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GEM 2023: Bridgetown, Barbados
- IEEE Gaming, Entertainment, and Media Conference, GEM 2023, Bridgetown, Barbados, 19-22 November 2023. IEEE 2023, ISBN 979-8-3503-1541-7
- Cassandra Frances Laffan, Robert Kozin, James Elliott Coleshill, Brodie Stanfield, Michael Stanfield, Alexander Ferworn:
Safety Sense: Haptic Navigation for Emergency Responders in Obscured Visibility Environments. 1-6 - Federico De Lorenzis, Alessandro Visconti, Martina Marani, Erik Prifti, Camilla Andiloro, Alberto Cannavò, Fabrizio Lamberti:
3DK-Reate: Create Your Own 3D Key for Distributed Authentication in the Metaverse. 1-6 - Colin Depradine:
Introducing Inclusive Design by Showing the Effects of Impaired Environments on Neurodiverse Users. 1-6 - Jonathan Andersson, Yan Hu:
Exploring the Impact of Menu Systems, Interaction Methods, and Sitting or Standing Posture on User Experience in Virtual Reality. 1-6 - Hsuan-Min Wang, Chih-Chun Hsu, Chuen-Tsai Sun:
Analyzing Viewer Motivations and Engagement in Game Live Streaming Through Eye Tracking. 1-5 - Brian Holtkamp, Chang Yun:
Analysis of Instructional Techniques Influence on a Robot Assembly Task. 1-6 - Adrian Als, Tizelia Norville, Roshawn Layne:
VisualEyez - Assisting The Visually Impaired with Barbadian Banknote Detection. 1-6 - Curtis L. Gittens, Mechelle Gittens, Verna Knight, Ian Wade:
The Digital Comic as a Study Tool for Caribbean Computer Science Students: A Pilot Study. 1-6 - Hana Hadzifejzovic, Colt Morell, Tom Scholberg, Barbara Perry, Ahmed Jama, David Obrien, Kim McCalpin, Andrew McKenzie, Alvaro Uribe-Quevedo, Andrew Hogue, Jessica Ripley, Rosa Sposato:
Development of a Safe Gaming and Anti-Hate Serious Game. 1-6 - Gavin Gosling, Ivan-teofil Catovic, Ghazal Bangash, Daniel MacCormick, Loutfouz Zaman:
A Comparison of Interfaces for Learning How to Play a Mixed Reality Handpan. 1-6 - Van Khôi Lê, Adrien Villars, Febri Abdullah, Mustafa Can Gursesli, Xiao You, S. Román Lara E. de los M., Ruck Thawonmas, Víctor Fernández-Cervantes, Eleni Stroulia:
VR Rhythm Game Featuring Audience Participation. 1-4 - Mustafa Can Gursesli, Federico Calà, Pietro Tarchi, Lorenzo Frassineti, Andrea Guazzini, Antonio Lanatà:
Eyetracking Correlated in the Matching Pairs Game. 1-6 - Andrew Hogue, Andrei Boiko:
Volumetric Kombat: a Case Study on Developing a VR Game with Volumetric Video. 1-6 - Yannick Francillette, Hugo Tremblay, Bruno Bouchard, Simon Lescieux, Mathis Rozon, Jules Linard:
Automated Difficulty Assessment Model for Platformer Games: A Comprehensive Approach. 1-6 - Tatsuya Yoshii, Shion Nakagawa, Ryota Horie:
Visualization of Brain States by EEG Signals Measured During VR Gameplay for Evaluation of VR Games. 1-6 - Altin Gjonbalaj, Jiaxing Chen, David Demicco, Aravind Prakash:
Cheating in eSports: Problems and Challenges. 1-6 - Hua-Hsiang Chen, Hsiao-Yue Tsao:
A Framework For Presence Maintenance: Evoking Synesthesia and Empathy in Cinematic Virtual Reality. 1-4 - Paul A. Walcott:
A Systematic Review of Caribbean Digital Serious Games for Education. 1-6 - Jennifer Tiede, Silke Grafe, Eleni E. Mangina:
Student Motivation in Augmented Reality-Enhanced Gamified STEM Learning Settings. 1-6 - Areej Banjar, Sarah Alturkistani, Mutahira Lone, Thomas Costa, Abraham G. Campbell, Tamara Vagg:
Implementation of Adapting Gamification Framework in a Mixed Reality Application. 1-6 - Ambika Bansal, Gita Mikal, Shehzad Surya, Laurence R. Harris, Michael Jenkin:
On Performing Vestibular Damage Assessment and Therapy Using Virtual Reality: Lessons Learned. 1-6 - Genyu Zhang, Richard Lachman:
Branching Out: An Analysis of Mass-Audience Interactive Videos after Bandersnatch. 1-6 - Sarah Schoemann, Beth Sundstrom, Jo Jackley, Henry Smith, Maddie Reed, Barbara Condron:
Courting Contraceptives A Sexual Health Dating-Sim for College-Aged Players Who Menstruate. 1-5 - Abraham G. Campbell, Loane Becel, Charlotte Cornuez:
Digital Preservation of Experiences in Virtual Worlds: Using Metaverse Worlds to Preserve VR Research Worlds. 1-4 - Nitheezkant R, Barath S. Narayan, Madhav Rao, Ketaki Srikrishna Tamhanakar, Neha Srikrishna Tamhanakar, M. Srinivasan:
Guitar-For-All - A Programmable Single Touch Synthetic Guitar. 1-4 - Farjana Z. Eishita, Rifat Ara Tasnim, Rick Pongratz, David Beard:
Gamified Digital Intervention to Ameliorate the Aptitude of Exposure Therapy for OCD. 1-4 - Jens-Martin Loebel:
Combining Quest-Based Learning Gamification with Agile Project Management in Higher Education. 1-4 - Hsuan-Min Wang, Kuan-Chun Hong, Chuen-Tsai Sun:
Utilizing Machine Learning to Predict Flow State from Gameplay Interaction Data. 1-4
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