},
volume={9},
number={4},
pages={410-422},
keywords={Markov processes;computer games;Markov models;content generation systems;game-specific algorithm design;generating content;map generators;modeling content;playability;procedural content generation;single game;video game map generation;Algorithm design and analysis;Computational modeling;Data models;Games;Markov processes;Training;Training data;Loderunner;Super Mario Bros;Markov models;procedural content generation},
doi={10.1109/TCIAIG.2016.2623560},
ISSN={1943-068X},
month={Dec},
}
@ARTICLE{
7480447,
author={B. Manero and J. Torrente and C. Fernández-Vara and B. Fernández-Manjón},
journal={IEEE Transactions on Learning Technologies},
title={Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study},
year={2017},
volume={10},
number={2},
pages={236-246},
keywords={age issues;computer aided instruction;computer games;gender issues;FPS;WR gamers;age;casual players;educational video game;first-person shooter games;gaming habits;gender;hardcore players;nongamers;sports games;student gaming preferences;well-rounded gamers;Atmospheric measurements;Bibliographies;Computers;Education;Electronic mail;Games;Instruments;Computer uses in education;applied games;computers and society;digital humanities;educational videogames;learning technologies;videogames on arts},
doi={10.1109/TLT.2016.2572702},
ISSN={1939-1382},
month={April},
}
@ARTICLE{
7593351,
author={M. A. Cohen and G. O. Niemeyer and D. S. Callaway},
journal={IEEE Transactions on Power Systems},
title={Griddle: Video Gaming for Power System Education},
year={2017},
volume={32},
number={4},
pages={3069-3077},
keywords={computer aided instruction;computer games;electricity supply industry;power engineering computing;power engineering education;power system economics;renewable energy sources;scheduling;Griddle gameplay;educational video game;electric industry;energy systems;game-based learning approach;high school classroom evaluation;load balancing;policymakers;political decisions;power economies;power engineers;power system design;power system education;renewable energy sources;secondary school students;teaching standards;Adaptation models;Education;Games;Generators;Power system stability;Standards;Educational technology;games;power engineering education;power system simulation},
doi={10.1109/TPWRS.2016.2618887},
ISSN={0885-8950},
month={July},
}
@ARTICLE{
7387711,
author={M. Kim and Y. Y. Doh},
journal={IEEE Transactions on Affective Computing},
title={Computational Modeling of Players #8217; Emotional Response Patterns to the Story Events of Video Games},
year={2017},
volume={8},
number={2},
pages={216-227},
keywords={cognition;computer games;OCC cognitive emotion model;dynamic narrative emotion model;emotional intensity equation;emotional transition strategies;game designers;player emotional response patterns;story events;story-driven video games;video games;Analytical models;Computational modeling;Games;Investment;Mathematical model;Media;Predictive models;Computational emotion model;player experience;player modeling;video game narrative},
doi={10.1109/TAFFC.2016.2519888},
ISSN={1949-3045},
month={April},
}
@ARTICLE{
7038214,
author={D. Perez-Liebana and S. Samothrakis and J. Togelius and T. Schaul and S. M. Lucas and A. Couëtoux and J. Lee and C. U. Lim and T. Thompson},
journal={IEEE Transactions on Computational Intelligence and AI in Games},
title={The 2014 General Video Game Playing Competition},
year={2016},
volume={8},
number={3},
pages={229-243},
keywords={approximation theory;computer games;IEEE Conference;approximation;game-dependent heuristics;general artificial intelligence;general video game playing competition;stochastic real-time scenarios;Artificial intelligence;Avatars;Benchmark testing;Educational institutions;Games;Sprites (computer);Training;Competitions;Monte Carlo tree search;evolutionary algorithms;general video game playing;real-time games},
doi={10.1109/TCIAIG.2015.2402393},
ISSN={1943-068X},
month={Sept},
}
@ARTICLE{
7478442,
author={A. N. Erdem and U. Halici},
journal={IEEE Computer Graphics and Applications},
