| Author |
Session |
Start page |
Title |
| A A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Abdul Rahim, Intan Syazwani |
S8-4T.1 |
602 |
Designing an Image Classification-Based Mobile Learning App About Fruits and Vegetables for Children |
| Accardi, Sebastiano |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Adaji, Ifeoma |
L2.10 |
400 |
The Design of Eco-Mania: A Serious Game to Influence Positive Recycling Habits |
| S6-4T.6 |
532 |
The Design of Food Villain, a Serious Game to Influence Healthy Eating Habits Among African International Students |
| Adeola, Damilare |
L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| Aderemi, Adedapo |
L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| Adisa, Mikhail Ola |
L2.10 |
400 |
The Design of Eco-Mania: A Serious Game to Influence Positive Recycling Habits |
| Ahmed, Zuby |
L1.5 |
52 |
eXBCU: A Multiplayer Game for Game Design Education |
| Alahapperuma, Indika |
S0-EC.6 |
25 |
Semantic Communication Based Video Coding Using Temporal Prediction of Deep Neural Network Parameters |
| Albrecht, Moritz |
S6-EC.6 |
560 |
The VR Chronicles: Insights From the VR Factsheet 2024 |
| Ali, Usman |
L2.6 |
385 |
Privacy-Preserving 3D Gaussian Splatting |
| Alkhayat, Amany |
L1.10 |
76 |
Leveraging Large Language Models for Enhanced VR Development: Insights and Challenges |
| Altarteer, Samar |
S8-EC.4 |
638 |
Virtual Rehabilitation: XR Design for Senior Users in Immersive Exergame Environments |
| Amini, Ehsan |
S8-4T.2 |
607 |
Saliency Map Generation Based on Human Level Performance |
| Amrani, Hamza |
S3-EC.2 |
263 |
Responsive Teleoperation of a Robotic Arm via Wearable Inertial Sensors |
| Andersson, Klara |
S3-4T.5 |
247 |
Exploring the Effects of Foveated Rendering on Virtual Reality Game Graphics |
| Anggraini, Irin Tri |
S8-EC.1 |
626 |
Difficulty Evaluation of Yoga Poses by Angular Velocity and Body Area Calculation for GPU-Based Yoga Self-Practice System |
| DEMO-ECF.5 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| S8-EC.3 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| Apostolakis, Konstantinos |
L1.2 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| DEMO-4T.4 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| S6-EC.3 |
546 |
The Current Situation and Debate on Gender Segregation in Esports Tournaments |
| Arippa, Federico |
S3-EC.4 |
275 |
Associations Between Perceived Discomfort, Postural Control Alterations and Disability in People with Multiple Sclerosis Exposed to Immersive Virtual Reality |
| S3-EC.5 |
281 |
To Stand or to Sit? Examining the Influence of Player Posture on Balance Alterations Associated to Immersive Virtual Reality Exposure |
| Arlenghi, Paolo |
IF3.1 |
|
Technology and Performing Arts: a human-based approach |
| Arnedo-Moreno, Joan |
S6-4T.2 |
508 |
Anti-Plagiarism Adventure Game: Using Visual Novels for Feasible Game-Based Learning |
| S6-4T.4 |
520 |
Programming Games as Learning Tools: Using Empathic Design Principles for Engaging Experiences |
| Artois, Julie |
S8-EC.6 |
650 |
Extended Reality & Virtual Reality for Return-To-Sports Screening |
| Asfarian, Auzi |
S8-4T.1 |
602 |
Designing an Image Classification-Based Mobile Learning App About Fruits and Vegetables for Children |
| Atanasio, Matteo |
S6-EC.7 |
566 |
Exploring Taste Sensation in the Metaverse: A Literature Review |
| Atnafu, Solomon |
S5B-EC.1 |
492 |
Improved Deepfake Video Detection Using Convolutional Vision Transformer |
| B A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Ballatore, Maria Giulia |
S6-4T.3 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| DEMO-4T.2 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| Bandara, Iresh |
S2-EC.3 |
197 |
Synthesising Emotional Expressions Based on Dynamic Environmental Transitions |
| Barone, Daniele |
WK2-1-LC.1 |
|
Virtual Production with Unreal Engine |
| WK2-2-LC.1 |
|
Virtual Production with Unreal Engine |
| Barradas, Luis Claudio |
S6-4T.5 |
526 |
Evaluation of a Serious VR Game Designed to Promote the Sustainable Development Goals |
| Barresi, Giacinto |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| S3-EC.7 |
292 |
Rehabilitative Exergaming in Multiple Sclerosis: Bimanual Tasks in Mixed Reality |
| Basci, Pietro |
S5B-EC.3 |
573 |
Harnessing Foundation Models for Image Anonymization |
| DEMO-ECF.2 |
573 |
Harnessing Foundation Models for Image Anonymization |
| Bateman, Scott |
S2-4T.7 |
176 |
How the Emotional Content of Music Affects Player Behaviour and Experience in Video Games |
| Bayat, Rojin |
S7-EC.2 |
586 |
Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences |
| Bellati, Mara |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Bernardini, Sara |
S6-4T.3 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| DEMO-4T.2 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| Bertolotti, Massimo |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Bertozzi, Elena |
DEMO-4T.1 |
|
What's My Method? -- Delivering Contraceptive Education and Increasing Reproductive Empowerment Through Play |
| Bilucaglia, Marco |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Birk, Max |
S2-4T.7 |
176 |
How the Emotional Content of Music Affects Player Behaviour and Experience in Video Games |
| Bologna, Daniel |
DEMO-LC.1 |
578 |
Level Up Lab projects' showcase |
| DEMO-ECF.6 |
578 |
Level Up Lab projects' showcase |
| Bondarenko, Volodymyr |
S1-EC.4 |
134 |
A Universal Method for Performance Assessment of Meta Quest XR Devices |
| Bonetto, Lucio |
S0-EC.5 |
19 |
Perceptual Hashing Using Pretrained Vision Transformers |
| Bonnot, Audran |
S5-4T.3 |
450 |
Enhancing Stealth Gameplay Through Procedural Generation: An Algorithmic Approach to Dynamic Guard Paths and Placement in Infiltration Games |
| Borghi, Matteo |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Bottino, Andrea |
S2-EC.2 |
191 |
The Quest for Believability: Exploring FACS Adaptations for Emotion Facial Expressions in Virtual Humans |
| S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| S3-EC.3 |
269 |
MetaRehab: Enhancing Parkinson's Disease Rehabilitation Through Gamified Virtual Reality, a Usability Study |
| S5A-EC.1 |
474 |
AI Server-Side Prediction for Latency Mitigation and Cheating Detection: The MPAI-SPG Approach |
| Bouchard, Bruno |
S5-4T.1 |
440 |
Automated Difficulty Assessment Model for Comprehensive Difficulty in Games |
| S5-4T.3 |
450 |
Enhancing Stealth Gameplay Through Procedural Generation: An Algorithmic Approach to Dynamic Guard Paths and Placement in Infiltration Games |
| Boulic, Ronan |
S4-EC.1 |
331 |
Comparison of Mouse, 6DoF Controller and Pen Interactions on a Glasses-Free 3D Display |
| S4-EC.6 |
359 |
Comparison of XR Game Controller Trigger Input Versus Isometric Thumb and Index Finger Pressure Input on a Stylus |
| Bourhaleb, Faiza |
L2.9 |
394 |
Virtual Reality Training for Advanced Radiotherapy |
| Boyd, Jeffrey |
S4-EC.2 |
337 |
Gamification of Breath Training for Wind Players |
| Brichetto, Giampaolo |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| S3-EC.7 |
292 |
Rehabilitative Exergaming in Multiple Sclerosis: Bimanual Tasks in Mixed Reality |
| Brown, Jeremy |
S4-EC.2 |
337 |
Gamification of Breath Training for Wind Players |
| Bucchieri, Anna |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| C A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Calà, Federico |
S2-4T.4 |
162 |
Pupil Dilation Dynamics in Serious Game Emotional Activation |
| Calzolari, Stefano |
S2-EC.2 |
191 |
The Quest for Believability: Exploring FACS Adaptations for Emotion Facial Expressions in Virtual Humans |
| Capelleman, Robbe |
S3-4T.2 |
231 |
Redirected Walking Within a VR Exergame for Return-To-Sports Screening |
| S8-EC.6 |
650 |
Extended Reality & Virtual Reality for Return-To-Sports Screening |
| Casal, Maylen |
L2.4 |
379 |
MemoryGame: Decentralized P2E Game for Visual Working Memory Training |
| Casu, Giulia |
S3-EC.4 |
275 |
Associations Between Perceived Discomfort, Postural Control Alterations and Disability in People with Multiple Sclerosis Exposed to Immersive Virtual Reality |
| S3-EC.5 |
281 |
To Stand or to Sit? Examining the Influence of Player Posture on Balance Alterations Associated to Immersive Virtual Reality Exposure |
