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SCETF: Serious game surgical cognitive education and training framework.

, , , , , and . IGIC, page 130-133. IEEE Computer Society, (2011)

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The effect of sound on visual realism perception and task completion time in a cel-shaded serious gaming virtual environment., , , , and . QoMEX, page 1-6. IEEE, (2015)Does Improved Sound Rendering Increase Player Performance? A Graph-Based Spatial Audio Framework., , and . IEEE Trans. Games, 13 (3): 263-274 (2021)A GPU-Based Method to Approximate Acoustical Reflectivity., and . J. Graphics, GPU, & Game Tools, 15 (4): 210-215 (2011)Screen space point sampled shadows., , , and . GEM, page 1-7. IEEE, (2015)GPU-based acoustical occlusion modeling for virtual environments and games., and . IGIC, page 48-50. IEEE, (2013)GPU-based acoustical occlusion modeling with acoustical texture maps., and . Audio Mostly Conference, page 55-61. ACM, (2011)Spatial sound for video games and virtual environments utilizing real-time GPU-based convolution., and . Future Play, page 166-172. ACM, (2008)GPU-based real-time acoustical occlusion modeling., and . Virtual Reality, 14 (3): 183-196 (2010)A Serious Game for Off-Pump Coronary Artery Bypass Surgery Procedure Training., , , , , and . MMVR, volume 163 of Studies in Health Technology and Informatics, page 147-149. IOS Press, (2011)A simplified level editor., and . IGIC, page 52-54. IEEE Computer Society, (2011)