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Special Issue: Deep Learning, Ubiquitous and Toy Computing

Computers in Entertainment [Vol. 16, No. 2] View Full Citation in the Digital Library

Guest Editorial Preface Deep Learning, Ubiquitous, and Toy Computing

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In this issue

Pegadas
Applications for learning and training have been developed and highlighted as important tools in health education. Despite the several approaches and initiatives, these tools have not been used in an ...
SimCEC
Traditionally, the evaluation of surgical procedures in virtual reality (VR) simulators has been restricted to their individual technical aspects disregarding the procedures carried out by teams. However, some decision models ...
Evolutionary Algorithms for a Better Gaming Experience in Rehabilitation Robotics
This article proposes the use of two evolutionary algorithms (EAs) to the dynamic difficulty adjustment (DDA) of a serious game in the rehabilitation robotics application. DDA occurs in runtime for ...
Using a Social Educational Network to Facilitate Peer-Feedback for a Virtual Simulation
Virtual simulation offers a viable alternative to traditional educational and training practices, offering trainees the opportunity to train until they reach a specific competency level in a safe and cost-effective ...
A Serious Game for Anesthesia-Based Crisis Resource Management Training
Simulation-based training has been widely adopted in medical education as a tool in the practice and development of skills within a safe, controlled, and monitored environment. However, significant cost and ...
Have We Met Before? Using Consumer-Grade Brain-Computer Interfaces to Detect Unaware Facial Recognition
Much research has been done on the brain’s reaction to seeing faces, but while much of the work has investigated the brain’s conscious reaction to faces, far less work has ...
Natural Walking in Virtual Reality
Recent technological developments have finally brought virtual reality (VR) out of the laboratory and into the hands of developers and consumers. However, a number of challenges remain. Virtual travel is ...
Usertesting Without the User
The use of human participants in game evaluation can be costly, time-consuming, and present challenges for constructing representative player samples. These challenges may be overcome by using computer-controlled agents in ...