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2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)

July 27 2015 to July 29 2015

Louisville, KY, USA

Table of Contents

Sphero as an interactive tool in computer games for people with IDFull-text access may be available. Sign in or learn about subscription options.pp. 99-102
A Unity 3D framework for algorithm animationFull-text access may be available. Sign in or learn about subscription options.pp. 50-56
Machiavellian agents: Player modelling to deceive and be deceivedFull-text access may be available. Sign in or learn about subscription options.pp. 10-17
Interacting with multiple game genres using Motion Onset Visual Evoked PotentialsFull-text access may be available. Sign in or learn about subscription options.pp. 18-27
Solving NP-hard number matrix games with Wisdom of Artificial CrowdsFull-text access may be available. Sign in or learn about subscription options.pp. 38-43
A crossword puzzle generator using genetic algorithms with Wisdom of Artificial CrowdsFull-text access may be available. Sign in or learn about subscription options.pp. 44-49
Exploring options for efficiently evaluating the playability of computer game agentsFull-text access may be available. Sign in or learn about subscription options.pp. 78-87
Crimes in, of and by virtual worlds and computer gamingFull-text access may be available. Sign in or learn about subscription options.pp. 93-98
Applying formal picture languages to procedural content generationFull-text access may be available. Sign in or learn about subscription options.pp. 58-64
The quest for the perfect perfect-mazeFull-text access may be available. Sign in or learn about subscription options.pp. 65-72
Designing immersive affective environments with biofeedbackFull-text access may be available. Sign in or learn about subscription options.pp. 73-77
Video gaming accessibilityFull-text access may be available. Sign in or learn about subscription options.pp. 107-111
A study of the correlations between Augmented Reality and its ability to influence user behaviorFull-text access may be available. Sign in or learn about subscription options.pp. 113-118
3D Hospital: Design and implement quest-based game framework for transitional trainingFull-text access may be available. Sign in or learn about subscription options.pp. 119-125
Gameplay-driven terrain generation in Scorched EarthFull-text access may be available. Sign in or learn about subscription options.pp. 126-130
Observations and opportunities in cybersecurity education game designFull-text access may be available. Sign in or learn about subscription options.pp. 131-137
Transforming BrowserQuest into an epidemiological tool for modelling disease disseminationFull-text access may be available. Sign in or learn about subscription options.pp. 143-148
Conference programme committeeFreely available from IEEE.pp. 5-5
PrefaceFreely available from IEEE.pp. 7-7
International programme committeeFreely available from IEEE.pp. 6-6
ContentsFreely available from IEEE.pp. 3-4
Author indexFreely available from IEEE.pp. 149-151
Computational intelligence and game enginesFreely available from IEEE.pp. 9-9
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