| Cavagnino, Davide |
S5A-EC.1 |
474 |
AI Server-Side Prediction for Latency Mitigation and Cheating Detection: The MPAI-SPG Approach |
| Cavuoto, Davide |
IF1.1 |
|
The World of Gaming Between Academia and Industry |
| TUT1-4T.1 |
|
The Power of Shapes: how to create simple and sharp blockout to support game design during early stages of development |
| Chan, Steve |
S5A-EC.3 |
486 |
AI-Facilitated Selection of the Optimal Nondominated Solution for a Serious Gaming Information Fusion Module |
| Charissis, Vassilis |
S8-EC.4 |
638 |
Virtual Rehabilitation: XR Design for Senior Users in Immersive Exergame Environments |
| Chen, Hua-Hsiang |
S2-4T.5 |
166 |
Design Strategies for Creating Empathy-Arousing VR Warfare Content Across Various Demographic Groups and Levels of VR Experience |
| Chen, QingRui |
L1.13 |
92 |
A Study on the Utilization of Ink and Wash Style in the Performance of Weapon Strike Effects in Wuxia Games |
| Chessa, Manuela |
S2-EC.5 |
209 |
IMMERSE: IMMersive Environment for Representing Self-Avatar Easily |
| DEMO-ECF.3 |
209 |
IMMERSE: IMMersive Environment for Representing Self-Avatar Easily |
| Chiang, Sai Yuen |
L2.13 |
412 |
Digital Twin: Gamified VAR Training for Building Management |
| Chiariglione, Leonardo |
S5A-EC.1 |
474 |
AI Server-Side Prediction for Latency Mitigation and Cheating Detection: The MPAI-SPG Approach |
| Chiesa, Fulvio |
L2.9 |
394 |
Virtual Reality Training for Advanced Radiotherapy |
| Christie, Gabrielle |
L2.4 |
379 |
MemoryGame: Decentralized P2E Game for Visual Working Memory Training |
| Ciabattoni, Lucio |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Ciprian, Alberto |
S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| Ciranni, Brett |
L1.10 |
76 |
Leveraging Large Language Models for Enhanced VR Development: Insights and Challenges |
| Clocchiatti, Alessandro |
S8-EC.5 |
644 |
Virtual Reality Multiplayer Experiential Training: Guiding People with Autism Towards New Habits |
| Cocco, Eleonora |
S3-EC.4 |
275 |
Associations Between Perceived Discomfort, Postural Control Alterations and Disability in People with Multiple Sclerosis Exposed to Immersive Virtual Reality |
| Como, Giacomo |
S6-4T.3 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| DEMO-4T.2 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| Conte, Raffaele |
S6-EC.7 |
566 |
Exploring Taste Sensation in the Metaverse: A Literature Review |
| Coppola, Riccardo |
S6-EC.1 |
536 |
Know Your Bugs: A Survey of Issues in Automated Game Testing Literature |
| Cordioli, Matteo |
S8-EC.2 |
630 |
A Gamified Framework to Assist Therapists With the ABA Therapy for Autism |
| Cormio, Laura |
S1-EC.3 |
128 |
A Method to Formalise Game Design Praxis |
| Cornelis, To |
S3-4T.2 |
231 |
Redirected Walking Within a VR Exergame for Return-To-Sports Screening |
| Cortes, Aldo |
L2.12 |
408 |
Gamifing the Classroom: Bringing Videogames to Life Through Innovation in Education to Increase Student Engagement in STEM Subjects |
| Craven, Cole |
L1.16 |
104 |
Designing a Virtual Learning Environment Authoring Platform: Determining Educator Requirements |
| Culver, Claire |
S3-4T.6 |
253 |
Testing AREduX with HCPs and Caregivers of People Living with Dementia: A Work in Progress |
| D A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| D'Auria, Daniela |
S3-EC.2 |
263 |
Responsive Teleoperation of a Robotic Arm via Wearable Inertial Sensors |
| D'haeseleer, Stephanie |
DEMO-ECF.1 |
572 |
COM-PRESS: Dashboard to Detect (AI-based) Image Manipulations |
| Damonte, Luca |
S6-4T.3 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| DEMO-4T.2 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| Davoli, Luca |
S0-EC.1 |
1 |
Benchmarking MLCommons Tiny Audio Denoising with Deployability Constraints |
| De Geest, Jelle |
S0-EC.5 |
19 |
Perceptual Hashing Using Pretrained Vision Transformers |
| De Lorenzis, Federico |
S2-4T.1 |
144 |
Integrating the Time Travel Mechanic in VR Serious Games to Enhance Causal Reasoning |
| De Michieli, Lorenzo |
S3-EC.7 |
292 |
Rehabilitative Exergaming in Multiple Sclerosis: Bimanual Tasks in Mixed Reality |
| De Momi, Elena |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| De Smet, Patrick |
S0-EC.5 |
19 |
Perceptual Hashing Using Pretrained Vision Transformers |
| Delfino, Laura |
S8-EC.2 |
630 |
A Gamified Framework to Assist Therapists With the ABA Therapy for Autism |
| Della Croce, Ugo |
L2.11 |
404 |
Performing a Throw in Mixed Reality: A Validation Study |
| Deressa, Deressa Wodajo |
S5B-EC.1 |
492 |
Improved Deepfake Video Detection Using Convolutional Vision Transformer |
| Dey, Subrata |
S2-4T.6 |
170 |
Oral Storytelling in the Digital Future: Implications for Distraction, Time Perception and Immersion |
| di Meo, Nicola |
IF1.1 |
|
The World of Gaming Between Academia and Industry |
| WK2-1-LC.1 |
|
Virtual Production with Unreal Engine |
| WK2-2-LC.1 |
|
Virtual Production with Unreal Engine |
| Di Tillo, Maria |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Dietrich, Axel |
IF2.1 |
|
Integrating AI and Sustainable Development in Game Development: Industry Perspectives and Innovations |
| Dolezal, Martin |
S6-EC.2 |
542 |
Politics in Games - an Overview and Classification |
| Doo, Minseok |
S4-4T.6 |
326 |
Decentralization of Gaming Server with P2P Service for the MMO |
| Dörner, Ralf |
S2-EC.6 |
215 |
Towards Reducing Latency Using Beam Search in an Interactive Conversational Speech Agent |
| S4-4T.1 |
298 |
DraftComPromise - on Draft Composition Recommendations in League of Legends |
| Drachsler, Hendrik |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| Dubrowski, Adam |
L1.16 |
104 |
Designing a Virtual Learning Environment Authoring Platform: Determining Educator Requirements |
| S3-4T.6 |
253 |
Testing AREduX with HCPs and Caregivers of People Living with Dementia: A Work in Progress |
| Durkin, Sean |
L2.4 |
379 |
MemoryGame: Decentralized P2E Game for Visual Working Memory Training |
| E A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Eder, Magdalena |
S6-EC.6 |
560 |
The VR Chronicles: Insights From the VR Factsheet 2024 |
| Edwards, Alison |
S4-4T.4 |
316 |
A Case Study of Using Web 3D Game Technology for a Scalable Midwifery Training Simulation |
| Ehret, Flavien |
L2.5 |
381 |
Use of Different Learning Mechanisms to Design a Serious Game for Alcohol Use Disorder |
| Elele, Martin |
WK1-4T.1 |
|
Wave your way: Deploy Personalized Gesture Recognition using ToF Sensors with MATLAB and STM32Cube.AI Dev Cloud |
| Erenli, Kai |
IF2.1 |
|
Integrating AI and Sustainable Development in Game Development: Industry Perspectives and Innovations |
| S6-EC.6 |
560 |
The VR Chronicles: Insights From the VR Factsheet 2024 |
| Escobar, Mario |
L2.1 |
363 |
Designing Sapinautas: An Educational Innovation Strategy for Learning in Honduran Public Schools Through Video Game Integration |
| Espeseth, Alexander |
S5-4T.6 |
468 |
Playing Games Without Sight: Sonic Play |
| Evens, Tom |
DEMO-ECF.1 |
572 |
COM-PRESS: Dashboard to Detect (AI-based) Image Manipulations |
| F A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Fabian, Claudia |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| L2.15 |
422 |
Exploring the Concept of Mini Data Sprints as a Methodology to Assess Data Validity and Stimulate Climate Conversation |
| Fan, Chih-Peng |
S8-EC.1 |
626 |
Difficulty Evaluation of Yoga Poses by Angular Velocity and Body Area Calculation for GPU-Based Yoga Self-Practice System |
| DEMO-ECF.5 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| S8-EC.3 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| Fang, Xin |
L1.3 |
40 |
Exploring Cognitive Learning Theory Application in Safety Education Games for Preschoolers |
| L2.17 |
434 |
Research on the Application of Game Rank Mechanism in the Evaluation of Skill Based Courses in Colleges and Universities |
| Fankhauser, Leonie |
S6-EC.6 |
560 |
The VR Chronicles: Insights From the VR Factsheet 2024 |
| Fernández-Caramés, Tiago M. |
S1-EC.2 |
122 |
Advancing NASA-TLX: Automatic User Interaction Analysis for Workload Evaluation in XR Scenarios |
| Fernando, Thanuj |
S0-EC.3 |
11 |
Semantic Communication Based Complexity Scalable Image Transmission System for Resource Constrained Devices |
