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Cited by 31

The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.

Enhancing Game Experience with Facial Expression Recognition as Dynamic Balancing

Akbar, M. Taufik, Ilmi, M. Nasrul, Rumayar, Imanuel V., Moniaga, Jurike, Chen, Tin-Kai, Chowanda, Andry·2019·Procedia Computer Science

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Show all 1 references

Research works printed but not linked: 13

  1. Yannakakis, 2014, Emotion in games, Handbook on affective computing, 459
  2. Prasetio, 2017, Location-based game to enhance players experience in survival horror game, Procedia Computer Science, 116, 206, 10.1016/j.procs.2017.10.037 · doi:10.1016/j.procs.2017.10.037
  3. Brockmyer, 2009, The development of the game engagement questionnaire: A measure of engagement in video game-playing, Journal of Experimental Social Psychology, 45, 624, 10.1016/j.jesp.2009.02.016 · DOI · Paper page
  4. Moniaga, 2018, Facial expression recognition as dynamic game balancing system, Procedia Computer Science, 135, 361, 10.1016/j.procs.2018.08.185 · DOI
  5. Bontchev, 2016, Adaptation in affective video games: A literature review, Cybernetics and Information Technologies, 16, 3, 10.1515/cait-2016-0032 · DOI
  6. Boulic, 1990, A global human walking model with real-time kinematic personification, The visual computer, 6, 344, 10.1007/BF01901021 · DOI · Paper page
  7. Wu, 2008, Why they enjoy virtual game worlds? an empirical investigation, Journal of electronic commerce research, 9, 219
  8. Serino, 2016, Pokémon go and augmented virtual reality games: a cautionary commentary for parents and pediatricians, Current opinion in pediatrics, 28, 673, 10.1097/MOP.0000000000000409 · DOI · Paper page
  9. Hudson, 2019, With or without you? interaction and immersion in a virtual reality experience, Journal of Business Research, 100, 459, 10.1016/j.jbusres.2018.10.062 · DOI · Paper page
  10. Zohaib, 2018, Dynamic difficulty adjustment (dda) in computer games: A review, Advances in Human-Computer Interaction, 2018, 10.1155/2018/5681652 · DOI · Paper page
  11. Sutoyo, 2015, Dynamic difficulty adjustment in tower defence, Procedia Computer Science, 59, 435, 10.1016/j.procs.2015.07.563 · doi:10.1016/j.procs.2015.07.563
  12. Norouzi, 2018, A systematic survey of 15 years of user studies published in the intelligent virtual agents conference, International Conference on Intelligent Virtual Agents (IVA), 10.1145/3267851.3267901 · DOI
  13. IJsselsteijn, 2013, The game experience questionnaire, Eindhoven: Technische Universiteit Eindhoven

Metadata

Authors
Akbar, M. T., Ilmi, M. N., Rumayar, I. V., Moniaga, J., Chen, T.-K., & Chowanda, A.
Venue
Procedia Computer Science
Publisher
Elsevier BV
Published
2019
Volume
157
Pages
388-395
ISSN
1877-0509
Cited by
31
References
1
Language
en
Licence

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CoChat. (2026). Citation check: Enhancing Game Experience with Facial Expression Recognition as Dynamic Balancing. https://app.cochat.ai/papers/10.1016/j.procs.2019.08.230
The paper
Akbar, M. T., Ilmi, M. N., Rumayar, I. V., Moniaga, J., Chen, T.-K., & Chowanda, A. (2019). Enhancing Game Experience with Facial Expression Recognition as Dynamic Balancing. Procedia Computer Science. https://doi.org/10.1016/j.procs.2019.08.230

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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

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