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CoSECivi 2017: Barcelona, Spain
- David Camacho, Marco Antonio Gómez-Martín, Pedro Antonio González-Calero:
Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona, Spain, June 30, 2017. CEUR Workshop Proceedings 1957, CEUR-WS.org 2017 - Ricardo Loreto, José Martínez Sotoca, Miguel Chover:
Hacia la configuración óptima de entornos autoestereoscópicos para desarrollo de videojuegos. 1-12 - Sergio Alloza, Flavio Escribano, Sergi Delgado, Ciprian A. Corneanu, Sergio Escalera:
XBadges. Identifying and training soft skills with commercial video games. Improving persistence, risk taking & spatial reasoning with commercial video games and facial and emotional recognition system. 13-28 - Águeda Gómez Cambronero, Mercedes Marqués Andrés:
Misión desbloqueada: el diseño de los juegos educativos (Mission unblocked: design of educative videogames). 29-37 - Italo F. Capasso B., Fernando De la Rosa:
MaruGen: Una herramienta para la generación semi-automática de diseño de videojuegos (MaruGen: a tool for semi-automatic generation of videogame designs). 30-42 - Raúl Lara-Cabrera, Víctor Rodríguez-Fernández, Javier Paz-Sedano, David Camacho:
Procedural generation of balanced levels for a 3D paintball game. 43-55 - Manuel López-Ibáñez, Nahum Álvarez, Federico Peinado:
A study on an efficient spatialisation technique for near-field sound in video games. 56-68 - Gabriel Peñas, Federico Peinado:
Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences. 69-78 - Juliana Montes, Cristian Copete, Pablo A. Figueroa:
Diseño de mecánicas de videojuegos para la creación de condiciones específicas de diálogo con personas que sufren de depresión (Design of video game mechanics to create specific dialog conditions with people suffering from depression). 79-91 - José Molano-Pulido, Pablo A. Figueroa:
Sistema de seguimiento 2D de bajo costo y baja precisión para aplicaciones de realidad virtual y realidad aumentada (Low-cost and low-precision 2D tracking system for virtual reality and augmented reality applications). 92-102 - Álvaro Gutiérrez-Rodríguez, Antonio Miguel Mora, Antonio José Fernández Leiva:
Optimización de la humanidad de bots de Unreal Tournament 2004 mediante algoritmos evolutivos (Humanness optimization of Unreal Tournament 2004 bots by means of evolutionary algorithms). 103-118 - Héctor Laria Mantecón, Jorge Sánchez Cremades, José Miguel Tajuelo Garrigós, Jorge Vieira Luna, Carlos Cervigon Rückauer, Antonio A. Sánchez-Ruiz:
A Pac-Man bot based on grammatical evolution. 118-130 - Irene Camps-Ortueta, José M. Rodríguez-Muñoz, Pedro Pablo Gómez-Martín, Pedro A. González-Calero:
Combining augmented reality with real maps to promote social interaction in treasure hunts. 131-143 - Fernando Domínguez-Estévez, Antonio A. Sánchez-Ruiz, Pedro Pablo Gómez-Martín:
Training Pac-Man bots using reinforcement learning and case-based reasoning. 144-156 - Jaume Esteve, Federico Peinado:
FX Interactive: growth and decline of the Spanish video games publisher. 157-162 - Maximiliano Miranda, Antonio A. Sánchez-Ruiz, Federico Peinado:
Pac-Man or Pac-Bot? Exploring subjective perception of players' humanity in Ms. Pac-Man. 163-175 - Juan Sebastián Martínez, Pablo A. Figueroa:
Guante háptico de realimentación variable para videojuegos y aplicaciones de realidad virtual (Haptic glove with variable feedback for video games and virtual reality applications). 176-188 - Jorge Ruiz Quiñones, Antonio José Fernández Leiva:
Game design: a preliminary review on techniques and tools. 189-201
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