| S0-EC.6 |
25 |
Semantic Communication Based Video Coding Using Temporal Prediction of Deep Neural Network Parameters |
| Fernando, Warnakulasuriya |
TUT4-LC.1 |
|
Semantic Communication for Multimedia Applications |
| S0-EC.3 |
11 |
Semantic Communication Based Complexity Scalable Image Transmission System for Resource Constrained Devices |
| S0-EC.6 |
25 |
Semantic Communication Based Video Coding Using Temporal Prediction of Deep Neural Network Parameters |
| Ferraresi, Carlo |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| Ferrari, Gianluigi |
S0-EC.1 |
1 |
Benchmarking MLCommons Tiny Audio Denoising with Deployability Constraints |
| Fiandra, Riccardo |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Fici, Alessandro |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Filipp, Martin |
IF2.1 |
|
Integrating AI and Sustainable Development in Game Development: Industry Perspectives and Innovations |
| Fiorenza, Jacopo |
S7-EC.2 |
586 |
Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences |
| Fiscale, Vittorio |
S3-EC.6 |
287 |
Adaptive Training in Virtual Reality Through Dynamic Alien Motion Support |
| S8-EC.5 |
644 |
Virtual Reality Multiplayer Experiential Training: Guiding People with Autism Towards New Habits |
| Fitzek, Frank |
S1-EC.4 |
134 |
A Universal Method for Performance Assessment of Meta Quest XR Devices |
| Fornaro, Alessandro |
S3-EC.2 |
263 |
Responsive Teleoperation of a Robotic Arm via Wearable Inertial Sensors |
| Fraga-Lamas, Paula |
S1-EC.2 |
122 |
Advancing NASA-TLX: Automatic User Interaction Analysis for Workload Evaluation in XR Scenarios |
| Francillette, Yannick |
L2.5 |
381 |
Use of Different Learning Mechanisms to Design a Serious Game for Alcohol Use Disorder |
| S5-4T.1 |
440 |
Automated Difficulty Assessment Model for Comprehensive Difficulty in Games |
| S5-4T.3 |
450 |
Enhancing Stealth Gameplay Through Procedural Generation: An Algorithmic Approach to Dynamic Guard Paths and Placement in Infiltration Games |
| Franco, Santiago |
S6-4T.3 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| DEMO-4T.2 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| Fransson, Emil |
S5-4T.5 |
462 |
A Comparison of Performance on WebGPU and WebGL in the Godot Game Engine |
| Frassineti, Lorenzo |
S2-4T.4 |
162 |
Pupil Dilation Dynamics in Serious Game Emotional Activation |
| Fu, Jianlong |
L1.7 |
62 |
Revisiting Generative Adversarial Network for Downstream Task of Speech Recognition |
| Fulcini, Tommaso |
S6-EC.1 |
536 |
Know Your Bugs: A Survey of Issues in Automated Game Testing Literature |
| Fumero, Nicolò |
S8-EC.5 |
644 |
Virtual Reality Multiplayer Experiential Training: Guiding People with Autism Towards New Habits |
| Funabiki, Nobuo |
S8-EC.1 |
626 |
Difficulty Evaluation of Yoga Poses by Angular Velocity and Body Area Calculation for GPU-Based Yoga Self-Practice System |
| DEMO-ECF.5 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| S8-EC.3 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| G A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Ganearachchi, Yasith |
TUT4-LC.1 |
|
Semantic Communication for Multimedia Applications |
| S0-EC.3 |
11 |
Semantic Communication Based Complexity Scalable Image Transmission System for Resource Constrained Devices |
| S0-EC.6 |
25 |
Semantic Communication Based Video Coding Using Temporal Prediction of Deep Neural Network Parameters |
| Gangadharan, Hari |
L1.9 |
71 |
Equity and Embeddedness: A Dominant Theme for Contemporary Gaming Research |
| Gaudi, Thomas |
S2-EC.7 |
221 |
Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments |
| Gerosa, Nicolò |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Giaconi, Catia |
S1-EC.3 |
128 |
A Method to Formalise Game Design Praxis |
| Giannantoni, Leonardo |
S3-EC.3 |
269 |
MetaRehab: Enhancing Parkinson's Disease Rehabilitation Through Gamified Virtual Reality, a Usability Study |
| Gittens, Curtis |
S1-EC.1 |
117 |
The Extended RoSA Conceptual Architecture for Managing Consumer-Grade Social Robot Surrogates |
| Goswami, Prashant |
S3-4T.5 |
247 |
Exploring the Effects of Foveated Rendering on Virtual Reality Game Graphics |
| Govender, Terence |
S6-4T.2 |
508 |
Anti-Plagiarism Adventure Game: Using Visual Novels for Feasible Game-Based Learning |
| Grace, Lindsay |
S6-EC.4 |
552 |
Learning Through Play-How a Game Jam Developed Deeper Social Impact Understanding |
| Graham, Naida |
S3-4T.6 |
253 |
Testing AREduX with HCPs and Caregivers of People Living with Dementia: A Work in Progress |
| Grange, Erica |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| S3-EC.7 |
292 |
Rehabilitative Exergaming in Multiple Sclerosis: Bimanual Tasks in Mixed Reality |
| Griffiths, David |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| Guazzini, Andrea |
S2-4T.4 |
162 |
Pupil Dilation Dynamics in Serious Game Emotional Activation |
| Guglielmo, Gianluca |
S6-4T.1 |
502 |
Introducing "the Sustainable Port": A Serious Game to Study Decision-Making in Port-Related Environments |
| Guo, Liucheng |
S4-4T.2 |
304 |
A Framework to Design Virtual Reality Mirror Therapy (VRMT) for Motor Rehabilitation in Post-Stroke Survivors: Dosage, Motivation, Task Difficulty, Feedback and Mechanism |
| Guo, Xi |
L1.6 |
56 |
HiveVR: Enhance Realism Interaction in Virtual Reality Using Game Physics |
| DEMO-LC.5 |
56 |
HiveVR: Enhance Realism Interaction in Virtual Reality Using Game Physics |
| S4-4T.4 |
316 |
A Case Study of Using Web 3D Game Technology for a Scalable Midwifery Training Simulation |
| Gursesli, Mustafa Can |
S2-4T.4 |
162 |
Pupil Dilation Dynamics in Serious Game Emotional Activation |
| Gutierrez, Mario |
S4-EC.1 |
331 |
Comparison of Mouse, 6DoF Controller and Pen Interactions on a Glasses-Free 3D Display |
| S4-EC.6 |
359 |
Comparison of XR Game Controller Trigger Input Versus Isometric Thumb and Index Finger Pressure Input on a Stylus |
| Gutwenger, Lisa |
S6-EC.2 |
542 |
Politics in Games - an Overview and Classification |
| H A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Haahr, Mads |
S2-4T.3 |
156 |
The Effect of Educational Video Game Perceptual Realism on Learning Outcomes and Motivation |
| Hadjidemetriou, Panayiotis |
S2-4T.2 |
150 |
Exploring the Time Dilation Gameplay in VR, and Its Effect on Presence, VR Sickness, and Performance |
| DEMO-LC.4 |
150 |
Exploring the Time Dilation Gameplay in VR, and Its Effect on Presence, VR Sickness, and Performance |
| Hama, Hiromitsu |
S8-4T.5 |
621 |
A Stochastics Branching Process Model for Analyzing Rumor Spreading in Social Media Networks |
| He, Jun |
L1.3 |
40 |
Exploring Cognitive Learning Theory Application in Safety Education Games for Preschoolers |
| L1.13 |
92 |
A Study on the Utilization of Ink and Wash Style in the Performance of Weapon Strike Effects in Wuxia Games |
| L1.18 |
112 |
Study on the Impact of Lighting Design on User Interaction Behavior in Deciphering Games |
| L2.16 |
428 |
The Application of Cyberpunk Style in the Costume Design of Chinese Martial Arts Game Characters |
| L2.17 |
434 |
Research on the Application of Game Rank Mechanism in the Evaluation of Skill Based Courses in Colleges and Universities |
| Hermansson, Jonatan |
S5-4T.5 |
462 |
A Comparison of Performance on WebGPU and WebGL in the Godot Game Engine |
| Hewage, Pradeep |
L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| Hlavacs, Helmut |
S4-EC.5 |
353 |
Hands Up! Towards Machine Learning Based Virtual Reality Arm Generation |
| Hogue, Andrew |
S2-4T.8 |
182 |
StudyVR: A Framework for Streamlining VR User Study Design |
| S2-EC.1 |
187 |
A Method for Volumetric Video Streaming |
| Hollaender, Gabrielle |
S3-4T.6 |
253 |
Testing AREduX with HCPs and Caregivers of People Living with Dementia: A Work in Progress |
| Hollins, Paul |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| L2.15 |
422 |
Exploring the Concept of Mini Data Sprints as a Methodology to Assess Data Validity and Stimulate Climate Conversation |
| Horst, Robin |
S2-EC.6 |
215 |
Towards Reducing Latency Using Beam Search in an Interactive Conversational Speech Agent |
| S4-4T.1 |
298 |
DraftComPromise - on Draft Composition Recommendations in League of Legends |
| Hu, Yan |
S5-4T.5 |