title={Applying Computational Aesthetics to a Video Game Application Using Machine Learning},
year={2016},
volume={36},
number={4},
pages={23-33},
keywords={cameras;computer games;image processing;learning (artificial intelligence);regression analysis;camera direction;computational aesthetics;computer-generated images;regression machine learning;video game;visual aesthetic quality;Cameras;Correlation coefficient;Feature extraction;Games;Image color analysis;Predictive models;Training;aesthetic analysis;computational aesthetics;computer graphics;machine learning;quality assessment;regression machine learning;video games},
doi={10.1109/MCG.2016.43},
ISSN={0272-1716},
month={July},
}
@ARTICLE{
7349171,
author={X. Ge and J. Renz and P. Zhang},
journal={IEEE Transactions on Computational Intelligence and AI in Games},
title={Visual Detection of Unknown Objects in Video Games Using Qualitative Stability Analysis},
year={2016},
volume={8},
number={2},
pages={166-177},
keywords={computer games;computer vision;inference mechanisms;object detection;Angry Birds;computer vision approach;essential game object detection;green pig detection;qualitative stability analysis;unknown object visual detection;video games;Birds;Computer vision;Games;Object recognition;Stability analysis;Visualization;Computer vision;knowledge representation;object detection;qualitative spatial reasoning;stability reasoning},
doi={10.1109/TCIAIG.2015.2506741},
ISSN={1943-068X},
month={June},
}
@ARTICLE{
7426249,
author={B. Davies and E. Blake},
journal={IEEE Computer Graphics and Applications},
title={Evaluating Existing Strategies to Limit Video Game Playing Time},
year={2016},
volume={36},
number={2},
pages={47-57},
keywords={computer games;psychology;China;South Korea;game environment;psychology;video game;Entertainment industry;Games;Psychology;Video games;Visual computing;computer graphics;human factors;human-centered computing;software psychology;video games;Adult;Attention;Behavior, Addictive;Fatigue;Female;Humans;Male;Republic of Korea;Research;Self-Control;Video Games;Young Adult},
doi={10.1109/MCG.2016.25},
ISSN={0272-1716},
month={Mar},
}
@ARTICLE{
7353289,
author={K. Albrecht and K. Michael and M. G. Michael},
journal={IEEE Consumer Electronics Magazine},
title={The Dark Side of Video Games: Are you addicted?},
year={2016},
volume={5},
number={1},
pages={107-113},
keywords={computer games;social aspects of automation;Second Life;electronic vectors;video game addiction;Consumer behavior;Games;Internet;Psychology;Social implications of technology},
doi={10.1109/MCE.2015.2484820},
ISSN={2162-2248},
month={Jan},
}
@ARTICLE{
6955706,
author={A. N. Cadavid and D. G. Ibarra and S. L. Salcedo},
journal={IEEE Access},
title={Using 3-D Video Game Technology in Channel Modeling},
year={2014},
volume={2},
number={},
pages={1652-1659},
keywords={channel estimation;computer games;indoor radio;multipath channels;ray tracing;telecommunication computing;wireless channels;3D video game technology;graphical processing unit;multipath channel estimation modeling;urban 3D ray-based model;video game development engine;wireless technology;Computational modeling;Computer graphics;Game theory;Graphics processing units;Physics;Ray tracing;Three-dimensional displays;Ray-tracing;channel estimation;game engines;graphic technologies;ray-tracing},
doi={10.1109/ACCESS.2014.2370758},
ISSN={},
month={},
}
@ARTICLE{
6827877,
author={M. Andres Bruno and R. G Aldunate and J. Melendez},
journal={IEEE Latin America Transactions},
title={Personalization of Serious Video Games for Self Care in Aging},
year={2014},
volume={12},
number={},
pages={484-490},
keywords={assisted living;cognition;geriatrics;serious games (computing);social sciences computing;aging;cognitive performance improvement;cognitive stimulation;elderly behavior;elderly people;level adjustment;self care;serious video game design;serious video game personalization;social participation;video game prototype;Aging;Boolean functions;Data structures;Games;Prototypes;Senior citizens;Silicon;aging;cognitive performance;self care;serious video games},
doi={10.1109/TLA.2014.6827877},
ISSN={1548-0992},
month={May},
}