ACM - Computers in Entertainment

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Theoretical and Practical Computer Applications in Entertainment

Computers in Entertainment [Vol. 15, No. 2] View Full Citation in the Digital Library

Procedural Content Generation for Game Props? A Study on the Effects on User Experience

This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various ... Read More »

In this issue

Posing 3D Models from Drawings
Inferring the 3D pose of a character from a drawing is a complex and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as ...
A Comparison of Text-Annotated vs. Purely Visio-Spatial Instructions for Video Game Input Sequences
Animated tutorials for controller input sequences in video games will be easier for developers to localize, and therefore more universally accessible across multiple nationalities, if they are designed to rely ...
Serious Games for Early Identification of Developmental Dyslexia
Developmental Dyslexia (DD) is a neurodevelopmental disorder affecting reading acquisition. DD cannot be diagnosed before starting the primary school; thereby, one of the main challenges is to obtain an early ...
“From the Weaker Sex to Hardcore Gaming”
The issue of gender with regard to video game usage has been researched since the first mass-market video games appeared. Since then, diverse results have been found. Assumptions regarding limitations ...
What Makes People Watch Online Videos
Searching for and retrieving videos in a meaningful way on the web is still an open problem. The integration of a user's context and intentions into the search process is ...