462 |
A Comparison of Performance on WebGPU and WebGL in the Godot Game Engine |
| Huang, Minmin |
L1.13 |
92 |
A Study on the Utilization of Ink and Wash Style in the Performance of Weapon Strike Effects in Wuxia Games |
| L1.18 |
112 |
Study on the Impact of Lighting Design on User Interaction Behavior in Deciphering Games |
| Huis in t Veld, Elisabeth |
S6-4T.1 |
502 |
Introducing "the Sustainable Port": A Serious Game to Study Decision-Making in Port-Related Environments |
| Humphreys, Sal |
S2-4T.6 |
170 |
Oral Storytelling in the Digital Future: Implications for Distraction, Time Perception and Immersion |
| Huynh, Vu San Ha |
S4-4T.5 |
320 |
User-Intent Aware Transport-Layer Intelligence for Frame Synchronisation in Multi-Party XR Application |
| I A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Iacono, Saverio |
L2.7 |
388 |
''Alice in Codeland'': A Gamified Approach to Web Programming Education |
| Iacoviello, Roberto |
S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| Ikenoue, Tsuyomu |
L1.14 |
96 |
Enhancing Fetal Heart Rate Monitoring Through Digital Twin Technology |
| Inamura, Tetsunari |
S3-EC.6 |
287 |
Adaptive Training in Virtual Reality Through Dynamic Alien Motion Support |
| Iwendi, Celestine |
L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| L2.15 |
422 |
Exploring the Concept of Mini Data Sprints as a Methodology to Assess Data Validity and Stimulate Climate Conversation |
| J A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Javadi, Saleh |
S8-4T.2 |
607 |
Saliency Map Generation Based on Human Level Performance |
| Jen, Hsuan |
S3-4T.1 |
225 |
Investigating Gaze-Directed Instantaneous Destination for VR Locomotion: Efficiency, Precision, and User Comfort |
| Jing, Lei |
S3-4T.3 |
236 |
The Development of a Data Glove-Based System for Assisting the Solution of Puzzles |
| DEMO-ECF.4 |
236 |
The Development of a Data Glove-Based System for Assisting the Solution of Puzzles |
| S3-4T.4 |
241 |
Development of a Flexible and User-Friendly UI to Visualize the Invisible Pressure Distribution |
| Jones, Lucie |
S4-EC.2 |
337 |
Gamification of Breath Training for Wind Players |
| K A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Kapralos, Bill |
L1.16 |
104 |
Designing a Virtual Learning Environment Authoring Platform: Determining Educator Requirements |
| S2-EC.7 |
221 |
Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments |
| S3-4T.6 |
253 |
Testing AREduX with HCPs and Caregivers of People Living with Dementia: A Work in Progress |
| Karna, Nyoman |
S5B-EC.2 |
498 |
Collaborative Decentralized Learning for Detecting Deepfake Videos in Entertainment |
| Karpouzis, Kostas |
S5A-EC.2 |
480 |
A Reinforcement Learning System for Adaptive Gamification and Hexad User Profile Tracking |
| Kaya Alpan, Zeynep Burcu |
S4-EC.3 |
343 |
Impact of Physical Wind Simulation on the Player |
| Kehoe, Aidan |
S4-EC.1 |
331 |
Comparison of Mouse, 6DoF Controller and Pen Interactions on a Glasses-Free 3D Display |
| S4-EC.6 |
359 |
Comparison of XR Game Controller Trigger Input Versus Isometric Thumb and Index Finger Pressure Input on a Stylus |
| Keller, Stephan |
S6-EC.2 |
542 |
Politics in Games - an Overview and Classification |
| Khan, Soheeb |
S8-EC.4 |
638 |
Virtual Rehabilitation: XR Design for Senior Users in Immersive Exergame Environments |
| Khatibi, Siamak |
S8-4T.2 |
607 |
Saliency Map Generation Based on Human Level Performance |
| Kieslinger, Barbara |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| L2.15 |
422 |
Exploring the Concept of Mini Data Sprints as a Methodology to Assess Data Validity and Stimulate Climate Conversation |
| Kino, Emi |
L1.14 |
96 |
Enhancing Fetal Heart Rate Monitoring Through Digital Twin Technology |
| Klincewicz, Michal |
S6-4T.1 |
502 |
Introducing "the Sustainable Port": A Serious Game to Study Decision-Making in Port-Related Environments |
| Koller, Katharina |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| L2.15 |
422 |
Exploring the Concept of Mini Data Sprints as a Methodology to Assess Data Validity and Stimulate Climate Conversation |
| Kollias, Stefanos |
S5A-EC.2 |
480 |
A Reinforcement Learning System for Adaptive Gamification and Hexad User Profile Tracking |
| Koning, Wobbe |
DEMO-LC.2 |
579 |
Inviting Motion |
| Koubek, Jochen |
L1.11 |
82 |
Balancing Act: Leveraging 'PARAMETERS' Serious Game as a Tool for Mastering Game Design in Higher Education |
| Kube, Dana |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| Kulkarni, Swapnali |
S4-4T.3 |
310 |
Translating Cognitive Behavioural Therapy Strategies Through VR Interactions to Tackle Anxiety Symptoms in University Students |
| DEMO-LC.3 |
310 |
Translating Cognitive Behavioural Therapy Strategies Through VR Interactions to Tackle Anxiety Symptoms in University Students |
| Kunii, Yoichi |
S5-4T.4 |
456 |
The Correlation Between Quantitative Metrics and Subjective Assessment of Sequential and Scene Landscape in Game Ghost of Tsushima |
| L A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| La Sala, Davide |
IF1.1 |
|
The World of Gaming Between Academia and Industry |
| Laffranchi, Matteo |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| Lagoo, Ramesh |
S8-EC.4 |
638 |
Virtual Rehabilitation: XR Design for Senior Users in Immersive Exergame Environments |
| Lam, King Lok |
L2.13 |
412 |
Digital Twin: Gamified VAR Training for Building Management |
| Lam, Tsun Sang David |
L2.13 |
412 |
Digital Twin: Gamified VAR Training for Building Management |
| Lambert, Peter |
S0-EC.5 |
19 |
Perceptual Hashing Using Pretrained Vision Transformers |
| S3-4T.2 |
231 |
Redirected Walking Within a VR Exergame for Return-To-Sports Screening |
| S5B-EC.1 |
492 |
Improved Deepfake Video Detection Using Convolutional Vision Transformer |
| DEMO-ECF.1 |
572 |
COM-PRESS: Dashboard to Detect (AI-based) Image Manipulations |
| S8-EC.6 |
650 |
Extended Reality & Virtual Reality for Return-To-Sports Screening |
| Lamberti, Fabrizio |
S2-4T.1 |
144 |
Integrating the Time Travel Mechanic in VR Serious Games to Enhance Causal Reasoning |
| S3-EC.7 |
292 |
Rehabilitative Exergaming in Multiple Sclerosis: Bimanual Tasks in Mixed Reality |
| S5B-EC.3 |
573 |
Harnessing Foundation Models for Image Anonymization |
| DEMO-ECF.2 |
573 |
Harnessing Foundation Models for Image Anonymization |
| S7-EC.2 |
586 |
Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences |
| Lana, Matteo |
IF1.1 |
|
The World of Gaming Between Academia and Industry |
| Lanata, Antonio |
S2-4T.4 |
162 |
Pupil Dilation Dynamics in Serious Game Emotional Activation |
| Landén, Erik |
S3-4T.5 |
247 |
Exploring the Effects of Foveated Rendering on Virtual Reality Game Graphics |
| Lanzi, Pier Luca |
S5-4T.2 |
446 |
A Tool for the Procedural Generation of Shaders Using Interactive Evolutionary Algorithms |
| S8-EC.2 |
630 |
A Gamified Framework to Assist Therapists With the ABA Therapy for Autism |
| Laureanti, Rita |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Leal, Susana |
S6-4T.5 |
526 |
Evaluation of a Serious VR Game Designed to Promote the Sustainable Development Goals |
| Leban, Bruno |
S3-EC.4 |
275 |
Associations Between Perceived Discomfort, Postural Control Alterations and Disability in People with Multiple Sclerosis Exposed to Immersive Virtual Reality |
| S3-EC.5 |
281 |
To Stand or to Sit? Examining the Influence of Player Posture on Balance Alterations Associated to Immersive Virtual Reality Exposure |
| Li, Jimmy Chi-ho |
L2.13 |
412 |
Digital Twin: Gamified VAR Training for Building Management |
| Li, Sheng |
L1.7 |
62 |
Revisiting Generative Adversarial Network for Downstream Task of Speech Recognition |
| Li, Yaojie |
S2-4T.8 |
182 |
StudyVR: A Framework for Streamlining VR User Study Design |
| S2-EC.1 |
187 |
A Method for Volumetric Video Streaming |
| Lin, Qingyun |
L1.18 |
112 |
Study on the Impact of Lighting Design on User Interaction Behavior in Deciphering Games |
| L2.16 |
428 |
The Application of Cyberpunk Style in the Costume Design of Chinese Martial Arts Game Characters |
| Liu, Bei |
L1.7 |
62 |
Revisiting Generative Adversarial Network for Downstream Task of Speech Recognition |
| Liu, Jun-You |
S8-EC.1 |
626 |
