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Automated System for Semantic Object Labeling With Soft-Object Recognition and Dynamic Programming Segmentation.

, , , , , , , and . IEEE Trans Autom. Sci. Eng., 14 (2): 820-833 (2017)

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Greater rewards in videogames lead to more presence, enjoyment and effort., , , , , and . Comput. Hum. Behav., (2018)Videogame reward types., , and . Gamification, page 103-106. ACM, (2013)Risking Treasure: Testing Loss Aversion in an Adventure Game., , , , , and . CHI PLAY, page 306-320. ACM, (2020)Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy., , and . CHI, page 118:1-118:12. ACM, (2021)Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity., , , , and . CHI PLAY, page 231-242. ACM, (2018)Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews., , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 255:1-255:21 (2021)A Sense of Belonging: Pokémon GO and Social Connectedness., , , , , , and . Games Cult., 14 (6): 583-603 (2019)The Role of Generative AI in Games Research., , , and . CHI PLAY Companion, page 353-354. ACM, (2023)The Impact of Rewards and Trait Reward Responsiveness on Player Motivation., , , , and . CHI PLAY, page 393-404. ACM, (2018)Psychophysiology of Challenge in Play: EDA and Self-Reported Arousal., , , , and . CHI Extended Abstracts, page 1930-1936. ACM, (2016)