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Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms., , , , и . Entertain. Comput., (2022)Using machine learning techniques to analyze the performance of concurrent kernel execution on GPUs., , , , , и . Future Gener. Comput. Syst., (2020)An architecture for game interaction using mobile., , , , , , и . IGIC, стр. 1-5. IEEE, (2012)Towards a Heuristic based Real Time Hybrid Rendering - A Strategy to Improve Real Time Rendering Quality using Heuristics and Ray Tracing., , и . VISAPP (3), стр. 12-21. SciTePress, (2014)Evaluation between humans and affective NPC in digital gaming scenario., , , , , и . SeGAH, стр. 1-8. IEEE Computer Society, (2014)Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games., , , , и . SeGAH, стр. 1-8. IEEE, (2020)An Indoor Navigation System for Live-Action Virtual Reality Games., , , и . SBGames, стр. 1-10. IEEE Computer Society, (2015)A guideline proposal for minimizing cybersickness in VR-based serious games and applications., , , и . SeGAH, стр. 1-8. IEEE, (2022)TrADe Re-ID - Live Person Re-Identification using Tracking and Anomaly Detection., , , , и . ICMLA, стр. 449-454. IEEE, (2022)Exploratory Data Analysis of Software Repositories via GPU Processing., , , и . SEKE, стр. 495-500. Knowledge Systems Institute Graduate School, (2014)