Difficulty Evaluation of Yoga Poses by Angular Velocity and Body Area Calculation for GPU-Based Yoga Self-Practice System |
| DEMO-ECF.5 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| S8-EC.3 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| Liu, Siyuan |
L1.3 |
40 |
Exploring Cognitive Learning Theory Application in Safety Education Games for Preschoolers |
| L2.17 |
434 |
Research on the Application of Game Rank Mechanism in the Evaluation of Skill Based Courses in Colleges and Universities |
| Lo, Chiu Kit Dickson |
L2.13 |
412 |
Digital Twin: Gamified VAR Training for Building Management |
| Loebel, Jens-Martin |
L1.11 |
82 |
Balancing Act: Leveraging 'PARAMETERS' Serious Game as a Tool for Mastering Game Design in Higher Education |
| S1-EC.1 |
117 |
The Extended RoSA Conceptual Architecture for Managing Consumer-Grade Social Robot Surrogates |
| Loiacono, Daniele |
S5-4T.2 |
446 |
A Tool for the Procedural Generation of Shaders Using Interactive Evolutionary Algorithms |
| Lombardo, Vincenzo |
S7-EC.3 |
590 |
Deeply Digging in Serious Games for Archaeology |
| Lubbe, Johanna |
S6-4T.2 |
508 |
Anti-Plagiarism Adventure Game: Using Visual Novels for Feasible Game-Based Learning |
| Lucaroni, Andrea |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| Lucenteforte, Maurizio |
S5A-EC.1 |
474 |
AI Server-Side Prediction for Latency Mitigation and Cheating Detection: The MPAI-SPG Approach |
| Lwin, Tunn Cho |
L1.14 |
96 |
Enhancing Fetal Heart Rate Monitoring Through Digital Twin Technology |
| M A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Mainardi, Luca |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Maio, Elios |
S7-EC.2 |
586 |
Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences |
| Maiolatesi, Marco |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Mancinelli, Martina |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Mareen, Hannes |
S0-EC.5 |
19 |
Perceptual Hashing Using Pretrained Vision Transformers |
| S3-4T.2 |
231 |
Redirected Walking Within a VR Exergame for Return-To-Sports Screening |
| S5B-EC.1 |
492 |
Improved Deepfake Video Detection Using Convolutional Vision Transformer |
| DEMO-ECF.1 |
572 |
COM-PRESS: Dashboard to Detect (AI-based) Image Manipulations |
| S8-EC.6 |
650 |
Extended Reality & Virtual Reality for Return-To-Sports Screening |
| Margetis, George |
L1.2 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| DEMO-4T.4 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| S6-EC.3 |
546 |
The Current Situation and Debate on Gender Segregation in Esports Tournaments |
| Martinek, Daniel |
S4-EC.5 |
353 |
Hands Up! Towards Machine Learning Based Virtual Reality Arm Generation |
| Martini, Matteo |
S2-EC.5 |
209 |
IMMERSE: IMMersive Environment for Representing Self-Avatar Easily |
| DEMO-ECF.3 |
209 |
IMMERSE: IMMersive Environment for Representing Self-Avatar Easily |
| Martini, Miriana |
S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| Martins, Dalila |
S7-EC.4 |
596 |
From Entertainment to Mental Health Awareness: The "Debris" Case |
| Massimiani, Gabriele |
DEMO-LC.1 |
578 |
Level Up Lab projects' showcase |
| DEMO-ECF.6 |
578 |
Level Up Lab projects' showcase |
| Maxim, Raluca |
S6-4T.4 |
520 |
Programming Games as Learning Tools: Using Empathic Design Principles for Engaging Experiences |
| Mayerl, Maximilian |
S6-EC.6 |
560 |
The VR Chronicles: Insights From the VR Factsheet 2024 |
| Mazinani, Armin |
S0-EC.1 |
1 |
Benchmarking MLCommons Tiny Audio Denoising with Deployability Constraints |
| Mazzaglia, Marco |
IF1.1 |
|
The World of Gaming Between Academia and Industry |
| S5A-EC.1 |
474 |
AI Server-Side Prediction for Latency Mitigation and Cheating Detection: The MPAI-SPG Approach |
| Mccarthy, Peter |
S4-4T.2 |
304 |
A Framework to Design Virtual Reality Mirror Therapy (VRMT) for Motor Rehabilitation in Post-Stroke Survivors: Dosage, Motivation, Task Difficulty, Feedback and Mechanism |
| McConnell, Matthew |
S4-EC.2 |
337 |
Gamification of Breath Training for Wind Players |
| McGill, Mark |
S4-EC.1 |
331 |
Comparison of Mouse, 6DoF Controller and Pen Interactions on a Glasses-Free 3D Display |
| S4-EC.6 |
359 |
Comparison of XR Game Controller Trigger Input Versus Isometric Thumb and Index Finger Pressure Input on a Stylus |
| Mei, Xiaohan |
S5-4T.4 |
456 |
The Correlation Between Quantitative Metrics and Subjective Assessment of Sequential and Scene Landscape in Game Ghost of Tsushima |
| Mejía Rivera, Kevin |
S1-EC.5 |
140 |
Developing a Media Watcher Through Business Intelligence Tools: An Approach for Emerging Media Industries |
| L2.1 |
363 |
Designing Sapinautas: An Educational Innovation Strategy for Learning in Honduran Public Schools Through Video Game Integration |
| Menelas, Bob-Antoine J. |
S5-4T.3 |
450 |
Enhancing Stealth Gameplay Through Procedural Generation: An Algorithmic Approach to Dynamic Guard Paths and Placement in Infiltration Games |
| Menelas, Bob-Antoine Jerry |
L2.5 |
381 |
Use of Different Learning Mechanisms to Design a Serious Game for Alcohol Use Disorder |
| Mengoni, Maura |
S1-EC.3 |
128 |
A Method to Formalise Game Design Praxis |
| Merry, Anna |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| Messina, Alberto |
S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| Meyer, Ferdinand |
S4-4T.1 |
298 |
DraftComPromise - on Draft Composition Recommendations in League of Legends |
| Michieli, Lorenzo |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| Migliorini, Massimo |
S7-EC.2 |
586 |
Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences |
| Minakawa, Keigo |
S3-4T.4 |
241 |
Development of a Flexible and User-Friendly UI to Visualize the Invisible Pressure Distribution |
| Minas, Dimosthenis |
L1.8 |
65 |
A Serious Game for Environmental Education Utilizing 3D Virtual Worlds |
| Mirk, David |
S4-EC.5 |
353 |
Hands Up! Towards Machine Learning Based Virtual Reality Arm Generation |
| Mitsuhashi, Yuta |
L1.1 |
31 |
The Introduction Regarding an Implementation of Local Revitalization RPG in Ishinomaki City |
| DEMO-4T.5 |
31 |
The Introduction Regarding an Implementation of Local Revitalization RPG in Ishinomaki City |
| Monfort, Emmanuel |
L1.4 |
46 |
Empowering Aging in Place: An Innovative Web-Based Simulation Approach for Enhancing Domestic Risk Evaluation Among Older People |
| Montagnuolo, Maurizio |
S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| Morra, Lia |
S5B-EC.3 |
573 |
Harnessing Foundation Models for Image Anonymization |
| DEMO-ECF.2 |
573 |
Harnessing Foundation Models for Image Anonymization |
| Mortini, Elisa |
S8-EC.2 |
630 |
A Gamified Framework to Assist Therapists With the ABA Therapy for Autism |
| Moschetta, Miriam |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| Murtas, Vittorio |
S7-EC.3 |
590 |
Deeply Digging in Serious Games for Archaeology |
| N A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Nadalin, Marina |
S2-4T.1 |
144 |
Integrating the Time Travel Mechanic in VR Serious Games to Enhance Causal Reasoning |
| Napoletano, Paolo |
S3-EC.2 |
263 |
Responsive Teleoperation of a Robotic Arm via Wearable Inertial Sensors |
| Nascimento, João |
S6-4T.5 |
526 |
Evaluation of a Serious VR Game Designed to Promote the Sustainable Development Goals |
| Nasharuddin, Nurul Amelina |
S8-4T.1 |
602 |
Designing an Image Classification-Based Mobile Learning App About Fruits and Vegetables for Children |
| Neacsu, Alexandra |
S6-4T.3 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| DEMO-4T.2 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| Nguyen, Giang |
S1-EC.4 |
134 |
A Universal Method for Performance Assessment of Meta Quest XR Devices |
| Nikolopoulos, Ioannis |
S5A-EC.2 |
480 |
A Reinforcement Learning System for Adaptive Gamification and Hexad User Profile Tracking |
| Nisiotis, Louis |
S2-4T.2 |
150 |
Exploring the Time Dilation Gameplay in VR, and Its Effect on Presence, VR Sickness, and Performance |
| DEMO-LC.4 |
150 |
Exploring the Time Dilation Gameplay in VR, and Its Effect on Presence, VR Sickness, and Performance |
| S6-4T.5 |
526 |
Evaluation of a Serious VR Game Designed to Promote the Sustainable Development Goals |
| Nouhi, Nicolas |
S2-4T.2 |
150 |
Exploring the Time Dilation Gameplay in VR, and Its Effect on Presence, VR Sickness, and Performance |
