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GameVibe: a multimodal affective game corpus
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities.
Matthew Barthet +5 more
doaj +1 more source
Acknowledgement to Reviewers of Games in 2018
Rigorous peer-review is the corner-stone of high-quality academic publishing [...]
Games Editorial Office
doaj +1 more source
Bridging the Gap: A Survey and Classification of Research-Informed Ethical Hacking Tools
The majority of Ethical Hacking (EH) tools utilised in penetration testing are developed by practitioners within the industry or underground communities. Similarly, academic researchers have also contributed to developing security tools.
Paolo Modesti +4 more
doaj +1 more source
Acknowledgement to Reviewers of Games in 2014
The editors of Games would like to express their sincere gratitude to the following reviewers for assessing manuscripts in 2014:[...]
Games Editorial Office
doaj +1 more source
IMU-Based Fitness Activity Recognition Using CNNs for Time Series Classification
Mobile fitness applications provide the opportunity to show users real-time feedback on their current fitness activity. For such applications, it is essential to accurately track the user’s current fitness activity using available mobile sensors, such as
Philipp Niklas Müller +3 more
doaj +1 more source
Some Anthropometric Measurements and Sensor motor Perceptions and their Relation to Performance Level of Individual Play for Speedball Players [PDF]
1- Identify the relationship between some (A.M) () and the level of performance of the individual play of speedball players.2- Identify the relationship between some of (S.M.P) and the performance level of the individual play of speedball players.3 ...
Mohamed Issa El-Shinawy
doaj +3 more sources
TextWorld: A Learning Environment for Text-based Games [PDF]
We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like state tracking ...
Marc-Alexandre Côté +11 more
semanticscholar +1 more source
The utilization of digital educational infrastructure in schools has propelled digital educational games to the forefront of educational innovation.
Youling Li, Di Chen, Xinxia Deng
semanticscholar +1 more source
Mastering Complex Control in MOBA Games with Deep Reinforcement Learning [PDF]
We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari ...
Deheng Ye +17 more
semanticscholar +1 more source
What Is It Like to Be a Game?—Object Oriented Inquiry for Games Research, Design, and Evaluation
Human-Computer Interaction (HCI) researchers more and more challenge the notion of technologies as objects and humans as subjects. This conceptualization has led to various approaches inquiring into object perspectives within HCI.
Katta Spiel +4 more
doaj +1 more source