| DEMO-LC.4 |
150 |
Exploring the Time Dilation Gameplay in VR, and Its Effect on Presence, VR Sickness, and Performance |
| Ntagianta, Anastasia |
L1.2 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| DEMO-4T.4 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| Ntoa, Stavroula |
L1.2 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| DEMO-4T.4 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| S6-EC.3 |
546 |
The Current Situation and Debate on Gender Segregation in Esports Tournaments |
| Nunome, Toshiro |
S0-EC.2 |
5 |
QoE Enhancement of Multi-View Video Transmission Over ICN/CCN by Means of Cache Control Method |
| O A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Okpanachi, Victor |
L2.10 |
400 |
The Design of Eco-Mania: A Serious Game to Influence Positive Recycling Habits |
| S6-4T.6 |
532 |
The Design of Food Villain, a Serious Game to Influence Healthy Eating Habits Among African International Students |
| Oliveira, Ana Patricia |
S7-EC.4 |
596 |
From Entertainment to Mental Health Awareness: The "Debris" Case |
| Olson, Alexander |
L2.4 |
379 |
MemoryGame: Decentralized P2E Game for Visual Working Memory Training |
| Ott, Nikolas |
S2-EC.6 |
215 |
Towards Reducing Latency Using Beam Search in an Interactive Conversational Speech Agent |
| P A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Pacheco-Velázquez, Ernesto |
L2.14 |
416 |
Transforming Logistics Education by a Virtual Logistics Simulation Generator: UX Pilot Study |
| Papatheodorou, Dimitrios |
L1.8 |
65 |
A Serious Game for Environmental Education Utilizing 3D Virtual Worlds |
| Pardi, Claudia |
L2.9 |
394 |
Virtual Reality Training for Advanced Radiotherapy |
| pasini, ilaria |
DEMO-LC.1 |
578 |
Level Up Lab projects' showcase |
| DEMO-ECF.6 |
578 |
Level Up Lab projects' showcase |
| Pau, Danilo |
WK1-4T.1 |
|
Wave your way: Deploy Personalized Gesture Recognition using ToF Sensors with MATLAB and STM32Cube.AI Dev Cloud |
| S0-EC.1 |
1 |
Benchmarking MLCommons Tiny Audio Denoising with Deployability Constraints |
| Pau, Massimiliano |
S3-EC.4 |
275 |
Associations Between Perceived Discomfort, Postural Control Alterations and Disability in People with Multiple Sclerosis Exposed to Immersive Virtual Reality |
| S3-EC.5 |
281 |
To Stand or to Sit? Examining the Influence of Player Posture on Balance Alterations Associated to Immersive Virtual Reality Exposure |
| Pazour, Patrick |
S4-EC.5 |
353 |
Hands Up! Towards Machine Learning Based Virtual Reality Arm Generation |
| Peisachovich, Eva |
S3-4T.6 |
253 |
Testing AREduX with HCPs and Caregivers of People Living with Dementia: A Work in Progress |
| Petak, Leonard |
S6-EC.6 |
560 |
The VR Chronicles: Insights From the VR Factsheet 2024 |
| Piano, Luca |
S5B-EC.3 |
573 |
Harnessing Foundation Models for Image Anonymization |
| DEMO-ECF.2 |
573 |
Harnessing Foundation Models for Image Anonymization |
| Pica, Andrada |
L2.11 |
404 |
Performing a Throw in Mixed Reality: A Validation Study |
| Picerno, Pietro |
L2.11 |
404 |
Performing a Throw in Mixed Reality: A Validation Study |
| Pieraccioli, Leonardo |
DEMO-LC.1 |
578 |
Level Up Lab projects' showcase |
| DEMO-ECF.6 |
578 |
Level Up Lab projects' showcase |
| Piki, Andriani |
S6-4T.5 |
526 |
Evaluation of a Serious VR Game Designed to Promote the Sustainable Development Goals |
| Pirker, Johanna |
IF2.1 |
|
Integrating AI and Sustainable Development in Game Development: Industry Perspectives and Innovations |
| S6-EC.2 |
542 |
Politics in Games - an Overview and Classification |
| Pişkin, Şenol |
S4-EC.3 |
343 |
Impact of Physical Wind Simulation on the Player |
| Plumari, Martina |
DEMO-LC.1 |
578 |
Level Up Lab projects' showcase |
| DEMO-ECF.6 |
578 |
Level Up Lab projects' showcase |
| Podda, Jessica |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| S3-EC.7 |
292 |
Rehabilitative Exergaming in Multiple Sclerosis: Bimanual Tasks in Mixed Reality |
| Poier, Klaus |
S6-EC.2 |
542 |
Politics in Games - an Overview and Classification |
| Porco, Ilaria |
L2.11 |
404 |
Performing a Throw in Mixed Reality: A Validation Study |
| Porta, Micaela |
S3-EC.4 |
275 |
Associations Between Perceived Discomfort, Postural Control Alterations and Disability in People with Multiple Sclerosis Exposed to Immersive Virtual Reality |
| S3-EC.5 |
281 |
To Stand or to Sit? Examining the Influence of Player Posture on Balance Alterations Associated to Immersive Virtual Reality Exposure |
| Pratticò, Filippo Gabriele |
S2-4T.1 |
144 |
Integrating the Time Travel Mechanic in VR Serious Games to Enhance Causal Reasoning |
| S3-EC.7 |
292 |
Rehabilitative Exergaming in Multiple Sclerosis: Bimanual Tasks in Mixed Reality |
| Price, James |
L1.6 |
56 |
HiveVR: Enhance Realism Interaction in Virtual Reality Using Game Physics |
| DEMO-LC.5 |
56 |
HiveVR: Enhance Realism Interaction in Virtual Reality Using Game Physics |
| Putra, I |
S5B-EC.2 |
498 |
Collaborative Decentralized Learning for Detecting Deepfake Videos in Entertainment |
| Putra, Made Adi Paramartha |
S5B-EC.2 |
498 |
Collaborative Decentralized Learning for Detecting Deepfake Videos in Entertainment |
| Q A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Qian, Peng |
S4-4T.5 |
320 |
User-Intent Aware Transport-Layer Intelligence for Frame Synchronisation in Multi-Party XR Application |
| Quevedo, Alvaro |
S2-EC.7 |
221 |
Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments |
| R A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Raaen, Kjetil |
S5-4T.6 |
468 |
Playing Games Without Sight: Sonic Play |
| Ramanayake, Hasindu |
S2-EC.3 |
197 |
Synthesising Emotional Expressions Based on Dynamic Environmental Transitions |
| Ramírez-Etcheverry, Sergio |
L2.14 |
416 |
Transforming Logistics Education by a Virtual Logistics Simulation Generator: UX Pilot Study |
| Ramírez-Montoya, María |
L2.14 |
416 |
Transforming Logistics Education by a Virtual Logistics Simulation Generator: UX Pilot Study |
| Ramzan, Muhammad Javed |
S4-EC.3 |
343 |
Impact of Physical Wind Simulation on the Player |
| Rea, Daniel |
S2-4T.7 |
176 |
How the Emotional Content of Music Affects Player Behaviour and Experience in Video Games |
| Remlinger, Wolfram |
L1.15 |
100 |
Workflow for Evaluating Vehicle Interiors Using Serious Gaming |
| Ricci, Lorenzo |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| Ridino, Giuseppe |
WK1-4T.1 |
|
Wave your way: Deploy Personalized Gesture Recognition using ToF Sensors with MATLAB and STM32Cube.AI Dev Cloud |
| Rivetti, Fiamma |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Rizza, Martina |
L2.11 |
404 |
Performing a Throw in Mixed Reality: A Validation Study |
| Roberts, Joshua |
S2-4T.7 |
176 |
How the Emotional Content of Music Affects Player Behaviour and Experience in Video Games |
| Rodés-Paragarino, Virginia |
L2.14 |
416 |
Transforming Logistics Education by a Virtual Logistics Simulation Generator: UX Pilot Study |
| Rojas-Salazar, Alberto |
S2-4T.3 |
156 |
The Effect of Educational Video Game Perceptual Realism on Learning Outcomes and Motivation |
| Romani, Alessia |
S8-EC.2 |
630 |
A Gamified Framework to Assist Therapists With the ABA Therapy for Autism |
| Roula, Mohammed |
S4-4T.2 |
304 |
A Framework to Design Virtual Reality Mirror Therapy (VRMT) for Motor Rehabilitation in Post-Stroke Survivors: Dosage, Motivation, Task Difficulty, Feedback and Mechanism |
| Rous, Sebastian |
S6-EC.2 |
542 |
Politics in Games - an Overview and Classification |
| Russo, Vincenzo |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| S A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Sabatino, Etty |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| Said, Ines |
TUT3-LC.1 |
|
MoodMentor: Virtual Reality UI/UX Design Considerations for Neurodivergent Users |
| Salomé, Sidonie |
L1.4 |
46 |
Empowering Aging in Place: An Innovative Web-Based Simulation Approach for Enhancing Domestic Risk Evaluation Among Older People |
| Samarathunga, Prabhath |
S0-EC.3 |
11 |
Semantic Communication Based Complexity Scalable Image Transmission System for Resource Constrained Devices |
| S0-EC.6 |
25 |
Semantic Communication Based Video Coding Using Temporal Prediction of Deep Neural Network Parameters |
| Sampedro, Gabriel Avelino |
S5B-EC.2 |
498 |
Collaborative Decentralized Learning for Detecting Deepfake Videos in Entertainment |
| Sansone, Francesco |
S6-EC.7 |
566 |
Exploring Taste Sensation in the Metaverse: A Literature Review |
| Santilli, Tommaso |
S1-EC.3 |
128 |
A Method to Formalise Game Design Praxis |
| Santoso, Markus |
L2.4 |
379 |
MemoryGame: Decentralized P2E Game for Visual Working Memory Training |
| Sas, Martin |
S6-EC.5 |
556 |
Unleashing Generative Non-Player Characters in Video Games: An AI Act Perspective |
| Sasso, Elio |
S5-4T.2 |
446 |
A Tool for the Procedural Generation of Shaders Using Interactive Evolutionary Algorithms |
| Şatıroğlu, Alperen |
S4-EC.3 |
343 |
Impact of Physical Wind Simulation on the Player |
| Sato, Kazuma |
S3-4T.3 |
236 |
The Development of a Data Glove-Based System for Assisting the Solution of Puzzles |
| DEMO-ECF.4 |
236 |
The Development of a Data Glove-Based System for Assisting the Solution of Puzzles |
| S3-4T.4 |
241 |
Development of a Flexible and User-Friendly UI to Visualize the Invisible Pressure Distribution |
| Schachinger, Victoria |
S6-EC.6 |
560 |
The VR Chronicles: Insights From the VR Factsheet 2024 |
| Schlichtherle, Fabian |
L1.15 |
100 |
Workflow for Evaluating Vehicle Interiors Using Serious Gaming |
| Schnögl, Bernhard |
S6-EC.2 |
542 |
Politics in Games - an Overview and Classification |
| Schuermans, Joke |
S3-4T.2 |
231 |
Redirected Walking Within a VR Exergame for Return-To-Sports Screening |
| S8-EC.6 |
650 |
Extended Reality & Virtual Reality for Return-To-Sports Screening |
| Sekhon, Vijayendra |
S6-EC.4 |
552 |
Learning Through Play-How a Game Jam Developed Deeper Social Impact Understanding |
| Selekos, Petros |
L1.2 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| DEMO-4T.4 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| Shen, Hua |
S4-EC.2 |
337 |
Gamification of Breath Training for Wind Players |
| Shih, Cheng-Liang |
S8-EC.1 |
626 |
Difficulty Evaluation of Yoga Poses by Angular Velocity and Body Area Calculation for GPU-Based Yoga Self-Practice System |
| DEMO-ECF.5 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| S8-EC.3 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| Shukla, Piyush |
L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| Smith, Ross |
IF2.1 |
|
Integrating AI and Sustainable Development in Game Development: Industry Perspectives and Innovations |
| Soccini, Agata Marta |
S3-EC.6 |
287 |
Adaptive Training in Virtual Reality Through Dynamic Alien Motion Support |
| L2.9 |
394 |
Virtual Reality Training for Advanced Radiotherapy |
| S8-EC.5 |
644 |
Virtual Reality Multiplayer Experiential Training: Guiding People with Autism Towards New Habits |
| Solari, Fabio |
S2-EC.5 |
209 |
IMMERSE: IMMersive Environment for Representing Self-Avatar Easily |
| DEMO-ECF.3 |
209 |
IMMERSE: IMMersive Environment for Representing Self-Avatar Easily |
| Solinas, Sergio |
L2.11 |
404 |
Performing a Throw in Mixed Reality: A Validation Study |
| Sombilon, Elizabeth |
S3-4T.6 |
253 |
Testing AREduX with HCPs and Caregivers of People Living with Dementia: A Work in Progress |
| Soriano, Sandra |
L2.1 |
363 |
Designing Sapinautas: An Educational Innovation Strategy for Learning in Honduran Public Schools Through Video Game Integration |
| Spina, Daniele |
S5A-EC.1 |
474 |
AI Server-Side Prediction for Latency Mitigation and Cheating Detection: The MPAI-SPG Approach |
| Spronck, Pieter |
S6-4T.1 |
502 |
Introducing "the Sustainable Port": A Serious Game to Study Decision-Making in Port-Related Environments |
| Stamou, Stefania |
L1.2 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| DEMO-4T.4 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| S6-EC.3 |
546 |
The Current Situation and Debate on Gender Segregation in Esports Tournaments |
| Stanbury, Austin |
TUT3-LC.1 |
|
MoodMentor: Virtual Reality UI/UX Design Considerations for Neurodivergent Users |
| Stanley, Gabriella |
IF2.1 |
|
Integrating AI and Sustainable Development in Game Development: Industry Perspectives and Innovations |
| Steinhauser, Jan |
L2.2 |
367 |
Climate Survivors: A Bullet Heaven for Enhanced Climate Engagement |
| Stephanidis, Constantine |
L1.2 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| DEMO-4T.4 |
34 |
A Video Game About Gulag Archaeology and the Memoirs of Women Prisoners |
| S6-EC.3 |
546 |
The Current Situation and Debate on Gender Segregation in Esports Tournaments |
| Stori, Piercarlo |
TUT2-4T.1 |
|
Blender BIM for Virtual Worlds and Digital Twins |
| Strada, Francesco |
S2-EC.2 |
191 |
The Quest for Believability: Exploring FACS Adaptations for Emotion Facial Expressions in Virtual Humans |
| S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| S3-EC.3 |
269 |
MetaRehab: Enhancing Parkinson's Disease Rehabilitation Through Gamified Virtual Reality, a Usability Study |
| S5A-EC.1 |
474 |
AI Server-Side Prediction for Latency Mitigation and Cheating Detection: The MPAI-SPG Approach |
| S6-EC.1 |
536 |
Know Your Bugs: A Survey of Issues in Automated Game Testing Literature |
| DEMO-LC.1 |
578 |
Level Up Lab projects' showcase |
| DEMO-ECF.6 |
578 |
Level Up Lab projects' showcase |
| Strong, Bethany |
S4-4T.2 |
304 |
A Framework to Design Virtual Reality Mirror Therapy (VRMT) for Motor Rehabilitation in Post-Stroke Survivors: Dosage, Motivation, Task Difficulty, Feedback and Mechanism |
| Subba Lakshmi, Chatti |
L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| Subramanian, Thirumanikandan |
L1.15 |
100 |
Workflow for Evaluating Vehicle Interiors Using Serious Gaming |
| Sulpizio, Fabrizio |
S3-EC.3 |
269 |
MetaRehab: Enhancing Parkinson's Disease Rehabilitation Through Gamified Virtual Reality, a Usability Study |
| Suman, Sagar |
L2.10 |
400 |
The Design of Eco-Mania: A Serious Game to Influence Positive Recycling Habits |
| Sun, Chuen-Tsai |
S3-4T.1 |
225 |
Investigating Gaze-Directed Instantaneous Destination for VR Locomotion: Efficiency, Precision, and User Comfort |
| Suvajdzic, Marko |
L2.4 |
379 |
MemoryGame: Decentralized P2E Game for Visual Working Memory Training |
| T A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Tacchino, Andrea |
S3-EC.1 |
257 |
Exploring the Potential of Mixed Reality for Functional Assessment in Multiple Sclerosis |
| Tafazolli, Rahim |
S4-4T.5 |
320 |
User-Intent Aware Transport-Layer Intelligence for Frame Synchronisation in Multi-Party XR Application |
| Takada, Yoshiyuki |
S0-EC.2 |
5 |
QoE Enhancement of Multi-View Video Transmission Over ICN/CCN by Means of Cache Control Method |
| Takubo, Tomohito |
S8-4T.3 |
612 |
A Framework for Individual-First and Public-First Planning Considering Individual Preferences in Theme Park Problem |
| Tanda, Miriam |
S3-EC.7 |
292 |
Rehabilitative Exergaming in Multiple Sclerosis: Bimanual Tasks in Mixed Reality |
| Tarchi, Pietro |
S2-4T.4 |
162 |
Pupil Dilation Dynamics in Serious Game Emotional Activation |
| Thanippulige, Lahiru |
S0-EC.3 |
11 |
Semantic Communication Based Complexity Scalable Image Transmission System for Resource Constrained Devices |
| Theodorou, Panayiotis |
S6-4T.5 |
526 |
Evaluation of a Serious VR Game Designed to Promote the Sustainable Development Goals |
| Thomson, Jenny |
L1.12 |
86 |
Learner-Oriented Game Design: The Evolution of Cipher |
| DEMO-4T.3 |
86 |
Learner-Oriented Game Design: The Evolution of Cipher |
| Tin, Pyke |
L1.14 |
96 |
Enhancing Fetal Heart Rate Monitoring Through Digital Twin Technology |
| S8-4T.4 |
617 |
A Markovian Game Theoretic Framework for Analysing a Queueing System With Multiple Servers |
| S8-4T.5 |
621 |
A Stochastics Branching Process Model for Analyzing Rumor Spreading in Social Media Networks |
| Tonacci, Alessandro |
S6-EC.7 |
566 |
Exploring Taste Sensation in the Metaverse: A Literature Review |
| Tremblay, Hugo |
S5-4T.1 |
440 |
Automated Difficulty Assessment Model for Comprehensive Difficulty in Games |
| Trimeloni, Lorenzo |
S0-EC.4 |
17 |
Explainable AI Based Approach for Broadband Customers' Churn Prediction |
| Tsao, Hsiao-Yue |
S2-4T.5 |
166 |
Design Strategies for Creating Empathy-Arousing VR Warfare Content Across Various Demographic Groups and Levels of VR Experience |
| Tulasi, Rohit |
L1.10 |
76 |
Leveraging Large Language Models for Enhanced VR Development: Insights and Challenges |
| Tumuluri, Rupa |
L1.10 |
76 |
Leveraging Large Language Models for Enhanced VR Development: Insights and Challenges |
| Tzouveli, Paraskevi |
S5A-EC.2 |
480 |
A Reinforcement Learning System for Adaptive Gamification and Hexad User Profile Tracking |
| U A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Udora, Carl |
S4-4T.5 |
320 |
User-Intent Aware Transport-Layer Intelligence for Frame Synchronisation in Multi-Party XR Application |
| Ueno, Atsushi |
S8-4T.3 |
612 |
A Framework for Individual-First and Public-First Planning Considering Individual Preferences in Theme Park Problem |
| Uí Dhonnchadha, Elaine |
L1.12 |
86 |
Learner-Oriented Game Design: The Evolution of Cipher |
| DEMO-4T.3 |
86 |
Learner-Oriented Game Design: The Evolution of Cipher |
| Uras, Pietro |
DEMO-LC.1 |
578 |
Level Up Lab projects' showcase |
| DEMO-ECF.6 |
578 |
Level Up Lab projects' showcase |
| Utami, Nengah |
S5B-EC.2 |
498 |
Collaborative Decentralized Learning for Detecting Deepfake Videos in Entertainment |
| V A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Valentini, Valeria |
S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| Van Damme, Kristin |
DEMO-ECF.1 |
572 |
COM-PRESS: Dashboard to Detect (AI-based) Image Manipulations |
| Van Wallendael, Glenn |
S0-EC.5 |
19 |
Perceptual Hashing Using Pretrained Vision Transformers |
| S3-4T.2 |
231 |
Redirected Walking Within a VR Exergame for Return-To-Sports Screening |
| S5B-EC.1 |
492 |
Improved Deepfake Video Detection Using Convolutional Vision Transformer |
| DEMO-ECF.1 |
572 |
COM-PRESS: Dashboard to Detect (AI-based) Image Manipulations |
| S8-EC.6 |
650 |
Extended Reality & Virtual Reality for Return-To-Sports Screening |
| Vanelli, Martina |
S6-4T.3 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| DEMO-4T.2 |
514 |
Unlocking AI Literacy: The SMaILE-App Gaming Experience |
| Veerasamy, Bala Dhandayuthapani |
L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| Vercelli, Gianni |
L2.7 |
388 |
''Alice in Codeland'': A Gamified Approach to Web Programming Education |
| Vidal-Balea, Aida |
S1-EC.2 |
122 |
Advancing NASA-TLX: Automatic User Interaction Analysis for Workload Evaluation in XR Scenarios |
| Viegas Milani, Adriano |
S4-EC.1 |
331 |
Comparison of Mouse, 6DoF Controller and Pen Interactions on a Glasses-Free 3D Display |
| S4-EC.6 |
359 |
Comparison of XR Game Controller Trigger Input Versus Isometric Thumb and Index Finger Pressure Input on a Stylus |
| Viola, Eros |
S2-EC.5 |
209 |
IMMERSE: IMMersive Environment for Representing Self-Avatar Easily |
| DEMO-ECF.3 |
209 |
IMMERSE: IMMersive Environment for Representing Self-Avatar Easily |
| Visconti, Alessandro |
S2-4T.1 |
144 |
Integrating the Time Travel Mechanic in VR Serious Games to Enhance Causal Reasoning |
| Vollgruber, Doris |
L2.2 |
367 |
Climate Survivors: A Bullet Heaven for Enhanced Climate Engagement |
| Vuillerme, Nicolas |
L1.4 |
46 |
Empowering Aging in Place: An Innovative Web-Based Simulation Approach for Enhancing Domestic Risk Evaluation Among Older People |
| W A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Wahl, Siegfried |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Wang, Hsuan-Min |
S3-4T.1 |
225 |
Investigating Gaze-Directed Instantaneous Destination for VR Locomotion: Efficiency, Precision, and User Comfort |
| Wang, Ning |
S4-4T.5 |
320 |
User-Intent Aware Transport-Layer Intelligence for Frame Synchronisation in Multi-Party XR Application |
| Ward, Monica |
L1.12 |
86 |
Learner-Oriented Game Design: The Evolution of Cipher |
| DEMO-4T.3 |
86 |
Learner-Oriented Game Design: The Evolution of Cipher |
| Watson, Paul |
L2.15 |
422 |
Exploring the Concept of Mini Data Sprints as a Methodology to Assess Data Validity and Stimulate Climate Conversation |
| Weir, Kurtis |
S4-4T.3 |
310 |
Translating Cognitive Behavioural Therapy Strategies Through VR Interactions to Tackle Anxiety Symptoms in University Students |
| DEMO-LC.3 |
310 |
Translating Cognitive Behavioural Therapy Strategies Through VR Interactions to Tackle Anxiety Symptoms in University Students |
| Wezenbeek, Evi |
S3-4T.2 |
231 |
Redirected Walking Within a VR Exergame for Return-To-Sports Screening |
| S8-EC.6 |
650 |
Extended Reality & Virtual Reality for Return-To-Sports Screening |
| Wuertz, Jason |
S2-4T.7 |
176 |
How the Emotional Content of Music Affects Player Behaviour and Experience in Video Games |
| X A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Xenos, Michalis |
L1.8 |
65 |
A Serious Game for Environmental Education Utilizing 3D Virtual Worlds |
| Xiao, Leon Y. |
S7-EC.1 |
580 |
Is Loot Box Presence in Video Games Being Correctly and Consistently Labelled? Comparing All Age Rating Decisions Made by the German USK, the American ESRB, and the European PEGI in 2023 |
| Xiao, Yanqi |
S8-EC.1 |
626 |
Difficulty Evaluation of Yoga Poses by Angular Velocity and Body Area Calculation for GPU-Based Yoga Self-Practice System |
| DEMO-ECF.5 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| S8-EC.3 |
636 |
A Design of Handgrip Exergame System for Hypertension Prevention |
| Xu, Liang |
L1.12 |
86 |
Learner-Oriented Game Design: The Evolution of Cipher |
| DEMO-4T.3 |
86 |
Learner-Oriented Game Design: The Evolution of Cipher |
| Y A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Yamaguchi, Yasumasa |
L1.1 |
31 |
The Introduction Regarding an Implementation of Local Revitalization RPG in Ishinomaki City |
| DEMO-4T.5 |
31 |
The Introduction Regarding an Implementation of Local Revitalization RPG in Ishinomaki City |
| L2.8 |
391 |
An Overview of Online Riichi Mahjong Game Industry in Japanese Internet Society |
| Yan, Chanyuan |
L1.13 |
92 |
A Study on the Utilization of Ink and Wash Style in the Performance of Weapon Strike Effects in Wuxia Games |
| L1.18 |
112 |
Study on the Impact of Lighting Design on User Interaction Behavior in Deciphering Games |
| L2.16 |
428 |
The Application of Cyberpunk Style in the Costume Design of Chinese Martial Arts Game Characters |
| Yau, Jane |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| L2.3 |
373 |
Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science |
| L2.15 |
422 |
Exploring the Concept of Mini Data Sprints as a Methodology to Assess Data Validity and Stimulate Climate Conversation |
| Yoshioka, Sho |
S8-4T.3 |
612 |
A Framework for Individual-First and Public-First Planning Considering Individual Preferences in Theme Park Problem |
| Z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| Zachariou, Aravella |
L1.17 |
106 |
Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action |
| Zagalo, Nelson |
S7-EC.4 |
596 |
From Entertainment to Mental Health Awareness: The "Debris" Case |
| Zainudin, Ahmad |
S5B-EC.2 |
498 |
Collaborative Decentralized Learning for Detecting Deepfake Videos in Entertainment |
| Zappia, Davide |
S2-EC.4 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| DEMO-LC.6 |
203 |
Semi-Automated Digital Human Production for Enhanced Media Broadcasting |
| Zeng, Biao |
S4-4T.2 |
304 |
A Framework to Design Virtual Reality Mirror Therapy (VRMT) for Motor Rehabilitation in Post-Stroke Survivors: Dosage, Motivation, Task Difficulty, Feedback and Mechanism |
| Zhang, Jiajing |
S1-EC.4 |
134 |
A Universal Method for Performance Assessment of Meta Quest XR Devices |
| Zhuang, Shixin |
WK1-4T.1 |
|
Wave your way: Deploy Personalized Gesture Recognition using ToF Sensors with MATLAB and STM32Cube.AI Dev Cloud |
| Zin, Thi Thi |
L1.14 |
96 |
Enhancing Fetal Heart Rate Monitoring Through Digital Twin Technology |
| S8-4T.4 |
617 |
A Markovian Game Theoretic Framework for Analysing a Queueing System With Multiple Servers |
| S8-4T.5 |
621 |
A Stochastics Branching Process Model for Analyzing Rumor Spreading in Social Media Networks |
| Zito, Margherita |
S4-EC.4 |
348 |
Bioelectrical Measurements of Lenses Effect During Esports Training Sessions: Could the Yellow Lenses Enhance Gaming Performance? |
| Zolezzi, Daniele |
L2.7 |
388 |
''Alice in Codeland'': A Gamified Approach to Web Programming Education |
| Zorgno, Filippo |
TUT2-4T.1 |
|
Blender BIM for Virtual Worlds and Digital Twins |